blueruckus

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  1. Was wondering if anyone had tested out if there's any cap as to how many times the -Max HP proc could be stacked on an enemy. City of Data doesn't mention any form of cap on the -Max HP portion but in solo testing I've found that my pets and I are able to keep the proc stacked 4 times on an enemy. As I was testing on Pylons,Monsters,AVs, each proc hit for about -1000 max hp bringing me up to a consistent -4000 max HP at max stack.

    Does anyone know if this 4max is per player or per NPC? Would 8 of me be able to maintain a -32000 Max Hp on pylons,monsters,AVs? I know that may sound a bit ridiculous, especially in leagues, but I only ask because I wasn't active when these were released and looking through older threads I get the impression that this is possible.
  2. blueruckus

    New ATIO proc

    Quote:
    Originally Posted by Oathbound View Post
    Likely the opposite. Starts out high mag then slowly loses power, like the Destiny Incarnate buffs.
    The Destiny buffs are the best example, starts out high potency and then degrades. Procs often. Interesting enough, the Corruptor proc text says something along the lines of "20% or 4 times a min", so I'm guessing the SoA is the same and bumps up to 25% at Superior. Although... that proc was going off pretty often on my AoE so I'm suspecting that proc chance number may be a bit higher.

    If it stays as is, DEFINITELY worth slotting.
  3. blueruckus

    New ATIO proc

    Quote:
    Originally Posted by Trilby View Post
    OK, so it looks like it may be best to 5 slot the normal abilities with the 6 slot being the proc superior version.

    However this means we will need to sink some money into the packs and if so, we are likely to end up with spare enhancements we don't need, but there is thankfully looking to be an option to buy 5 converters with an emp merit. I'll do the maths later.

    The terrorize, how long does it last and the damage debuff and does it affect AVs, if so, to what degree?
    Testing this out tonight, the terrorize is kinda weird. So when looking at how it's displayed on combat numbers, it applies a "4 mag terrorize", then splits down in to two "2mag terrorize"... a few seconds later one of the "2mag terrorize" drops and a few seconds later, the second "2mag terrorize" drops.

    In terms of duration, the text says 10 seconds... seemed about right. The first 2 mag terrorize dropped about half way. Assuming this is not a bug, this will be pretty damn awesome.

    I threw it in to heavy burst and was terrorizing groups of enemies (including bosses), pretty consistently. We'll see how this actually ends up playing out once it hits live.

    There is 1 other bug though, the recharge stays at 18.5 even when you upgrade it to Superior. That doesn't seem right.
  4. EDIT: New enhanced build a few posts down.

    A few people have been asking to see my build so here it goes. I'm still toying with a few tweaks here and there, but it's complete for the most part. Recently pulled out my only -KB IO to make room for the gladiator +def, but I'm hovering so KB isn't terrible. Will prolly toss the ATO proc in to heavy burst or VG eventually.

    My AoE chain is Venom Grenade > Heavy Burst > Suppression > Heavy Burst. Single target is Burst > Single Shot > Burst. Harder targets will get a Shatter Armor thrown in.

    Also, I realize the AH -Res procs don't stack but the more I have, the better chances I have at applying the proc. ATO will prolly replace the AH proc in Heavy Burst, still not entirely sure.

    I've tossed some enhancement boosters on all my fly speed IOs because high mobility is pretty crucial when working with cone attacks. My normal hover speed is 41 mph. I keep the Steam Jump power on a mouse button as a 'turbo boost' of sorts that bumps me up to max fly speed of 58 while still hovering. It works out well.


    Anywho, here it is...

    Villain Plan by Mids' Villain Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Jinrazuo: Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Leadership
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Single Shot
    • (A) Apocalypse - Damage: Level 50
    • (3) Apocalypse - Accuracy/Damage/Recharge: Level 50
    • (3) Apocalypse - Damage/Endurance: Level 50
    • (5) Apocalypse - Damage/Recharge: Level 50
    • (5) Apocalypse - Chance of Damage(Negative): Level 50
    • (7) Achilles' Heel - Chance for Res Debuff: Level 14
    Level 1: Crab Spider Armor Upgrade
    • (A) Gladiator's Armor - TP Protection +3% Def (All): Level 17
    • (7) Steadfast Protection - Resistance/+Def 3%: Level 16
    Level 2: Burst
    • (A) Devastation - Accuracy/Damage/Recharge: Level 50
    • (9) Devastation - Damage/Recharge: Level 50
    • (9) Devastation - Damage/Endurance: Level 50
    • (11) Devastation - Accuracy/Damage: Level 50
    • (11) Achilles' Heel - Chance for Res Debuff: Level 16
    Level 4: Combat Training: Defensive
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    Level 6: Assault
    • (A) Endurance Reduction IO: Level 50
    Level 8: Heavy Burst
    • (A) HamiO:Centriole Exposure
    • (13) HamiO:Centriole Exposure
    • (13) HamiO:Centriole Exposure
    • (15) Recharge Reduction IO: Level 50
    • (15) Positron's Blast - Chance of Damage(Energy): Level 33
    • (17) Achilles' Heel - Chance for Res Debuff: Level 11
    Level 10: Tactical Training: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    • (17) Luck of the Gambler - Defense: Level 50
    • (19) Luck of the Gambler - Defense/Endurance: Level 50
    Level 12: Venom Grenade
    • (A) Ragnarok - Damage: Level 50
    • (19) Ragnarok - Accuracy/Damage/Recharge: Level 50
    • (21) Ragnarok - Damage/Recharge: Level 50
    • (21) Ragnarok - Chance for Knockdown: Level 50
    • (23) Ragnarok - Damage/Endurance: Level 50
    • (23) Positron's Blast - Chance of Damage(Energy): Level 50
    Level 14: Hover
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    • (25) Flight Speed IO: Level 50
    • (25) Flight Speed IO: Level 50
    Level 16: Tactical Training: Assault
    • (A) Endurance Reduction IO: Level 50
    Level 18: Suppression
    • (A) Positron's Blast - Damage/Endurance: Level 50
    • (27) Positron's Blast - Damage/Recharge: Level 50
    • (27) Positron's Blast - Damage/Range: Level 50
    • (29) Positron's Blast - Accuracy/Damage/Endurance: Level 50
    • (29) Positron's Blast - Chance of Damage(Energy): Level 47
    • (31) Achilles' Heel - Chance for Res Debuff: Level 11
    Level 20: Tactical Training: Leadership
    • (A) Adjusted Targeting - To Hit Buff/Endurance: Level 21
    • (31) Adjusted Targeting - Endurance/Recharge: Level 21
    • (31) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 21
    • (33) Adjusted Targeting - To Hit Buff/Recharge: Level 21
    • (33) Adjusted Targeting - To Hit Buff: Level 21
    Level 22: Mental Training
    • (A) Flight Speed IO: Level 50
    Level 24: Fortification
    • (A) Impervium Armor - Resistance: Level 40
    • (33) Impervium Armor - Resistance/Recharge: Level 40
    • (34) Impervium Armor - Resistance/Endurance: Level 40
    • (34) Impervium Armor - Resistance/Endurance/Recharge: Level 40
    Level 26: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    • (34) Luck of the Gambler - Defense: Level 50
    • (36) Kismet - Accuracy +6%: Level 10
    Level 28: Serum
    • (A) Numina's Convalescence - Heal: Level 50
    • (36) Numina's Convalescence - Heal/Recharge: Level 50
    • (36) Numina's Convalescence - Heal/Endurance: Level 50
    Level 30: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (37) Recharge Reduction IO: Level 50
    • (37) Recharge Reduction IO: Level 50
    Level 32: Boxing
    • (A) Mako's Bite - Chance of Damage(Lethal): Level 50
    Level 35: Summon Spiderlings
    • (A) Soulbound Allegiance - Damage: Level 50
    • (37) Soulbound Allegiance - Accuracy/Recharge: Level 50
    • (39) Soulbound Allegiance - Damage/Endurance: Level 50
    • (39) Soulbound Allegiance - Chance for Build Up: Level 50
    • (39) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
    Level 38: Call Reinforcements
    • (A) Call to Arms - Accuracy/Recharge: Level 30
    • (40) Call to Arms - Accuracy/Damage: Level 30
    • (40) Call to Arms - Damage/Endurance: Level 30
    • (40) Call to Arms - Accuracy/Damage/Recharge: Level 30
    • (42) Call to Arms - Endurance/Damage/Recharge: Level 30
    • (42) Soulbound Allegiance - Damage/Recharge: Level 50
    Level 41: Web Envelope
    • (A) Gravitational Anchor - Chance for Hold: Level 50
    Level 44: Shatter Armor
    • (A) Hecatomb - Damage: Level 50
    • (45) Hecatomb - Damage/Recharge: Level 50
    • (46) Hecatomb - Damage/Endurance: Level 50
    • (46) Hecatomb - Chance of Damage(Negative): Level 50
    • (46) Hecatomb - Accuracy/Damage/Recharge: Level 50
    Level 47: Summon Blaster
    • (A) Call to Arms - Accuracy/Damage: Level 30
    • (48) Call to Arms - Damage/Endurance: Level 30
    • (48) Call to Arms - Endurance/Damage/Recharge: Level 30
    • (48) Call to Arms - Accuracy/Damage/Recharge: Level 30
    • (50) Damage Increase IO: Level 50
    • (50) Recharge Reduction IO: Level 50
    Level 49: Tough
    • (A) HamiO:Ribosome Exposure
    • (50) HamiO:Ribosome Exposure
    Level 50: Musculature Core Paragon
    Level 50: Reactive Radial Flawless Interface
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Vorpal Radial Final Judgement
    Level 50: Rebirth Total Radial Invocation
    Level 50: Arachnos Core Superior Ally
    ------------
    Level 1: Brawl
    • (A) Mako's Bite - Chance of Damage(Lethal): Level 50
    Level 1: Sprint
    • (A) Run Speed IO: Level 50
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 2: Swift
    • (A) Flight Speed IO: Level 50
    Level 2: Hurdle
    • (A) Jumping IO: Level 50
    Level 2: Health
    • (A) Miracle - +Recovery: Level 20
    • (42) Numina's Convalescence - +Regeneration/+Recovery: Level 30
    • (43) Numina's Convalescence - Heal: Level 33
    • (43) Numina's Convalescence - Heal/Endurance: Level 32
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End: Level 43
    • (43) Performance Shifter - EndMod/Recharge: Level 50
    • (45) Performance Shifter - EndMod: Level 48
    • (45) Endurance Modification IO: Level 50
    Level 1: Conditioning
    Level 4: Ninja Run
    ------------
    ------------
    Set Bonus Totals:
    • 13% DamageBuff(Smashing)
    • 13% DamageBuff(Lethal)
    • 13% DamageBuff(Fire)
    • 13% DamageBuff(Cold)
    • 13% DamageBuff(Energy)
    • 13% DamageBuff(Negative)
    • 13% DamageBuff(Toxic)
    • 13% DamageBuff(Psionic)
    • 6% Defense(Melee)
    • 6% Defense(Smashing)
    • 6% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 6% Defense(Energy)
    • 6% Defense(Negative)
    • 7.88% Defense(Psionic)
    • 6% Defense(Ranged)
    • 6% Defense(AoE)
    • 2.25% Max End
    • 48% Enhancement(Accuracy)
    • 83.75% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 192.8 HP (18%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • 18% (0.32 End/sec) Recovery
    • 88% (4.71 HP/sec) Regeneration
    • 1.89% Resistance(Smashing)
    • 1.89% Resistance(Lethal)
    • 6.62% Resistance(Fire)
    • 6.62% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 5% RunSpeed
  5. May try out that tank/melee build on an alternate build slot. While I'm a big fan of the gun, I really like the theme/concept of the crab leg attacks, especially some of the melee stuff.

    As much as everyone hates the pool, I actually enjoyed my kin defender with invoke panic and intimidate from the presence pool. Being able to fear minions and bosses was pretty neat. If the AOT proc keeps the terrorize, would probably toss that in venom as my opener and hit invoke panic to lock down enemies. Kinda gimmicky and probably unnecessary as a tank crab... but could be fun and different.
  6. Might want to keep an open mind on gun attacks. They animate quicker than backpack attacks and the redraw isn't terrible if you mix the attacks.

    My aoe chain is venom grenade (gun), heavy burst (gun cone), suppression (pack cone), heavy burst again. The redraw on the second heavy burst is so minimal that it's hardly noticeable. Anything left standing falls pretty quickly to the spider army. Hard targets are treated to shatter armor and a continuous volley of the first two single target gun attacks.

    Dont have an exact build for you, but just wanted to pop in and put in my vote for gun attacks.
  7. blueruckus

    incarnate newb

    Quote:
    Originally Posted by MrHassenpheffer View Post
    ...soooooooo

    when are we gonna see new incarnate trees open up...

    ...aaaaaand will they be using our current form of currencies?
    Post has been pretty direct about currencies on new shinies. His stance is that if new currencies are not introduced, lots of people will have all the new stuff on day one. So yeah, would definitely expect to see new currencies and perhaps some way to convert current ones similar to how shards can be made in to threads.
  8. Quote:
    Originally Posted by Hopeling View Post
    OK, I've tested it:

    As you can see, there are two ticks of Reactive doing 14.85, then I hit Nightstar with an attack and the -res procced, then Reactive starts ticking for 15.22, 2.5% more than it did before.
    I've never heard of the procs being intended to be unaffected by damage resistance or resistance debuffs. In fact, their being affected by resistance was explicitly why Degenerative and Cognitive got weaker DoTs than the others, according to Arbiter Hawk in the beta feedback thread - because (the devs think that) those damage types are more valuable because they bypass many enemy resists.
    Kinda thread necro, I know, but I was looking through threads about the newer interfaces and stumbled upon this -RES conversation. I run a crab spider and use -res all the time and know for sure that the Interface procs are affected by -RES. I was just on the beta last night because I was wondering about switching over to Degenerative from Reactive because of the toxic dmg and the -40 res on my opener Venom Grenade. I don't remember the exact numbers but on even con the proc hits for about 12ish, once Venom Grenade landed the ticks bumped up to 17ish.

    I understand that the IO procs are a set value, but the Interface procs are not.
  9. My time was after the Reactive fix. I don't have any rain powers so it really didnt affect me. I havent been too active on CoH since I got my new PC several mins ago so I don't have any of my Mids data easily accessible. I actually don't even have Mids installed at this point.

    I was using Lore pets also, not sure if you had that on your Huntsman time. Without the Lore I seem to recall being around 1:10. Lore pets boosted with Musculature and double assault are no joke.

    I'm wondering if it would be worth it changing over Reactive to the newer power that does the toxic DoT since Venom Grenade gives the massive toxic -res. One of the reasons I took a break from the game was I felt burnt out from the non stop trial runs though, so it'll be a while before I get around to that. I'm hoping the DA route in I22 isn't as slow as I'm hearing though.
  10. Hover gun crab, perma-hasten, perma-pets, leadership stack, musculature alpha. My crab's the one that took down a pylon in 30 seconds. My crab has easily become my go-to character since I've built him to be very effective even when exemplaring.

    I didn't slot for soft cap because crab has so much survivability in resistance, serum, pets, and high offense that it just seemed excessive. You can always pop a purple for added def but there are no insps for recharge. Hit fast and hit hard.

    Everyone will build their crab differently, but this is what works for me... and exceptionally well.
  11. Sonic Repulsion is a pretty useful power. Of course, if you expect it to wipe out +4x8 mobs, then no, it won't be a good power for you.
  12. Last time I ran Ramiel's incarnate arc, I recall melee being affected by the +300% range buff you receive.
  13. Took me years before actually trying out SoA and I felt like such an IDIOT for wasting so much time. My crab is my favorite character and is my go-to for any situation.

    I'm using a high-recharge leadership-stacked hover crab with gun attacks and 3 perma-spider pets. You're basically taking all the great parts of a crab and all the great parts of a huntsman and creating a 'lol god-mode' SoA. Not really sure why I don't see more of these around.
  14. I know how you feel, Clouded. I finally have a window of opportunity to put in some game time but now I guess they're bringing everything down again? Not even worth it, I'm just hanging up the cape until I21 gets here. This is such a mess.
  15. Quote:
    Originally Posted by Von Krieger View Post
    Updated first post with some screencaps. My ISP exploded at about 3:30. So I missed about 25-30 minutes worth of dev chat.
    Also, at the panel, I recall them mentioning that the lava-filled/Mordor-looking screenshot is actually The Hollows. I'm assuming it's an instanced version and not a full revamp.
  16. Quote:
    Originally Posted by Xzero45 View Post
    Folks ask for backpack items. Devs give us a literal backpack.

    Hrmmm.
    I never saw that the fuss was all about in everyone wanting backpacks. Mainly because when I think of a backpack item I think of exactly what's pictured above. Aside from different skins, I really don't see how much more you can do with this. At the panel, they mentioned starting off with a basic utility backpack and then adding different ones in the future so there you go.
  17. The joke at the panel was that it was a Dora the Explorer backpack. They even had the backpack song playing on that slide.
  18. I asked Posi at the panel about more rifle models for SoA and other rifle sets and it sounds like its not gonna happen. In beta we have access to the the Steampunk and Celestial rifles so that's about it. I was hoping to at least have the Vanguard Redding Rifle as an option.
  19. Sorry if this isn't the best spot for this but....

    I've got the IDF Ranger card from PAX and before I use it I was wondering if anyone was willing to trade for the Meat Doctor card given out at the SF Meet and Greet. I know it's a long shot but just wanted to ask anyway.

    Thanks.
  20. blueruckus

    News from PAX

    Quote:
    Originally Posted by Doughboy View Post
    Added three more pics from Saturday.

    And that's about all I have.
    I really like that shot they showed of Cimerora as part of the signature stories. Thanks again for your mad news reporting skills, Doughboy.
  21. blueruckus

    News from PAX

    Quote:
    Originally Posted by Aggelakis View Post
    They actually specifically said that they fixed PVP and fixed PVP and fixed PVP and fixed PVP and fixed PVP, and it wasn't until very recently (which I take to be within the last month or two, maybe a little more) that they found anything that could satisfy all the issues they saw with PVP. Which I took away to mean "expect something with Issue 23 or so" (because Issue 22 is likely close to finishing touches before alpha testing).
    I must've slept through that part. Was that mentioned at the M&G or panel?
  22. blueruckus

    News from PAX

    On that note, questions were asked about bringing back base raids. Posi basically said they want to work on bases but it would be a huge undertaking and there's just not much time for that right now.

    Also for the PvP crowd, the 'why do you hate pvp?' question was brought up. Basic answer was 'we don't hate it. Free players will be able to pvp so hopefully there's an influx, but we have zero plans of touching it. K thx bye'.
  23. blueruckus

    News from PAX

    Quote:
    Originally Posted by Daemodand View Post
    *sigh*
    In all fairness, I highly doubt this would be true if we weren't using fake moniez.