Problem Child

So I’m looking to respec Lynn, since I feel like she’s way too brittle right now under I5. Here’s the current version; she’s at SL15, so I’ve noted the things she doesn’t yet have:
Lynn Calodo #1
Archetype: Scrapper
Primary Powers – Ranged : Dark Melee
Secondary Powers – Support : Invulnerability
01 : Resist Physical Damage damres(01) damres(7) damres(9)
01 : Smite dam(01) acc(3) dam(5) dam(7) // dam(29)
02 : Shadow Maul acc(02) dam(3) dam(5) dam(9) // dam(31)
04 : Dull Pain recred(04) recred(11) recred(11) recred(13)
06 : Combat Jumping endred(06)
08 : Shadow Punch dam(08)
10 : Swift runspd(10)
12 : Hasten recred(12) recred(13) recred(15) recred(15) // recred(17) recred(19)
14 : Super Jump jmp(14)
====
16 : Unyielding damres(16) damres(17) damres(19) damres(23) damres(27) damres(29)
18 : Health Empty(18)
20 : Stamina Empty(20)
22 : Kick (Fight) acc(22)
24 : Tough damres(24)
26 : Weave defbuf(26) defbuf(27)
28 : Invincibility thtbuf(28) thtbuf(31)
30 : Soul Drain dam(30)
Present build (enh slotted fully to only 21), designed for I4 along the non-toggle approach to Inv, since then nerfed. Too brittle in the DR area (though even the builds below don’t help that much at this level and with only even-level DOs). Ignore the future Weave — it looked a lot better in I4, and I’d already changed my mind on it.


Lynn Calodo #2
01 : Resist Physical Damage damres(01)
01 : Smite acc(01) acc(3) dam(5)
02 : Shadow Maul acc(02) acc(3) dam(5) dam(9) // dam(31)
04 : Dull Pain recred(04) recred(7) recred(7) recred(9)
06 : Combat Jumping endred(06)
08 : Temp Invulnerability damres(08) damres(11) damres(11) // damres(17) damres(19) damres(19)
10 : Swift runspd(10)
12 : Hasten recred(12) recred(13) recred(13) recred(15) recred(15) // recred(17)
14 : Super Jump jmp(14)
====
16 : Unyielding damres(16) damres(27) damres(29) damres(29) damres(31) damres(31)
18 : Health hel(18) hel(21)
20 : Stamina endrec(20) endrec(23) endrec(21) endrec(25) endrec(25) endrec(27)
22 : Siphon Life acc(22) hel(23)
24 : Shadow Punch acc(24)
26 : Dark Consumption acc(26)
28 : Invincibility defbuf(28)
30 : Soul Drain acc(30)
32 : Midnight Grasp acc(32)
This version gets rid of RPD extra slots, and adds in TI (at the expense of my third DM attack, Shadow Punch, which waits until 24, leaving me with two DMs and Brawl). Better, but I hate losing my attack chain like that.
The approach here is the idea that you can cap Lethal/Smash Resistance in Scrappers(70%) with 6xUny, 1xRPD, 6xTI (76% with even SOs — so it’s all off in the distant future anyhow). The Uny also then gives you some res to Elemental and Energy dmg, too. I would just as soon (on principle plus not needing it) avoid Tough from the Fighting pool, which is also used to hit the cap.


Lynn Calodo #3
01 : Resist Physical Damage damres(01)
01 : Smite acc(01) acc(3) dam(5) dam(17)
02 : Shadow Maul acc(02) acc(3) dam(5) dam(9) // dam(31)
04 : Dull Pain recred(04) recred(7) recred(7) recred(9) recred(13) recred(13)
06 : Combat Jumping endred(06)
08 : Temp Invulnerability damres(08) damres(11) damres(11) // damres(17) damres(19) damres(19)
10 : Swift runspd(10)
12 : Shadow Punch acc(12) dam(15) dam(15)
14 : Super Jump jmp(14)
====
16 : Unyielding damres(16) damres(27) damres(29) damres(29) damres(31) damres(31)
18 : Health hel(18) hel(21)
20 : Stamina endrec(20) endrec(23) endrec(21) endrec(25) endrec(25) endrec(27)
22 : Siphon Life acc(22) hel(23)
24 : Dark Consumption acc(24)
26 : Hurdle jmp(26)
28 : Invincibility defbuf(28)
30 : Soul Drain acc(30)
32 : Midnight Grasp acc(32)
Replaces Hasten. Adds enh slots to perma-DP, uses the power slot to get Shadow Punch that much earlier. Much nicer, and I’m seriously considering this, though it’s almost blasphemous to get rid of Hasten with a Scrapper. But it’s a pretty quick attack chain regardless, if I’ve permaed DP is not as big a deal, and it frees up a lot of enh slots.
Thoughts?

Because what I need is another alt …

At breakfast last Sunday, I didn’t have a book with me. Margie had her usual sheaf of CoH forum print-outs, so after tormenting myself with the Hypertension Induction Which Is The Perspective Section of the Sunday Paper, I borrowed some of what she’d brought to read for myself.
Which was a mistake, of course, because doing that always makes me want to generate an alt. And the fact is, I already had one in mind …
screenshot_2005-09-20_amethyst.jpgBehold Amethyst Crown, exiled queen of another dimension, here on a path seeking honor and glory, the defeat of ancestral enemies of her people — and, perhaps, a way home. Broadsword/Regen Scrapper, boo-yah.
I’d build a prototype of her on Triumph a while back, so I claim prior art to the Broadsword/Regen Scrapper that Margie was playing with in Pinnacle (!) this evening. And after we did some Fazenda/Araware, I went ahead and built her.
Oh, yeah. Very nice. Carved a bloody path up one side of Galaxy City and down the other. Had her to 4 in no time …
… and got a blind request for a PUG. Well, what the heck, I thought.
Until I got there, and found out it was a level 4-6 group, and the contents of mish were, for whatever reason, level 8 Clockworks. Yup, a good buttload of purple there.
The team was rough to start out with — the 8 of us, of course — and there were some odd flakiness from a number of people at different times.
But we persevered. And even though we died, individually, there were never any TPKs (close, at the beginning, but never quite), and folks had plenty of Awakens, and we had a kick-ass healer who, even at a low level, kept us going. And going. And going.
Ding. Ding. Ding.
AC went up three full levels over the course of the mish, and 3.5 pips into a 4th. The bad guys went from all purple to a few reds, a few oranges, and a lot of yellow and whites. Excellent.
I like her. I like the power set, primary and secondary. And I like the character (though I haven’t had much opportunity to RP her). I think she’s going to be a keeper.
As much as any of my characters are keepers.
Now … when do we get cross-server transfer …?

Upcoming ch-ch-ch-changes

New stuff up on Test. Who says big stuff only with Issue numbers?
(Linked to the European boards because that’s where I saw someone reference them.)

# Added new inherent power to Defenders – Vigilance: As a Defender’s teammates lose Health, the Defender gains an Endurance Discount.
Sweet. Of course, if it’s like Defiance, it won’t do anything nearly soon enough (and I’d rather have a Recharge Redux than an EndRedux), but it beats a poke in the eye with a sharp stick. Or, at least, heals it more cheaply.

# Added Damage Resistance Inspirations (Reduces the damage you take from an attack). Drop rate for non-defensive Inspirations has not changed. 50% of defensive Inspirations that drop will be the old Defense (avoid getting hit) Inspirations, and 50% will be the new Damage Resistance Inspirations.
On one level, very cool. Very, very cool. On the other hand, gah, another Insp type to make room for. I’d really liked the consolidation of the mez ones.

# Made several changes to the Force Field powersets for Defenders and Controllers:
Deflection Field now has Defense to Melee attacks, in addition to its old effects.
Insulation Field now has Defense to Ranged attacks, in addition to its old effects
Dispersion Bubble now has Defense to Area of Effect attacks, in addition to its old effects
Significantly Reduced the Endurance cost of Force Bubble. Also, added a small chance to knock down foes.
Huzzah for more bubbly goodness!

Reduced duration of XP Debt protection in Resurrect Powers.
Booo! Didn’t they just give this power? Obviously they saw folks writing about perma-Revive …

Reduced recharge time of Rest.
Yay! All level 12 and below characters thank you! (Heck, a few higher ones that solo or don’t have healers along thank you, too.)

Decreased Recharge time of Police Bot attack.
Rats. That’s the best part of the Hollows, gunning down invading troll gangs before the police bots disintegrate them.

* Fixed bugs with escort NPCs:
Fixed bug in some missions where if a hostage is killed, the mission does not end.
Fixed bug that could cause escort NPCs to become hostile and attack players.
Fixed bug that caused escort NPCs to despawn 10 minutes after being freed.
* Removed invisible turrets that appeared in some missions.
Yikes. Yeah, those all sound like things worth fixing.
More stuff listed, too.
Btw, thanks much for attentive support folks. I /bugged not getting a badge and credit I ought to have last night, and it appeared in about 5 minutes. Nice.

MT 3.2

I’ve upgraded my Movable Type installation to v3.2. If something seems odd or broken around here (at least, more odd or broken than usual), please let me know.

Maybe it’s to counter nerfing Bubblers

On the subject of sonic shields making folks feel ill.
Cuppajo says:

I found out today that the fix for this is in the next patch that we are getting (we = NCsoft) from Cryptic. So – you will probably see one more patch on test before we see the one with the fix hit test.
Margie seems to be enduring with this, but it’s definitely making her queasy. Me, I just find it mildly annoying …

Storm Knights

A few weeks back we were chatting with Mal and working with him to set up a Kheldian in the Consortium. Somehow the subject of reciprocating came up, and we ended up planning on Fazenda and Araware joining the Storm Knights.
Which, last night, they did, with a fun interview by Mal and Silver-Streak. I wanted to wait until we dinged 10 (and so were “serious” superheroes), and then things were delayed further by our applications getting lost in the Great Forum Crash of September 2005. But we finally got it all in place, and now we’re Storm Knights.
It’s kind of weird. Most of our characters are in the CoJ, which means we can be as negligent of them as we want to be (except PS/A, whom I feel obliged to trot out, at a minimum, every couple of days). Velvet and PC are in the FP, but they were our first characters, and it’s such a large group and they’ve been around long enough that they just feel like part of the background, and if they don’t come out often, it’s not a big deal. Lynn is in the Allies, but, well, they’re a non-group, right?
But now we have SG Obligations with another set of production characters. So I expect over the next few evenings we’ll be playing them relatively heavily, to establish our presence in the group (and Alliance), and will keep them in moderate rotation for a the forseeable future.
(I was … mildly dismayed by the relative lack of response, as a “newbie” in the group, to our arrival on comms. I made a particular effort with F. to say hi to everyone as they came along, toss in a few comments here and there, etc. I got one “hi” back, from Will, and a very nice set of private tells from Kin, but aside from that I might as well have been running hidden.
It’s an interesting, somewhat disturbing perspective. Next up, a request for help.

Devouring Earth Goodies

What are all those things that various DE leave sitting in the battlefield? Doyce has the scoop:

  • Quartz crystals: give a + To Hit (technically different than +ACC from enhancements) of around 300%
  • Fungi: make resistant to statuses
  • Cairns: raise damage resistance
  • Trees of Life: regen hit points

Good to know. What’s unclear is whether, if a DE is Deceived/Confused and they lay a goody, whether the benefit redounds to the heroes or not (a la Force Field Generators).
(Doyce cites the CoH Forums, but I can’t find the quote there.)

Also sprach Geko

Geko talks about power design, power nerfing, and … upcoming powers:

As I write this, I am glancing over my shoulder to my white board. On the left in bright blue is a spot reserved for future power sets. Some have been there a long time, and may never happen for technical reasons. Recently erased are Archery, Trick arrow, Sonic Attack, and the CoV power sets like Plant Control and Robotics. At the top of the list are ones you can expect in the near future (names are all pending): Street Fighting, Electrical Melee, Electrical Armor, Shields (melee and defense versions), new Henchmen for CoV Masterminds, and a new techno defense set for CoV Stalkers. There is a fairly good chance you will see many of these in the next Update. Some will be shared in both CoV and CoH, and some will be exclusive to one or the other.
Street Fighting — why this was not in the original release (although, of course, it’s not like any major heroes, like Batman, Daredevil, or anyone important uses it …) — glee! But … no pistols?!
Alas, much to Geko’s namesake dismay, we probably won’t see wall-crawling. But he makes me want to take another look at Claws …

ALLIANCE FORUM

Given the chronic problems of the Freedomphalanx.com forums right now, if anyone wants to use this thread as an Open Chat area (not that anyone here feels particularly restrained in using any thread for that) for whatever they want that they’d be doing there (game coordination, commentary, bitching, whatever), feel free just drop comments in on this thread.
I don’t actually know anyone’s e-mail address aside from the few AoC folk, so feel free to pass the word, as you see fit or necessary.
And, in the meantime, might I recommend this observation

Out of sync

Through various travails (mostly character rebuilds/restarts/replacements), our lower-level alts are out of sync, level-wise. The current “pairing” goals seem to be:
1. Psi-clone/Amorpha
2. Velvet/P-siren
3. Taste of Honey/Kazima
4. Torchielle/Hildgarde
5. Fazenda/Araware
6. Mr. & Mrs. Azure
7. Big Lungs/Star Protector
with Lynn Calodo and Fallen Twice rounding out the bunch as “unaligned.”
Problem is, at the moment, #4-6 (arguably 3-6) aren’t in sync, level-wise.
Thus, we spent the evening getting Big Lungs and Mrs. Azure both up in levels, closer to where they need to be. BL is there; Mrs. Azure needs a few more levels to catch back up with her hubby.
Problem is, Margie rebuilt her to be Sonic Defense vs FF Defense. And now she’s finding that the Sonic bubbles make her … a tad nauseous.
And so it goes.

Croatoa Woa

Continued this evening with Velvet and P-siren, since we’d been doing well last night.
Beat up lots of pumpkinheads and not-really-wolves. Never too much of a problem unless I got more than, say, twenty of the Fir Bolg around me (given that my Resist Elements is pretty crapola right now).
Eventually got a Keen Temporary Power, the Rune of something-or-another, which basically zaps Fay for big damage. Kind of weird having Velvet as a blaster, but useful.
Then we got sent on the Mission from Hell. Or Faerie. Guard the Dolmen. Keep the Fir Bolg from slipping through it, which they are bound-and-determined, Taunt or PunchVoke or no, to do, doing little mini-wave attacks/samba lines on their way. We did pretty good for a while, but eventually they started coming from different directions and we had to pull back to where it was nigh-impossible to distract them from their cause.
Annoyingly, it can be up to 5-7 minutes between waves (based on my Dull Pain perma). Irksome.
Evidently the story line dead-ends there if you can’t beat it until you level beyond it (based on Amorpha’s experience). Before we do it again, we’ll be bringing in a few friends.
PS dinged 29. I’m about two pips from it. Yay.
I’d put it to bed for a week or so, just to wash the taste of the failed mish from my mouth. But with the Rune of whozits in my hand, it’s like having the Lollypop … you can’t stop playing until it’s gone.

R-E-S-P-E-C-Vee

Finally got onto I5 with Velvet, and did the necessary Respec, going to a much more toggle-heavy build that should take care of her nicely.
Current build (bearing in mind that she’s just 28):

  • 01 : Jab endred(01) dam(3) dam(17) dam(37) dam(39) dam(40)
  • 01 : Temp Invulnerability damres(01) damres(5) damres(7) damres(11) damres(19) damres(25)
  • 02 : Punch endred(02) dam(3) dam(13) dam(31) dam(39) dam(39)
  • 04 : Dull Pain recred(04) recred(5) recred(7) recred(15) recred(15) recred(19)
  • 06 : Combat Jumping jmp(06)
  • 08 : Unyielding damres(08) damres(9) damres(9) damres(11) damres(13) endred(17)
  • 10 : Taunt tntdur(10)
  • 12 : Swift runspd(12)
  • 14 : Super Jump jmp(14)
  • 16 : Health hel(16) hel(31) hel(33) hel(34) hel(36) hel(36)
  • 18 : Invincibility endred(18) thtbuf(29) defbuf(27)
  • 20 : Stamina endrec(20) endrec(21) endrec(21) endrec(23) endrec(23) endrec(25)
  • 22 : Resist Physical Damage damres(22)
  • 24 : Air Superiority dam(24) dam(27) dam(31) dam(34) dam(34) dam(40)
  • 26 : Knockout Blow dam(26) dam(33) dam(37) dam(42) dam(42) dam(43)
  • 28 : Rage recred(28) recred(29) recred(33) recred(36) recred(40) recred(43)

Last night’s summary …

… played after a very long day on the business trip and a very yummy P.F. Chang’s dinner, and a with a very sleepy head …
1. Went to Dark Astoria solo with Psi-clone (while Margie was finishing up some Star Protector stuff). Stealthed an Orembega mission, wrapping up a story arc, and then spending some time whomping baddies on the head with the lollypop for XP.
2. With Amorpha, fought a lot of Freaks who were trying to set a lot of fires. Again, much whomping ensued. Decided I will avoid Nemesis folks, since the are confuse-resistant …
3. After Margie signed off, sold stuff, visited contacts, listened to some odd CC chatter, went to bed.
And that was, I think, the End of the Lollypop.
Good to be home tonight.

A night in lonesome September

Ate with various office folk at a very nice Trattoria in Old Towne Pasadena. Would rather have been there with Margie. By the time I got back to the hotel and signed into CoH, she was ready to sign off (after having done some Star Protector stuff).
Gathered a few people up to do some missions, and dinged to 35. Afterwards went out, cleaned my tray, took Resurrect instead of Hasten (which is what I’d planned, but, frankly, I’ve got a just fine rate of powers to spam around at the moment) (Resurrect, btw, gives a 90 second grace period for XP loss if killed again).
Afterwards, just because, I tracked down an unfamiliar icon in Talos on the newly downloaded fresh Vidiots maps (very nice, with added info, but with no indication of how to turn off the obnoxious ($) store symbols) and discovered it was an entrance to the Paragon Dance Party … which was deserted.
Out of idle curiosity, swung by the Arena in Talos, too. Had never been inside of one.
Beautiful. Pretty. Spacious.
Starkly empty.

A momentous return

After a long dry spell while the folks were out visiting for the Labor Day weekend, got back into the CoH thang with a bang.
Got home early enough that I had a chance to play a bit with Big Lungs while watching over Katherine. Fun with sonics, and had a passerby express admiration for the name. Meanwhile, Margie reset Star Protector to be Sonic/Rad Defender. Eventually, the two of them are intended to run around together.
After dinner, once Margie was on, we brought on Psi-clone and Amorpha. Started off with some impromptu RP with Healing Rayne, followed by …
… well, followed by discovering that I really needed to download the newest version of HeroStats to work with I5 properly. Which was annoying to discover but painless to remedy.
2005-09-06_nemesis.jpgWoo-hoo! Took a trek all the way across Crey’s Folly to do it, but Psi-clone got the Lollypop.
Which is very cool, but has its problems. First off, annoyingly, it doesn’t seem to be affected by Containment — which means my Spectral Wounds does nearly as much damage (up front) as the Nemesis Staff, which is just kind of wrong.
Second off — well, PC is just not a blaster. He’s not all about the smiting. Thus, giving him a Big Gun just means that he’s going to shoot it at someone who will then shoot back at him.
Still, it’s very cool, and I’ll be making maximal use of it over the next few days.
Demonstrations of the second point came up a bit thereafter. We were heading to a mish in IP, when someone sent out a broadcast about a Giant Octopus
2005-09-06_luska1.jpgAmorpha and I tracked it down in the SW corner of the bay. I, of course, wanted to lay into the critter. Margie, being the planner that she is, started trying to gather together a team, etc., etc., all the right strategies. So I fidgeted. And waited. Sure it was going to flee. Positive another team was going to get to it first.
And then we were ready! And I charge in! And zapped it with the staff! And …
Bam. Thwack. Zorch.
Dead in the water. Literally.
(Grumbles.) I flew back as fast as I could (which, given the speed of Fly is maddeningly slow). I did, though, get back after just one tentacle had been taken down.
After that, it was a lot of fun. Zoom in. Zap with the staff. Zoom waaaaay back out. Heal. Heal. Heal some more. WTF, there are no other healers on our team of 8? Evidently not. Zap. Heal.
Rest.
Lather, rinse, repeat.
By the end of the battle, I hadn’t quite cleared off my debt (dagnabbit) — and Amorpha had died once, too — but I’d gotten …
Three badges.
Devilfish, for being on the team that did the most damage to Luska the Giant Octopus.
Unyielding, for clearing 500K in debt.
Medic, for healing 250K of damage.
Lots of irony in that particular combo of badges.
A Giant Octopus. Too much frelling fun.
Did a bit more together after that, and ended up about a half-hour short of dinging 35. But that should come tonight … 🙂