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Posts
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Joined
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Any idea how PvP zones will work with Rogues and Vigilantes? Will Rogues be unable to enter RV through the Atlas portal or will they be able to fight for either side depending on if they entered the PvP zone from Rogue Isles or Paragon City?
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I am not on Justice, but it would be better to mention what type of healing farm you are going to use.
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I assume that this anniversary will be similar to last time where every zone will have GMs and RV heroes/villains to defeat and hopefully other interesting stuff like a grudge match between Abyss Hamidon and Hive Hamidon.
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If you were suggesting to adding more vet rewards for certain months, then I would agree with you. Having only a respec for a vet reward seems kind of like a cop out on trying to think of a new vet reward, but changing any current vet reward is a bad idea.
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Here is my build. It has some expensive IOs like the cheap purple sets (hold and stun) with 4 LotGs and some other sets. Think I spent 200 million all together and a bunch of time grabbing merits for LoTG. My main tactic is activate Shadow Cloak and Superspeed and run into the middle of a mob and activate eclipse and Sunless Mire, then blast everything with Nova and use Stygian Circle and Dark Extraction when everything is dead. It has been awhile since I last played with him.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Infinite Reason: Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leaping
Power Pool: Leadership
Hero Profile:
Level 1: Ebon Eye -- Empty(A)
Level 1: Absorption -- Aegis-Psi/Status(A)
Level 2: Gravity Shield -- Empty(A)
Level 4: Orbiting Death -- Empty(A)
Level 6: Dark Nova -- GSFC-Build%(A)
Level 8: Starless Step -- RechRdx-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Sunless Mire -- Acc-I(A), RechRdx-I(13), RechRdx-I(13), RechRdx-I(15)
Level 14: Shadow Cloak -- LkGmblr-Rchg+(A)
Level 16: Super Speed -- Clrty-Stlth(A)
Level 18: Gravity Well -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Dam%(21), UbrkCons-Acc/Rchg(21)
Level 20: Black Dwarf -- ResDam-I(A), ResDam-I(46), ResDam-I(48)
Level 22: Stygian Circle -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Rchg(23), Dct'dW-Heal(23), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx(25)
Level 24: Nebulous Form -- EndRdx-I(A)
Level 26: Gravitic Emanation -- Amaze-Stun(A), Amaze-Stun/Rchg(27), Amaze-Acc/Stun/Rchg(27), Amaze-Acc/Rchg(29), Amaze-EndRdx/Stun(29)
Level 28: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Dark Extraction -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), Dmg-I(34), RechRdx-I(34)
Level 35: Stygian Return -- RechRdx-I(A)
Level 38: Eclipse -- TtmC'tng-ResDam/Rchg(A), TtmC'tng-ResDam/EndRdx/Rchg(39), Aegis-ResDam/Rchg(39), Aegis-ResDam(39), P'Shift-EndMod/Acc/Rchg(40), P'Shift-Acc/Rchg(40)
Level 41: Maneuvers -- LkGmblr-Rchg+(A)
Level 44: Penumbral Shield -- Empty(A)
Level 47: Invisibility -- LkGmblr-Rchg+(A)
Level 49: Twilight Shield -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Dark Sustenance
Level 1: Shadow Step -- Zephyr-ResKB(A)
Level 10: Shadow Recall -- EndRdx-I(A)
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Level 6: Dark Nova Bolt -- Decim-Dmg/Rchg(A), Decim-Acc/Dmg(15), Decim-Acc/Dmg/Rchg(17), Decim-Dmg/EndRdx(3), Decim-Build%(3), Dev'n-Hold%(45)
Level 6: Dark Nova Blast -- Decim-Dmg/Rchg(A), Decim-Acc/Dmg/Rchg(36), Decim-Acc/Dmg(36), Decim-Dmg/EndRdx(5), Decim-Acc/EndRdx/Rchg(5), Dev'n-Hold%(46)
Level 6: Dark Nova Emanation -- Posi-Dmg/Rng(A), Posi-Dmg/Rchg(7), Posi-Dam%(7), Posi-Dmg/EndRdx(17), Posi-Acc/Dmg(31), ExStrk-Dam%(46)
Level 6: Dark Nova Detonation -- Posi-Dmg/Rng(A), Posi-Acc/Dmg(9), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(37), Posi-Dam%(37), ExStrk-Dam%(50)
Level 20: Black Dwarf Strike -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/Rchg(31), C'ngImp-Dmg/EndRdx(31), C'ngImp-Acc/Dmg(34), C'ngImp-Acc/Dmg/Rchg(36)
Level 20: Black Dwarf Smite -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/EndRdx(48), C'ngImp-Dmg/Rchg(50), C'ngImp-Acc/Dmg/Rchg(50)
Level 20: Black Dwarf Mire -- Acc-I(A), RechRdx-I(37), RechRdx-I(40), RechRdx-I(42)
Level 20: Black Dwarf Drain -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(42), Dct'dW-Rchg(42), Dct'dW-Heal/EndRdx(43), Dct'dW-Heal/Rchg(43)
Level 20: Black Dwarf Step -- EndRdx-I(A)
Level 20: Black Dwarf Antagonize -- Zinger-Taunt/Rchg(A), Zinger-Taunt/Rchg/Rng(43), Zinger-Taunt/Rng(45), Zinger-Dam%(45)
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Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 4.5% Max End
- 8% Enhancement(Heal)
- 62% Enhancement(Accuracy)
- 113.8% Enhancement(RechargeTime)
- 5% FlySpeed
- 48.2 HP (4.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 12.4%
- MezResist(Sleep) 4.7%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 9.65%
- 13% (0.22 End/sec) Recovery
- 10% (0.45 HP/sec) Regeneration
- 10.7% Resistance(Fire)
- 10.7% Resistance(Cold)
- 2.25% Resistance(Psionic)
- 10% RunSpeed
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Quote:Considering that it is far easier to go just rogue or vigilante and have the freedom to access both areas of the game would mean that there would be few people that go hero to villain or villain to hero unless there is an RP reason. Most badgers will have their main badger as a vigilante or rogue so we will see tons of rogues/vigilantes and very few that crossed over completely. Although one or two of my characters will be probably cross over the line enough times to get a badge for it since they are just that crazy.I am betting that it will rather be "quite few" not "quite a few". In fact, I'll be surprised if it hits double digits on most servers.
The number of people moving from villains to hero however, I expect to be catastrophic.
Although, if you are talking about the market, then there will probably be a few villains that will become vigilantes so they can access a more stable market system. -
Might have to do it in Warburg since I think the max for an arena match is 64. Not sure what the cap is for a regular zone, but it should be more.
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Yup. Quality over quantity. With the Going Rogue system, there will be quite a few heroes that have access to villainous content. Also, depending on how the PvP zones will work, there will be quite a few RV farms since it should be possible to have Blackguard and Justiciar.
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Since most of the badges are the new exploration badges, it can be blamed on heroes having more zones. It seems that CoV is CoH done right. Hardly any hunt missions, most arcs have their missions in the same zone, and shorter arcs make CoV better than CoH. At least from a mission perspective. Whether CoH or CoV is better is something I don't want to debate about since each has their own benefits and disadvantages.
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This. The Mo badges cause more frustration and bad feelings than any other part of the game. Getting to the last boss on a Mo SF/TF makes everyone severely irritated at the person who died.
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Pet customization is not in game yet so it is very unlikely that it has been changed. Haven't played Mercs or payed attention to much to when I was with a Merc/ MM to notice any change to the gun. Although, there has been no change to my Jounin's sword, but Genins have lost the bow for more shuriken attacks.
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Depends on which henchmen you are using. Mercenaries and Ninjas are pretty useful, but the others are no good. Robots trample all the crops, anything a demon or zombie touches dies, and thugs require constant supervision. Robots could be useful if some serious modifications are done. A plasma cannon and flamethrower causes more problems than an incompetent thug ever could.
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Just got 5 reward merits when I logged in. Is that for the exploration accolades or the 500 badges badge since I got both.
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Got to level 6 on my Demon/Pain MM and I am rather disappointed that there wasn't any noticeable change. On the other MMs, each upgrade gives a graphical addition to the pets, but there is nothing except that aura to indicate fire demonlings and cold demonlings. Thugs have some weird system for graphical change, but there is a change.
Using Hell on Earth and Painbringer on the Hellfire Gargoyle looks like it would make a rather impressive pet for about a minute or two. Probably will alternate between the two for most missions and apply both for AVs. -
I would suggest /Dark since /Storm has a ton of knockback. Whenever a foe gets knocked back, the ninjas would pause for a few seconds unless I force them to move.
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I went with Blood Mandate (level 25-50 uncommon pet IOs). 3 Damage, 1 accuracy, and whatever else you want to add should be sufficient. I find Jounins to be my main attack force with some added effects.
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Never noticed that. Of course, I always get Assault and Tactics as soon as I can with my MMs so me and my pets are mostly protected from Confuse, Taunt, Placate, and Fear.
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The only way it would happen is if the heal got nerfed. I am thinking to just above what Warmth and Nullify Pain get since it requires a target to use.
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Infinite Comedy is interested in this badge.
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Probably the excuse that villains are built for soloing while heroes are more built for teams. After all you have Tankers, Defenders, and Scrappers which seem to more more team oriented classes. Redside ATs are far more solo friendly. Stalkers operate under a hit and run policy while Mastermind henchmen tend to clog door ways for years. Not team friendly at all.
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Quote:Got Disruptor when it was "bugged"?The silly thing is that my main badge collector took until sometime after issue 10 to get the 100 rep badge. @Ultrabatz helped me finally get it.
My main hero still doesn't have Forward Observer (100 rep), but does have Disruptor (400 rep). -
I would suggest getting Luck of the Gambler through the merit system since that will save around 200 million. Last time I checked, Ragnarok was going for insane amounts of inf so it might cost 600 million for just that set. The build looks decent as far as I know. I went for a ranged permanent pet build with decent defense and it looks like you are about the same.
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New Halloween and Christmas Event, change to difficulty where you can alter the amount of npcs in a mission since the mission could think there is 6 people when there is only one so no more PI PL teams asking for more people, powerset customization, new powersets, and changes to sking where everyone is sked to the leader's level. There is talk about GR as well and what I17 will have. Basically you missed just one issue worth of content.
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New Halloween and Winter Event. Should be able to do the New Winter Event, but you need at least 1.5 teams to defeat a harder version of Winter Lords. Candy Cane salvage can be obtained by defeating Snowmen close to your level instead of just opening presents and New Year mission.
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Congo rats.
Have about 4.25 day job badges left to go for me.