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Posts
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Quote:I was referring to the atrocious state at which the market is currently in. What do I mean by that? Well as others have already stated the almost complete drought on red side for every item from the most common salvage to the most rare IO. I mean at one point a year or two ago a common lvl 50 accuracy IO was about 200,000 infamy and today it's in some cases ranging from 700 to 1 million. Blue side while not suffering from the same lack of supply that red side does has nonetheless felt the pinch in the sense that prices have increased there as well. I mean when I checked the market a long while back you could get a damage Hecatomb for 300-500 million. Now they are hovering at a BILLION for some of them.
Will the market merger help to deflate prices? I don't know but I'm hopeful. However with the system being the way it has been so long there is no way of really knowing how it will react.
Erm, common Accuracy IOs go for 700,000 to a million? Really? The same ones you can buy at the crafting tables to craft? Are you sure you're not resorting to hyperbole here at all?
I love the idea of a market merge but as someone who has been happily frankenslotting all of my powers for the last 2 weeks Red Side calling the redside market "a complete drought" is a gross exaggeration. -
Quote:How is the dmg from Psi Nado? Compared with say fire ball or fissure? I cant seem to find too much info on it.
Link here
It's basically slightly less than Fissures, and around 4/5s of Fireball and over an area comparable to Fireball. Considerably shorter recharge than FB (as does Fissure). -
Urrgh. Sorry but I hate this personally. I never call any buff aura, I just cast it and get as many people as I can in it in the midst of combat. Do it with Recovery/Regen blue-side and Mind Link redside. It's up, most of us are clustered near the fight anyway, I pop them.*
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Quote:Do you have a link to the guide? I did not find it in the Guides and FAQs section.
On my fort...
I worked out a build in mids that had Melee and Ranged softcapped with AoE being WAY over the cap. I was able to do this without ML. Was wondering if I screwed something up because I did it using pretty cheap sets.
The advice in particular I was looking for was if Mask Presence necessary if I don't have any powers from the widow branch. Also if Darkest Night from the epic pool was as good as the Darkest Night from DM.
Without Mindlink my Melee defense is 33% at the mo, and my ranged something like 22%. So it should be easy to cap Melee with fairly cheap sets, but I dunno about ranged, it should be tougher to be making up the 23% or so you'd need. I did read a post yesterday about a Blaster where Mids was misreporting his defense totals so maybe it's that?*
I don't bother with Mask Presence on my Fort. None of the powers I've taken crit so I find it more fun just to pull with Psi Tornado and watch everything miss me.
DN from the epic pool is exactly the same as the Dark Melee version but modified by your AT modifiers, so it comes out fairly low overall, even lower than the MM version. Still 8.5% -ToHit is the same as +8.5% defense (except vs AVs) and it's slottable to up to about 13%, plus you've a bit of a Damage debuff (16%) so I'd say it's still well worth it layered on top of your other defenses, especially if your build turns out not to be softcapped all of the time.
Edit : Silas's guide is at http://boards.cityofheroes.com/showt...99#post2872599
I don't agree with it 100%, on teams AOE trumps single target damage IMO but it's a decent enough guide to them. -
Quote:Why are 90% of the forum topics about crabs/bane/huntsman? In my experience I have been having a lot of fun with my Fortuna and I was looking through the topics to get some advice but they are trumped by the amount of other topics.
Leveling a solder from 1-24 was one of the worst and unfun game experiences I have ever suffered through. The crab legs are...annoying especially if you have a dual build with something other than crab.
Is the soldier branch really that more powerful than the widow branches?
Well Silas just made a Fort guide recently which is pretty good, even if my own current build direction is angled more towards the AOE Blaster-with-ridiculous-defenses path.
Certainly I've never felt my Fort or Widow was being overshadowed by SoAs in any way, we just end up buffing each other and the whole team ending up being pretty awesome.
What advice were you looking for?* -
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Quote:Verdict on the french players refusing to train people?
I say good for them, they know they're out of the WC and their coach [who by the way must be one of the most hated men in france atm] seems to be doing everything possible to create problems for them.
The players are doing the right thing by sticking together, Anelka is one of their best strikers [still rate Henry a whole lot more though] and for a player to be sent home during a world cup is just asking for trouble, no matter what was said!
We'd have been better! Useless French.
Every Irish person has adopted Mexico as our Teams to Root For now. Especially since Mexico bet France and also wear green!
PS : Also we bet Algeria 3-0 here a month or so ago. I passed a lot of happy Algerians headed into the match, you'd have sworn the World Cup was being held out in the RDS in Dublin. -
English
Irish (but it was fado fado when I learnt it at this stage)
French, enough to get by if I go to France so I won't starve and can ask basic questions -
Ice/Psi Dominators : Melee orientated and End heavy aura combined with Drain Psyche, tonnes of -recharge and a fair few melee attacks.*
Necro/Dark Mastermind : The Controllermind. One pet in dark which works well in melee thanks to a PBAOE ToHit debuff combined with a number of melee friendly pets. Lots and lots of Dark controls with Fearsome Stares from you and the Liche, holds galore (yours, the liches, the Dark Servants and the Spirits) and ridiculous amounts of -ToHit. -
It's worth taking and using if your Fury is nice and high (so it packs more of a wallop) or if you need a breather and Fault isn't up (although thats rare).
It's an average AOE power really, but you don't get any other AOEs so it's certainly useful. -
Quote:It's not Damage over Time, it's your AOE Hold.Have a level 26 earth/kin troller who is great fun. Basically this toon is a support one, since it has nearly no way to arrest anything ( at least without vet powers).
so in looking at volcanic gasses I see a 240 second recharge for Damage over time..
So wondering if it is worth taking..since I always team.
It does work differently to nearly every other AOE Hold in the game, in that you place it at a location and then the vents spawned start casting holds at enemies in it. So it takes a little longer to "lock down" an area.
But you still want it IMO, especially for a teaming support character. -
Quote:What you'll be getting is crabs, widows,masterminds, domis and brutes. None are particularly good at hanging about. Forts and crabs are softcapped aoe blasters, mms are quite capable of absorbing the alpha themselves and domis and brutes are chasing the crack-bar.Eh, my problem as a Tank is the teammates all using their AoEs just as I start into the enemies -- before I have aggro firmly in hand, and often before the alpha. So the Blasters die again, when if they had waited 2 seconds they'd be happy little exp factories.
Please send me some of the players who wait for the Tanker.
It's going to be interesting when villains can join blue side, especially at the lower levels. -
One thing I've been thinking about for Defenders is that their primary could be differencated from Corrupters and Controllers and MMs by giving 2 or 3 powers in each set a non-stacking "feedback" buff.
This would be something like a FF defender getting a 6% defense boost from casting one of the shields (typed the same way) or a Rad defender getting a relatively small damage and resistance buff (8% apiece?) from casting Enervating Field. Each set would have 2 or 3 such powers which gives the defender a bit of edge over other characters with Support sets.
Buffers wouldn't need to be limited to having them in ally buffs, so they could use some of them solo as well. -
Quote:British?? BRITISH!!!(*huggles everyone who's preceded her in the thread*)
(*British Shorthair voice*) "Carnie, old sport! Jolly decent of you to join us! Welcome!"
[Cousin Basil, a multiple Grand Champion British Shorthair and the original LOLcat!]
I'm having some leftover Teriyaki Chicken Tenders and a 42 oz. hot tea! NOMTASTIC!
I'll forgive you this time because Cats and Americans are know to have a poor grasp of geography but Dublin isn't in Britian*
* * (I'm now eating a mix of strawberries, raspberries and red grapes I've prepared for my daughters 3rd birthday party which is in a bit. Gotta sample it first to ensure it isn't poisonous of course. I'm just thinking of the children. I'm also thinking it needs a small dash of maple syrup) -
Quote:After reading yet another of the moan'n'groan threads on these forums as regards Tanker vs. Scrapper survivability, I had a bit of an idea: tweak the caps for certain powers and ATs so that they'll always have the potential to be better than anyone else at it.
Case in point: Super Speed. With a couple of IOs, it's outstripped in speed terms by Super Leap and Teleport. Why are these people who are supposed to be able to move faster than the human eye being outstripped by some dude with a trampoline? So let's make Super Speeders the quickest guys in the game by upping the speed cap if you're running it. This means that a speeder will always outstrip a leaper or teleporter, while still sacrificing his vertical manuverability. This could toggle off if they run any other travel power like leaping at the same time.
Another case: well-built Scrappers can tank exactly as well as Tanks can, while still having better damage. So let's make Tanks the best damn tanks in the game, by increasing their aggro cap. A scrapper would only be able to heard the old aggro cap (12, I think?) while a tanker could have as many as 25 (or so) dudes pounding on him.
Here's another idea: increase the damage cap for certain damage types depending on powerset. If you're a fire melee scrapper, you get an increase the damage cap for fire attacks, but keep the old one for all other types.
I think this will remove a bit of the 'homogenisation' that's happening in game, where the powersets are starting to seem a bit similar, or a powerset is completely outstripped by another one that can do the same thing better.
Thoughts?
I find it difficult to believe that a well built scrapper can tank as well as an equally invested in Tank personally.
Still, wouldn't be adverse to upping the Aggro Cap for tanks if it was possible to do on an AT by AT basis. -
BLT, packet of tayto crisps (although you may call them "chips" if you're American) and a Tescos finest champagne rhubarb yogurt (which are bloody lovely). Washed down by a mug of tea.
It's lunchtime over here. -
Last night I was able to give my Fort a pretty nice 2.8% AOE defense by buying 9 Maelstroms to go into my ranged attacks. Initially I was just buying them to frankenslot her attacks for Acc, Dam and End Reduction. But by buying 3 sets of Acc/Dam, Dam/End and Dam/End/Recharge and then adding 3 other cheap Acc/Dam from some other cheap set I now have her at 40% Acc, 85% damage, 18% recharge and 40% End Reduction, plus nearly 3% AOE Defense (which is pretty handy for her, taking her to 38% AOE defense when Mindlink is up).
All for roughly 1 million inf and I won't have to worry about slotting those attacks again (so you could deduct the cost of replacing 48 SOs over her journey to 50 from that).*
The market is fine, even Red Side, if you go for bargins which compliment your character rather than the top end stuff. -
Quote:Isn't Energy Armour pretty close to this? The Brute version even has a power called Cloaking Field already.I was thinking, maybe there could be a Personal Force Field power for stalkers (probably called cloaking field), scrappers, and maybe even tanks and brutes.
This would be a great addition for many origin types, and give a power that could easily be consider tech based other than electric. Now this would probably have a very different power set from force field, as they would mostly only effect yourself (thus the name), but a lot of the same effects and animations could be used.
I don't have any experience with power set write-ups so please feel free for suggestions. -
Quote:You missed tons of lag, multiple level 54 Arch-Mages (normal Boss mages with 75% res to everything like in that Shadow Shard mission), and level 54 AV Akarist from early Reichsman TF before he was pulled due to plot errors. o_O
So THAT's why those damn Shadow Shard mages took so much damage. I thought my Zombies were broken soloing that one. -
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Quote:I think when you log in, it now uses your IP to decide which version to show. Other people in a similar situation have complained about it as well.
The good news is you should be able to use the toggle in the upper-right corner to choose the US version after you log in, and then browse the correct store with that. If that doesn't work, then Ifor you.
Normally that's the case, but for some reason it doesn't work now, going into the store via the US site still shows all the boosters for the EU for me.
Silly, stupid system. Why is there even different EU and US versions of boosters at all? -
Quote:That'll work until she has to investigate a Supa Troll rave at the "Bears Lair" in Skyway and then she'll suddenly realise she should have brought some kevlar instead...Actually, those revealing costumes would be a tactical advantage.
Think about it: The VAST majority of the enemies in the game are male. A guy could get transfixed on watching your tatas bounce while you're running toward him and be distracted, giving you a couple seconds to knock him out before he can defend himself
Why do you think Sister Psyche's costume is basically made of saranwrap? She KNOWS what her male opponents are looking at and uses it to her advantage. -
The chief reason Burn soured on my Stone/Fire was simply that Fury only gives it a damage boost for the first 2 seconds or so, after that the +Damage from Fury wears off it and it drops to standard damage.
So any figure in Mids which is taking Fury into account is simply wrong for how the power actually works in the game.
Quote:Anything which stops enemies escaping will do but the Patron immob is certainly one of the most reliable ways. But knockdowns and holds also work well (Seismic Smash + Burn is brutal on a boss).the only way to make burn useful is if you take one of the patron power immobs (i suggest mu as it has the fastest activation time and is not a cone)
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Quote:Considering exactly what FF is capable of, all three of those are exactly useless and/or overpowered.
FF already provides more than enough defense and barely costs any endurance for most of the powers in the set. With an SO build, you can provide your entire team with softcapped defense to all positions and types (except psi) for a pittance.
The problems with the set are not on the survivability contribution side: they're on the offensive contribution and utility side. 90% of the effectiveness that the set brings is in 4 powers of the set: Deflection Shield, Insulation Shield, Dispersion Shield, and Repulsion Bomb. Force Bolt is largely fine as well (though, personally, I think it could stand an increased dam/rech/end to make it more of a hard hitter, but that's personal taste), as is PFF (though I've always thought it was strange for a support set to have a personal "oh-****!" button). Detention Field, Repulsion Field, and Force Bubble, however, are remarkably poor contributors. Repulsion Field and Force Bubble are two powers functionally wanting to do the exact same thing (push guys away), both with absurdly high endurance costs, neither effect of which is particularly useful for a team now that all enemies have ranged attacks (I know some people swear by FB, but, really, it does with an expensive toggle what 99% of people could do with hover or some kiting). Detention Field is simply never going to be useful (just like every other targeted phase shift power).
The problem with changing the three problems powers of the set is that you really can't do anything without incurring the wrath of the Cottage Rule: Repulsion Field and FB both have to maintain their "keep targets away from me" attributes and Detention Field has to remain an ST intangibility power. Nothing you do to Detention Field, short of breaking the Cottage Rule, will make it a particularly useful power while still having it make sense (which, yes, is something the devs consider: why would putting a field of doubly impenetrable force around a target make the target's allies easier to kill?). The same applies to Repulsion Field and Force Bubble.
One thing I suggested with Dimension Shift is to have a "shockwave" style effect when it wears off, basically a delayed knockdown and damage (and perhaps a 5 second stun).
I don't know if it's possible but maybe you could do the same with Detention Field, have it end with a bang, (basically a delayed summon which casts a 10 ft knockdown and damage attack). You could handwave it as "When the field collapses it does so violently".
Only issue I can think of is "syncing" the cage coming off and the shockwave happening against higher conning enemies. I suppose the other is that it'd combine a desirable end-effect with a less desirable initial effect and could cause "stop caging things, n00b" arguments. -
Quote:I just want to be able to keep the power tray order the same after a respec (where possible). Wouldn't it be nice to just have to move the few extra powers you respec'd into rather than every power and every temp?*
* /cleartray helps a little in terms of giving you a blank canvas and removing the 4 different sprints and the like that the Respec decides are your most important powers. It would be nice for the system to remember the tray slot for powers you kept though.