macskull

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  1. Quote:
    Originally Posted by Marat_NA View Post
    As I'm tinkering with enhancements, I'm noticing it's really really expensive to get 41 KB protection. Last I played all you needed was Acro to be immune, qq.

    Would I be better off switching from leaping to flying and using hover for knockback protection (hover is immune to -fly right?) until/if I can amass 41 KB protection?
    Hover is immune to some -fly (webnades will still bring you down, as will stacked applications of things like Snow Storm or Spirit Shark Jaws). They changed it a while back so it doesn't really provide "immunity" from knockback anymore (previously you could basically keep attacking while getting flipped around, now you can't). I suppose you could get away with Fly/SS as your travel powers, but you're really going to want to save up for that KB protection. Yeah, it's expensive, but it's every bit worth it when the other team gets frustrated that they can't KB you.
  2. Quote:
    Originally Posted by Aggelakis View Post
    That avatar is awesome, macskull. *hypnotized stare*
    All glory to the hypnotoad?

  3. 41 is enough to stop Power Push, Levitate, and Lift, not enough to stop Gale or Force Bolt. Gale is very rare as there are very few good Stormies these days, and Force Bolt is somewhat more common but I guess 44 points should be enough to stop that. The biggest difference between a Brute and a Tank in arena matches is that the Brute has access to webnades that don't cause -KB, which is a huge advantage if KB->mez->spike is part of your team's strategy.
  4. macskull

    Farming Warshade

    Quote:
    Originally Posted by Debtlover View Post
    humanform. hands down.
    You are going to want at least Nova, as that's where most of your AoE damage output lies. I can see skipping Dwarf, but certainly not Nova. The biggest issue with a Warshade is their lack of AoE crowd control, meaning you need to be quick about killing the mobs (the AI's "self-preservation" means mobs start to scatter once you've hit them a few times, as they're likely slowed quite a bit by that point).
  5. 1. Cross-posting is bad.

    2. No, there's not. It's a bit more difficult to develop something like this for the Mac because the Windows version of HeroStats gets its information by reading data in use by CoH. The Mac version of CoH is basically the Windows version running inside a shell, so there's another layer that HeroStats would have to go through to get its information. I think you can use the CIT binds with the Mac version, but as far as community software support, that's about it. For build planners you can either use SuckerPunch's online planner (decent but it's no Mids), or run Mids via Boot Camp or (my personal preference) VMWare or another virtual machine. There's a Java-based cross-platform version of Mids in development but it will be a while before that's ready to go, I assume.
  6. Quote:
    Originally Posted by PumBumbler View Post
    I've noticed this as a general trend even outside of the game. People just don't want to think anymore. They want passive entertainment and to be led by the nose. The worst of it is that people start demanding to be spoon fed like it is their entitlement. Funny thing is that Justice seems to have more than its fair share of leaders/thinkers/creative types...most of them just tend to guard WW/BM nowadays though.

    The internets are teh nuTV.
    And then there was the time I decided to actually go to RF-led Freedom raid and spent half an hour broadcasting "EMP LOOKING FOR TEAM" and got no invites. Well, nevermind... someone tried to invite me but I was on hide at the moment, I unhid, and by the time I'd replied they had filled the spot saying I "must not have wanted it that badly, maybe you'll learn your lesson next time." I just giggled and watched as the GM-clearing party ran smack into one of the walls of a few dozen GMs and went along my merry way.
  7. Depends what you mean by "effectively slow." If you mean pre-I13 levels of slow, no. If you mean "enough slow to be noticeable and annoy your target," yes, you can do that. It's a bigger deal for recharge slows, though, since a target that can't attack you or use any self-buffs/heals will be a dead target in short order if you can keep them from getting away. I'll defer to more experienced people to say whether Mace or Leviathan is the better choice in your case, as I can't really say.
  8. macskull

    KB now adays.

    Common high-mag knockback powers are:

    Lift/Levitate, mag 35 when slotted
    Power Push, mag 46 when slotted
    Force Bolt, mag 54 when slotted
    Gale, only mag 31 or so when slotted but it tends to double itself

    You'll want to shoot for, ideally, 41 points or more, in order to stop Power Push (knockback protection doesn't diminish as fast as knockback slotting, so 41 points of KB protection will stop a mag 46 KB). I'm not sure exactly what value is required to stop Force Bolt, though I've heard 45 might do it. For zone and kickball you should be fine with 41.
  9. The difference is my build has a slightly better recharge time on Healing Flames, a bit more global damage bonus, about 60 more HP, and enough KB protection (49 vs 41) to stop Force Bolt (plus slotting in Punch and Haymaker, while mostly there for the set bonuses, will be useful if you happen to ever actually use those attacks). I agree having Mace Blast might be nice but your build will be significantly more expensive than the one I posted while not gaining all that much in terms of performance. Not slotting your attacks with endurance reduction doesn't help much either. I'm not saying your build is bad, but I'm saying you're really overspending for the performance you'd be getting.

    As far as your resistance numbers go, I'd expect that 90% fire resist to get DR'd to something between 50 and 60% in RV (my only experiences are on my Fire/SS Tank, and the DR curve for resistance is probably slightly different between the two ATs). I wouldn't expect anything else to be above 35-40%, though unlike a squishy you'd still benefit a good deal from Sonic or Therm buffs if you find someone who actually has them. Kismet proc would be good to slot in CJ or Stealth (whichever you'd be running more often I suppose) and the +3% res IO is not a good use of cash in any way.
  10. Quote:
    Originally Posted by Drugfree Boy View Post
    Did a brief search, found nothing, and thought I would resurrect an old thread to ask the question (please forgive me if it has already been asked):

    "Its January! Isn't it time for another x2 xp weekend?"

    I so hope it does not happen in January as I am booked for every weekend. I hope it will be the weekend right next to Valentine's day, then we can do the event and x2 xp at the same time :-)

    I also hope that the extra x2 xp weekend we got in October does not delay the regular one in January
    We had the DXP weekend back when MA farming was still crazy fast (man I miss that, being able to get PvP characters leveled in a hurry was probably one of the reasons I'm still here, and probably one of the reasons the existing PvP population hasn't completely fallen apart), and then we had another just after I16's launch because of the bugginess during the previous weekend. I wouldn't expect one until summer.
  11. Quote:
    Originally Posted by Elfis_Presley View Post
    I would also set my fortune teller to auto accept if we had the option.

    Are there even any negative fortune teller buffs?
    One does something like -3% tohit, but gives you extra movement and recharge. Not exactly a debuff.

    Regarding the binds:

    Code:
    /bind <key> dialogyes
    Code:
    /bind <key> dialogno
    Just replace <key> with the key of your choosing.
  12. Quote:
    Originally Posted by Mike_Ray View Post
    A power that sucks enemies towards a central location, instead of pushing them away.
    This power already exists, and is generally referred to as a Tanker.

    >.>
  13. Quote:
    Originally Posted by Enamel_32 View Post
    I've always wanted a corpse-based endurance increase, similar to dull pain.
    100 endurance (110 with accolades, potentially upwards of 120 between accos and IO sets) is enough to attack almost indefinitely assuming proper slotting and smart power usage. While a power such as this (or an ally +max end power) might be nice, it's probably too powerful given the way this game works. That's the problem with a lot of the suggestions here (not saying they're not good, but they might be problematic):

    The game's balanced around what we've already got. When the devs go to add new powersets, they need to be careful that any powers they add fit in that mold so as not to require extensive work patching up things that could be problematic. I think some new melee sets are in order (Psi, Sonic, Rad), though there's the other matter entirely of coming up with a thematic reason to include powers such as those. For example, Warshades are the only AT with access to powers that target enemy corpses, which is because they're the only AT with the theme to support it. I understand the players could come up with good thematic/roleplay reasons for particular powers, but that hasn't stopped the devs from holding back on adding features for roleplay/thematic reasons, even if they weren't particularly good ones (i.e. the "Dark Empathy" theme that got cut during I16 beta, part of the reason why we don't have customizable epic/patron pools, part of the reason we can't customize the look of MM pets, and part of the reasons given against a market merger).
  14. Solo you will probably want Rad/Cold/Leviathan (get Speed/Fitness/Leaping/Leadership), but I suppose a case could be made for Phase/Mace instead of Leadership/Leviathan.
  15. macskull

    b-day

    Apparently you got that wish a year ago.
  16. macskull

    Good Psy/Em?

    Timed damage is what makes it a good team and zone set, the combination of timed damage and the placate proc is what makes it the top-tier duelist. Fix the proc and Fire goes back to number one.
  17. macskull

    ranged melee

    Quote:
    Originally Posted by Swansu View Post
    Isn't that still a pretty big chunk?
    Was 1.04 end/sec before I13 and is 0.78 end/sec now. Of course, it was made nearly 100% worthless in PvE (+acc is largely garbage when NPCs don't have elusivity, and there aren't many groups that have -tohit to the point where the tohit debuff resistance comes into play) to the point where some people I know have just swapped it out for Tactics. PvP-wise it's still worth it because +acc helps cut through elusivity, +tohit is still nice, and the tohit debuff resists are handy...

    Back in I13 when elusivity was really good and defense builds were generally hard to hit, I dueled a friend's DM/SR on my DM/SR. Mine was largely a PvE build (his was a bit more PvP-oriented and I believe it had Elude whereas mine didn't), but the biggest difference was I had FA and he only had Tactics. Neither of us hit each other often, but I could tell from the hit rolls on me when he was getting debuffed, as Tactics has no -tohit resistance.
  18. Quote:
    Originally Posted by black_barrier View Post
    the -def is also really really useful when you're running around RV and have to deal with MoGing regins every 2 mins.

    i say rad is a better 1v1, and zone set than sonic for sure.

    in a team situation sonic is just beastly. having a stun you can spend slots on, on top of having a good secondary effect is really really nice.

    countdown spikes with 1-2 stalkers, a blaster and a sonic hitting the stun makes it so bad spikes can kill good players.

    after spec'ing my sonic/cold and trying it out in both KB and zone, i'll never roll any corr that is not sonic/* if the toon's intended for kickball.
    If I wasn't so damn lazy, and my Rad/Pain wasn't already 39, I'd reroll it as a Son/Pain.
  19. Quote:
    Originally Posted by Marat_NA View Post
    Okay, you mean School of Sharks, right (not the jaws)?
    No, that power is bad. You want Spirit Shark Jaws if you're going to take an attack from Leviathan (people mostly take it for Hibernate).

    Quote:
    And how come/what's the importance of it?
    Check the PvP numbers on Spirit Shark Jaws, it does more damage than most of your primary.
  20. Might want Slash, probably not though. No to Parry, no to Slice, no to Whirling Sword, yes to Confront (why? It's an autohit 75% range debuff, which will force most ranged characters to get much closer to you, allowing you to attack more easily.)

    PvE-wise you'll want everything except the tier 1 (I don't remember if it's Hack or Slash that does less, but skip whichever of those it is) and Confront. Parry is nice depending on your secondary but if you're something like SR or shield and are already softcapped you don't need it.

    Body Mastery is probably the best option out there, though Weapons Mastery can be good if you duel a lot, mostly for webnades (grounded + taunted target makes it that much easier to land your attacks). Weapons Mastery isn't so great for teams because Web Grenade prevents knockback, which is counter-intuitive to many team spike strategies.
  21. This would be what I'd be using if I PvP spec'd my SS/Fire, but as others have said you need to think of yourself as a team support rather than a team leader.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Fiery Aura
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5), Mako-Dam%(45)
    Level 1: Fire Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(7), TtmC'tng-ResDam/EndRdx/Rchg(7), S'fstPrt-ResKB(9)
    Level 2: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(46)
    Level 4: Healing Flames -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(13), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(17), S'fstPrt-ResKB(46)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
    Level 8: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(23), Hectmb-Dam%(23)
    Level 10: Temperature Protection -- S'fstPrt-ResKB(A), Aegis-Psi/Status(46), ImpSkn-Status(50)
    Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(25), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(27), Mocking-Taunt/Rng(43), Mocking-Rchg(43)
    Level 14: Super Speed -- Clrty-EndRdx(A), Clrty-RunSpd(40), Clrty-Stlth(45), Zephyr-ResKB(45)
    Level 16: Plasma Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(39), TtmC'tng-ResDam/EndRdx/Rchg(39), S'fstPrt-ResKB(39)
    Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(37), Rec'dRet-Pcptn(37)
    Level 20: Hurdle -- Jump-I(A)
    Level 22: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34), Mrcl-Heal(34), Mrcl-Heal/EndRdx(36)
    Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc(33), P'Shift-End%(34)
    Level 26: Hurl -- Apoc-Dam%(A), Apoc-Dmg/Rchg(27), Apoc-Acc/Dmg/Rchg(31), Apoc-Acc/Rchg(31), Apoc-Dmg/EndRdx(31), Zinger-Dam%(33)
    Level 28: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(29), Zephyr-ResKB(29)
    Level 30: Super Jump -- Zephyr-ResKB(A), HO:Micro(40), Winter-ResSlow(43)
    Level 32: Acrobatics -- EndRdx-I(A)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
    Level 38: Stealth -- Krma-ResKB(A), LkGmblr-Rchg+(42)
    Level 41: Grant Invisibility -- Krma-ResKB(A), LkGmblr-Rchg+(42)
    Level 44: Phase Shift -- RechRdx-I(A)
    Level 47: Web Envelope -- GravAnch-Hold%(A), GravAnch-Immob/Rchg(48), GravAnch-Acc/Immob/Rchg(48), GravAnch-Acc/Rchg(48), GravAnch-Immob/EndRdx(50)
    Level 49: Focused Accuracy -- HO:Cyto(A), HO:Cyto(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • 12.5% DamageBuff(Smashing)
    • 12.5% DamageBuff(Lethal)
    • 12.5% DamageBuff(Fire)
    • 12.5% DamageBuff(Cold)
    • 12.5% DamageBuff(Energy)
    • 12.5% DamageBuff(Negative)
    • 12.5% DamageBuff(Toxic)
    • 12.5% DamageBuff(Psionic)
    • 2.5% Defense(Smashing)
    • 2.5% Defense(Lethal)
    • 3.13% Defense(Fire)
    • 3.13% Defense(Cold)
    • 1.88% Defense(Energy)
    • 1.88% Defense(Negative)
    • 1.25% Defense(Melee)
    • 3.75% Defense(Ranged)
    • 1.56% Defense(AoE)
    • 1.8% Max End
    • 22% Enhancement(Accuracy)
    • 6% Enhancement(Heal)
    • 55% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 286.7 HP (19.1%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -40)
    • Knockup (Mag -40)
    • MezResist(Confused) 7.5%
    • MezResist(Held) 16.9%
    • MezResist(Immobilize) 18.5%
    • MezResist(Sleep) 11.9%
    • MezResist(Stun) 7.5%
    • MezResist(Terrorized) 7.5%
    • 20% Perception
    • 11.5% (0.19 End/sec) Recovery
    • 28% (1.75 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 3% Resistance(Psionic)
    • 10% RunSpeed




    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
  22. <QR>

    Given that the ski slope badges are reaction-based, take practice to get right, and "require" certain powers to do well at, I'm surprised they haven't had a good looking-over and complete rewrite.

    /cynic
  23. Quote:
    Originally Posted by RealSomething View Post
    I'd just like to thank i12 and the devs for sucking away my will to PvP.
    Really going to miss PvPing will all of you.
    At least they quit while they were ahead.
  24. macskull

    New to PvP

    Because Fire is bad, Munitions is worse, Elec is bad, and Force hasn't been all that wonderful since they lowered elusivity in PFF.
  25. Quote:
    Originally Posted by Mercury_Down View Post
    Divine, you harp on Sonic's "long" root times when they are no worse than the vast majority of corr sets out there.

    All of the corr blast tier ones are 1 sec cast time, with only gloom, fire blast and ice blast floating around 1 sec cast time. Every other tier two blast is 1.67 sec cast time. The only long'ish cast in sonic is Shout and that comes in at 2.67 (Long yeah) but not much longer than Rad's Cosmic Burst at 2.07.

    Of the sonic corrs I know, most don't use shout very much since you can cycle through the tier 1 and tier 2 all day anyway. Sonic beats Rad hands down imo in all settings.
    Rad has three things going for it that Sonic doesn't have:

    * Stun as part of the attack chain
    * Really fast-animating and fast-recharging tier 1 attack
    * Extreme proc-ability

    Personally, I've got Neutrino Bolt slotted with 4 procs on my Rad/Therm and once you get a target into Scourge range those procs really add up. I'm not going to debate whether Sonic is better, but I really do like the Rad.