-
Posts
3805 -
Joined
-
I agree with Local here. You're not invited just to Control. There's the whole problem of what you do if and when you team with any sort of really good Tank backed with some good support. A decent tank can easily make your Control fairly unnecessary (as can any team with a couple more controllers on it). At that point your secondary can often be more important to the team than your primary.
Not an attack on you or anything, but I know from experience (especially with my Grav/TA) that on really good, well balanced Steamrolling teams more control can basically be unneeded (what I do then is get bored and start Wormholing extra spawns on top of the Tank too).
Fire/Rad is a great aggressive combo and might lend itself to your concept better. -
Quote:Send a mail to CoHForums@ncsoft.com and tell them what you'd like your handle to be. You should provide a numeric list of ones you want, in case Shinobu is already taken as a Forum Handle.So I notice that some people have been able to change their name. What's the secret?
-
-
Quote:Urrgh. That's horrid. But as you say at least the PAs will stand at the edge and fire in while the imps stand at the edge hopping around and squeeling stupidly. Stupid Fire Munkies.Actually, the Phantom Army DO run out of the Oil Slick area when lit, which is kind of stupid since they are invulnerable. But Oil Slick Pet Bug doesn't affect Illusion nearly as much as Fire, because Phantom Army and Phantasm can attack from range, while Fire Imps are melee only. In fact, Phantom Army is arguably more damaging from range.
Quote:Also, while I think Illusion/Trick Arrow is nice, the Oil Slick will also screw with the pet of the Earth controller.
Stupid bug. -
Quote:Please control your diabolical weather machine better in the future.Oh, something else... sorry 'bout that silly little hurricane that's projected to hit Ireland.
Whoops.
Knowing my luck it's projected to hit the weekend after next when I'll be camping at a festival in the middle of the country. -
Quote:Indeed it does. In fact on Red Tomaxes site the two Fear Powers it has both have a 15% ToHit debuff so I'm unsure that if someone was standing by the PBAOE around Spooky and then got hit by the single target "wail" fear would they have a 30% or not. I think they should but that seems almost too good to be true. I think mechanically the Afraid aspect of the wail would cause them to flee the PBAOE so the double -ToHit would tend to wear off quickly (5 seconds is listed on Red Tomaxes site for the PBAOE). LinkyI'm quite sure Spectral Terror does something like 15% unenhanceable ToHit debuff.
You can't enhance it though which is a pity (especially since once I respecced and left a few slots for -ToHits and then got a shock. Thankfully PROCs came along). -
Quote:I sorta disagree here. I view pools as there to help with any lack of Defenses or Control (or, with Epics any other missing aspects) your Secondary and Primary lack or holes they leave. For example my Stone/Fire is respeccing into Tough (over Hasten & Fiery Embrace) as I think it'll work better for him, and will also be taking Ghost Widow as his patron. He needs it I feel (and he's already got lots of control via Stone Melee). But my Dark/WP doesn't have Fighting (or Stamina), has no intention of getting it and isn't going for Darkest Night either. AOE Cones via Mako will probably be more useful in giving him some much needed AOE.Pools are great. They should not be required to do your job.
EDIT: and yes I realize I'm being hypocritical wrt. fitness in a way that might even be relevant. That's just the way I am.
So saying Pools should always be needed, or never should be are both stances which I disagree with, I'm somewhere in the middle depending on the Primary, Secondary and Build I went with on the Brute -
Quote:Should do. The Tank should come across different enemies (assuming you're not just farming the one mish, which is going to be boring anyway) which will cause him issues. Psi enemies for example.i am sorry if this has been mentioned before..
at the moment i am level 24 playing as an Illu/Storm controller and i really love it, i play in a group with an Elec/Elec blaster, Emp/something defender and a invulnerability/energy melee tanker who are similar levels to me.
when doing missions with these guys i feel pretty useless though, we have the difficulty set to max and the tanker is perfectly capable of grabbing 2 or 3 groups and tanking them while losing almost no hp.
is this something that will change as we get higher level?
In the mean time you're still doling out damage via the PAs, stealth (most likely AOE stealth via Steamy Mist or Grant Invis), nice debuffs via Snow Storm & Freezing Rain and at 26 you get the nice Fire-and-Forget Spectral Terror which you can just throw out as a mez & ToHit debuff.
Plus more pet related damage in the 30s.
Plus if things are really getting boring try making them interesting via novel use of Gale, Hurricane and Tornado (once you hit 35) -
Quote:Yes, because a Newcastle accent and a London one sound exactly the sameI'd prefer an accent infinitely more times than "y'all", it makes me want to find a giant hammer lol
P.s. Apart from the french and stuff, we don't have the accents. You do. We speak English.
Well I know I have an accent anyway. Erm, to be sure to be sure. -
Quote:Slotting Damage will up the damage on all their attacks. Slotting Heal will make any Heal powers they have return more HP. It won't affect their Total HP or their Regeneration.Thanks for the info.
Another question then, if I slot Enhanced Damage into them should they cause more damage, but on the stat screen of them is no damage bonus from the enhancement shown.
Does the damage still get added or not?
Also, what about the Heal IO?
Does it add health or regenerate their HP faster or can they heal better? -
Trick Arrow :
To me Trick Arrow falls a little short of other debuff sets, especially vs AVs. I'd like the following adjustments, most of which are based on TAs ability to stack debuffs on their enemies. I won't mention fixing Oil Slick cos that's a given (oops, too late).
Acid Arrow : Allow to self-stack. This would add to the overall feel of Trick Arrow being the "stacking effects" debuff set. Would be very handy and make TAs more useful in AV fights in terms of being able to debuff Resistance. In standard PvE it wouldn't overpower the set really as most fights will be over before stacking can happen.
Poison Gas Arrow : Add a Regen Debuff of around 100. Also allow the debuffs to self-stack as with Acid Arrow.
Disruption Arrow : Add a Regen debuff of 100.
Taken together these would give TA even more of an active "stacked debuffs" feel and make them closer with Rad and Dark Miasma in terms of usefulness in AV fights, without giving them the same sort of -Regen as Rad and Dark off the bat (you'd have to be stacking over time to get close to them). -
Quote:Nope. They used to for some Set IOs which the minion powers could use (so for example slotting -ToHit/Recharge IOs in a Lich made his Fear & Blast recharge quicker) but then Castle came along and disabled that because "it interferred with Pet AI" (didn't make a blind bit of difference to my silly Grave Knights once he changed it mind).I wondered if I slotted one of the many Minion skills(undead/Mercs/thugs/etc) with an improved recharge enhancement, would the skills of these minions recharge faster too or would it just be for the skill to call them?
You can only slot the Summoning powers with Set IOs featuring Recharge though, you can't slot Recharge SOs or Common IOs into them anyway. -
I'll be going Claws/Elec I'd say. But then again there will be 100s of these running around now Elec is getting the wee revamp too. Maybe Claws / Invun instead but that won't really look as cool.
My other quandry is whether to do it EU side or switch active accounts and do it US Side where there might actually be a fair amount of PuGs. But then of course I lose all my Vet rewards -
-
Quote:Plus we are awesome (where awesome = a perception that we're the Drunkenest Nation on Earth). It's more of a worldwide alcolhol celebration than anything else (a lesser known fact about St Patrick is that he produced the finest Poitin in the land, as well as being a surly drunk who'd start a fight with anything, including snakes, shamrocks who were looking at him funny and any pagan idols he stumbled across in his famous drunken ramblings across the land).
"Hey dolmen. You looking at me eh? Eat crozier ma chara" *smack* "Cead mile failte" -
Quote:For me it depends on the Brute. My Dark/WP? Sure, I'll jump in and taunt them (yes, I have Taunt mostly because I was getting annoyed with other Brutes with AOE damage auras nicking my targets and the lovely Fury they give). Plus I'll taunt any wanderers who attack others on the team and try and drag them to me. But it's mostly for selfish "I wants Fury and better Regen" reasons. Any protection I give or Tanking I inadvertadly do is an unfortunate side effect of my Fury grabbing ways.I simply leave a team or decline to tank if they appoint me as the "tank". I know my brutes limits and unless I have a bunch of buffs on me, I am not going to be leaving that +3 mob of cimerorans set for a team of 8, alive. It'd be a waste of mine and the teams time if they put their hopes on me being able to "tank". Generally, if I wanted to tank I'd be on my tanker.
My Stone/Fire would be a bit more selfish though, again I will probably attempt to jump in to the biggest group, take the Alpha and set about them. But that'll be it mostly. I'll be focusing on continuely knocking down and burning the largest number I can, I won't be able to do much about stragglers attacking team mates without pulling the entire bunch with me. Best bet is to do what I do in CoV when playing a squishy. Drag the target to the Brute and hopefully he'll smack it for me and distract it.
That tends to be how I approach teaming with Brutes, don't assume they'll tank, just assume they'll be fighting away. If you are in trouble try pulling the nasty over to the Brute and chances are it'll decide he makes a much more tempting target (obviously I'll buff said Brute / debuff his enemies in the process. He's no use to me if he keels over). -
Quote:The bug still exists, only difference nowadays is that the Imps will return to the area effected more quickly now once the patch goes out. But it's still annoying when your pet runs off in a random direction, especially when there's 3 of the hyper lil fellas. I'd agree with Local, split the difference. PAs are unaffected by the patch I believe and Phantasm is ranged anyway so he shouldn't find himself in it. Illusion/TA would be a monster.Me, I'd go with Fire/TA. I have no idea if they've fixed the old reported bug with Fire Imps avoiding Oil Slick, but that just seems more the way to go. I don't really have a solid impression of what TA brings, and though I'm not sure it's terribly strong... that's just probably the way I'd go.
Illusion gives you the AV alpha absorbing move (PAs), the debuffs are excellent with Illusion (they'll help the PAs hit more and harder for a start) and you bring a totally different sort of control to the party via distraction, confusion and fear (as well as being able to stack single target holds really well). Plus both Illusion and TA tend to be ranged sets (other than Illusions skippable Flash) so you can stay out of trouble better and just lob pets and debuff arrows into the battle. -
Quote:What is it with you Americans and the need to colour your beer green for Paddys Day? No-one over here would dare sully their beer by making it go a gross green colour (in fact I shudder to think what adding green dye to a pint of Guinness would do to it, let alone to your insides).Saint Patrick’s Day Event: At first this event doesn’t seem all that different from normal play, except you may now receive special Inspirations. The inspirations look much like a frosty mug of green beer. Popping the inspiration will grant a damage bonus, defense bonus and accuracy buff all while playing an Irish River-Dance song. It will also reduce the recharge time of powers during its effect. However, it will also track how many green beer inspirations are used. The more inspirations popped, the more the air around you starts to look like your seeing things through a heat mirage; a heat mirage with a greenish tint. After even more inspirations your character starts walking in the Stunned animation everywhere they go. Finally, after far too many beers have been used for any normal human being to survive, the character will undergo a special variety of Blindness. Instead of not being able to see specific enemies, the character will instead see them as Leprechauns. These spectral Leprechauns fight as the “real” enemies they are but one in 100 or so will suddenly run away from combat. If the player can chase down and destroy these “runners” the Leprechaun will relent and give them their “pot of gold” which will be a platinum level drop. Note: The green beer popping must be pretty constant since every 10 minutes without drinking… er… popping an inspiration will cause the cumulative total to drop by one as it is metabolized.
Also
Quote:Irish River-Dance -
Quote:You need a full passport still AFAIK. The only exception is Ireland & the UK where any form of semi-official Photo Id will do*. Other EU countries I think you still need a passport. Some EU countries might have the same sort of agreement between them too though.IIRC we do need, if not a passport per se, some kind of paperwork that effectively does what a passport does. I know I needed to show my passport on both sides of the Channel last year. The idea of unrestrained cross-border travel within the EU was one thing when it was conceived, but quite another later on when some people developed a habit of carting bombs and drugs about in disturbing quantities. Plus, Big Brother really does like to keep track of us, and that will never change.
(* Ireland to Northern Ireland you don't do anything except drive from one to the other of course) -
God that'd be wonderful if they added those. Great idea. That way I could tone down my Phantasm and tame him a bit. Plus it'd be great for some other powers too (maybe a little too great. Wormhole slotted to do just Knockdown? Yum).
-
Quote:Actually technically it does prevent it. The protection lasts 90 seconds so if you were worried about being Immobed by a CoT mage you can use Burn as a pre-combat clicky Immob protection.True....but what about Immobilize protection? Combat Jumping provides it. The only Immobilize protection /Fire has is Burn, and it doesn't prevent it, it just breaks it. /Dark gets it in Cloak of Darkness, which is a sort of expensive toggle to run in a set full of them, Combat jumping is FAR cheaper.
But my Brute is built around using Burn all the time anyway in combat so for my build it's a wash really, I'm always protected against Immob via it. I did have Combat Jumping for a bit but things were just too tight build-wise to keep it. I've found Burn is fine as an alternative if Power Choices are tight, with an IO in an extra slot in one of my Shields for Knockback protection.
CJ is probably the better solution, but personally I'd take one of the two types of -knockback IOs rather than splurging on Acrobatics as well. -
Quote:They'd be right to too, those PBAOE knockbacks are almost totally shunned at the moment.And then, once Energy Blast is changed to KD throughout, anyone who slots for KB because they like the feel of the current set will be summarily kicked from any team they join for wasting a slot on an effect nobody likes.*
Also, SS and Elec Melee and Peacebringers would like to have a word regarding their PBAOE KB powers.
.
I'd also like to know why the Lich and the Bruiser got their ridiculous knockback powers changed but my poor Phantasm is still a knockbacking n00b. It's not like he's bright enough to use it cleverly. -
When is this planned for? Either one of my Brutes (level 39 Dark/WP or level 35 Stone/Fire) would be up for this, or if SK space is limited my Warshade could come along instead.
-
You can get a cape at 20. Once you hit 20 go back to City Hall in Atlas and talk to the lady just inside the door. She'll give you a mission to do and once done you can add a cape at the tailors in Steel Canyon.
There's no real crafting skills, but you can craft Invention Enhancements using Recipies and Salvage. There's a tutorial about it from the Steel Canyon University which should help, but the basic idea is you get the recipe & salvage, either from random drops or by buying them from the Auction Houses and craft them at an invention table in the university in Steel or Croatoa (or in your Superbase if you have one).
You can find level 18ish Lost in Skyway, in the Land of the Lost area, towards the bottom of the map, by the entrance to Faultline. Probably the easiest place to find lots and lots of them. -
Quote:Oh noes. A secret cartel of people are secretly manipulating a pointless and stupid system which is irrelevant anyway. Won't somebody please think of the children!There's a good reason for that, 9 out of the top 10 got there by "fake rep". They just give each other positive rep back and forth in their Raise the Rep thread.
I just ignore the stupid system anyway. I certainly don't give a toss about who is or isn't in some laughable imaginary Top 10.