ClawsandEffect

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  1. Umm...you should send this in a message to the people who run Titan Network.

    Mids is not operated or owned by NCSoft or Paragon Studios. Telling the devs you want a smartphone app of it will do you no good because they have nothing to do with Mid's whatsoever.
  2. I have no issue with microtransactions for more costume pieces and concept powers that don't really affect the game.

    But when you start getting into powers that make characters noticeably better than those without them, and paying for exclusive mission content, that's where I draw the line.

    I will NOT play a game where how powerful my character can be is determined by how much real money I'm willing to spend. If CoH goes that route, I (and probably a significant number of other people) will be canceling my subscription so fast it's not even funny.
  3. Quote:
    Originally Posted by Syntax42 View Post
    I suggest skipping the Flight pool completely. Jetpacks are easy to get and fly at capped speed, I think. The other travel powers are significantly faster than Fly. If you require Fly for your theme, you didn't say so.
    Any time I see a melee character with Fly, I assume it is for concept.

    Air Superiority isn't a bad attack. It has guaranteed knockdown, and it is probably the best attack available in a power pool. If your concept calls for flying, but you don't want to spend all your time in combat hovering, Air Superiority is the way to go.

    Also, I don't know for sure, but I don't think you can use Foot Stomp while hovering. That alone, if it is true, is reason enough to skip Hover.
  4. Quote:
    Originally Posted by Johnny_Butane View Post
    That's like saying it's better being homeless and finding $5 on the ground than being a millionaire and finding $5 on the ground.
    Yes, Johnny, I know you think tanks should be both the toughest AND most damaging AT in the game. That doesn't change the fact that tanks benefit more from Rage than brutes.
  5. Quote:
    Originally Posted by Auroxis View Post
    That is true before exterior damage buffs are considered.

    On Tankers, 175% from Rage and enhancements means that you begin to stop benefiting from Rage if you get over 125% from damage buffs.

    On Brutes, 335% from Rage, enhancements, and Fury means that you begin to stop benefiting from Rage if you get over 340% from damage buffs.
    I was comparing them in a vacuum, as though you were solo, with no outside buffs.
  6. Quote:
    Originally Posted by LSK View Post
    Ether way you go just do not forget Rage in your build. It will increase the damage you deal.
    Tanks get more from Rage than brutes do.

    80% bonus on top of 0% is huge.

    80% bonus on top of 160% isn't as great.

    It's still a great power for both ATs, but tanks benefit from it more.

    Also, as Willpower, you will have to actively try a little harder to hold agro than some builds. The taunt aura in WP (RttC) is pretty weak compared to some others.
  7. Yeah, I'm pretty good with builds myself at this point, but if I get stuck with something Werner is still one of the first people I'll ask.

    He is wise and knows the numbers behind everything MUCH better than I do.
  8. To get the Patron pools, all you have to do is switch over once and run one of the arcs (any arc will work). Then switch back to blueside and you have the Patron Pools unlocked forever, regardless of your alignment. Yuo don't ever have to go back to redside again if you don't want.
  9. Quote:
    Originally Posted by Atilla_The_Pun View Post
    If you didn't notice he did include an Inf sink, something the game is sorely lacking in.
    Huge problem with introducing inf sinks.

    If the cost is high enough for it to be an EFFECTIVE inf sink, the cost is also high enough to put it out of reach of all but the wealthiest players.

    If the cost is low enough that your average player can pay it with no trouble, it isn't a very effective inf sink at all, because the extremely wealthy won't even put a dent in their inf piles paying it.

    Personally, I'm of the opinion that the devs should introduce level 51-53 IOs, so we can spread the wealth around a little bit. (there would be a HUGE outcry from those who weren't paying attention to announcements and lost billions on empty bids though)
  10. Quote:
    Originally Posted by Golden Girl View Post
    It looks quite a bit like the landing from another quite recent thing
    I think whoever animated that watched Iron Man 2 shortly before going to work on it.
  11. Quote:
    Originally Posted by TheMagicTramp View Post
    . I was assuming oppressive gloom was too useful to skip, but i guess im wrong
    It depends on what point your build is at defense-wise. If you are softcapped and almost never getting hit, then Oppressive Gloom will end up doing more damage to you than enemy attacks. If you are NOT rocking that much defense, Oppressive Gloom is still damn useful, because it pretty much takes any and all minions out of the fight. Interesting tip that I learned when running with my wife's DA/Fire tank: OGloom will stack to stun anything short of an EB.

    Also, I dropped it on my main build in favor of Cloak of Fear, but I'm working on a second build for exemping purposes that will be getting it back. If I drop below level 47 while exemping, I lose a BIG chunk of my set bonuses, so I won't be softcapped at lower levels. In that situation, Oppressive Gloom will be very useful again.


    Quote:
    and Im not sure what advantage you gain from having both fly and superjump.
    You can run Combat Jumping and Hover at the same time, and their defense will stack. Also, if you are hovering, anything that punches through your KB protection will just make you do a backflip, regardless of the magnitude of the KB. SO instead of flying across the room in cases of extreme KB, you will just do a flip and be back in the fight much faster.

    My BS/DA isn't quite softcapped anymore, due to a nerf to the IOs I was using for a good chunk of my ranged/AoE defense. I believe I'm sitting at 44% ranged, and around 41% AoE. For all practical purposes, unless I'm watching my combat window like a hawk, I never notice a difference from when it was softcapped.

    Keep in mind that you also have solid resistance, including good Psi resistance, and the best self-heal in the game, so if you can't manage to hit the softcap, it's not the end of the world. Anything over 30% will increase your survivability quite a bit.
  12. Quote:
    Originally Posted by Syntax42 View Post
    Reactive appears to do damage every time it procs, or renews the stack of DoTs.
    No one was questioning the DoT, we know that deals it's damage every time it procs.

    I think what was in question was how many times the -resistance portion will stack.
  13. Quote:
    Originally Posted by Linea_Alba View Post
    I'm assuming interface procs last about 10 seconds, max 4 regardless of source. I've not double checked this assumption.

    With that in mind, 5 attacks every 10 seconds will saturate the T4 75% chance of Fire Dot half, While you'll need 16 Attacks to Saturate the 25% chance of -res half.

    For the T3 Variants it would be 8 or more attacks per 10 seconds.

    Optimal will simply be anything at or above 5 attacks per 10 seconds, since 16 will never happen and the Fire half appears to be considerably better than the -res half.

    So most likely Yes and Yes, but It never hurts to check the numbers.
    I believe Reactive is a max of 10 regardless of source. I know the -regen one IS a max of 4 though. I don't have any verifiable proof though, just something I remember reading.
  14. Read this thread: http://boards.cityofheroes.com/showthread.php?t=189427

    It is about my BS/DA build, but slotting-wise Broadsword and Katana are interchangable. The good and bad points of the build possibilities are discussed fairly extensively throughout the thread.

    Especially pay attention to Werner's input in the thread, as he has a Kat/DA build that surpasses mine by quite a bit. The thread is a little outdated now, but the basics that are discussed in it are still valid.

    Gambler's Cut is the better level 1 attack for Katana, and the Hecatomb proc should go in that instead, because it will be your most frequently used attack. Other than that, just about everything I would tell you is in the thread I linked already.
  15. Quote:
    Originally Posted by Deus_Otiosus View Post
    Because a lot of players suck, really really badly.

    I've been on more Lambdas than I care to count where teammates were simply crap for support, crap for sticking together.

    At that point, I can either quit like a chump or man-up and push forward.

    I'm going to build for the second option. Its exactly what my other two Brutes do in the exact same situation.

    And if I am invincible, my teammates are invincible - because I am usually the one in the lead, taking alphas and aggro and eating the lion's share of the damage and debuffs that the squishies could all be eating instead.

    Im going to keep reiterating this for you, because you keep missing it, my Brutes are designed to tank for teams they do not run around like the typical PUG headless chicken Brute/Scrappers that plague the wilds of PUGland.

    I know it must seem unfathomable to you that I could A) Be tanking for teams and B) be taking too much incoming flak due to a lack of support due to poor team comp or simply bad players, but spend one weekend running marathon trials on Freedom and maybe you might start to understand.
    This actually sums up your problem fairly well.

    You are attempting to do something designed to require teamwork with crappy teammates.

    In these trials, if your support sucks you are going to get slaughtered. Everyone has to pull their weight, and if the support doesn't do so, the melee is NOT going to be able to pick up the slack and do it all themselves.

    You support them by taking agro, they support you by buffing and healing so you can survive that agro. Even with an obscene amount of force multiplication, at the end of the day those ATs are squishier than you. They can and will be one and two shotted by things that you could survive, so it makes sense for them to buff you so you can take those hits for them.

    What doesn't make sense is for you to expect to waltz in and handle all of that agro by yourself when your support isn't up to snuff. I've watched a Stone tank in Granite get beaten down by a mob in seconds flat because he thought he didn't need help.

    In short, everyone needs to support each other. If you try to be the hero and take all that agro while your teammates twiddle their thumbs, you are going to die, messily and repeatedly.
  16. Quote:
    Originally Posted by MaestroMavius View Post
    Afterburner - Max flight speed for 2 minutes. (The arguements against this consisted of the ability for everyone to reach the speed cap easily enough with slotting and the fact that it can't be increased past what it's capped at currently due to engine limitations.)
    No, actually engine limitations were the argument against Super Speed being made faster. Currently, Super Speed gets you moving about as fast as the game can render terrain. Any faster and you could quite literally run off the map.

    The argument against faster flight was usually based in the fact that flight is already the safest travel power by far, in that you can go from point A to point B without ever being in danger of being attacked. You can also travel anywhere the game will allow you to go using flight. The cost of those advantages is it being somewhat slower than other travel powers. If it were just as fast as Super Jump or Super Speed, it would have advantages over both of them, and no downside. I think it's actually pretty fairly balanced the way it is.

    Quote:
    Vertical Speed - Ability to cling to vertical surface while running at SS (Arguments vs this consisted of the fact that it's not possible with this engine.)
    You have to admit, being impossible to do is a pretty good argument against it. And we were told it was impossible by the devs themselves, so there's no question about the veracity of the argument.

    Edit: I REALLY need to pay more attention to post dates on OPs. Didn't realize this was necro'd.
  17. Quote:
    Originally Posted by Aggelakis View Post
    Memphis_Bill is correct. The higher level character doesn't get XP until the lower level character catches up. All XP the higher level character generates is given to the lower level character, so for up to four levels, the lower level character gets DXP.
    Apparently I was the victim of a bug that I didn't realize was a bug then, because I actually lost 4 levels worth of xp and had to earn it over.

    I couldn't tell you if it happened more than once, because all the other level pacts I have done were with characters of the same level.
  18. I would support this.

    I dropped the rez on WP and Regen years ago for this exact reason. Any time the rez would be useful I end up getting killed again before I can even toggle my powers back up.
  19. Quote:
    Originally Posted by Chyll View Post
    FYI, the new Mercedes Lackey superhero novel (inspired by her CoH play) includes an excellent discussion between two characters about whether support/healers should be available for combat or just rock the aura.

    I was very amused.
    What's the name of this novel? I have a Barnes and Noble gift card sitting around somewhere that I need to use.
  20. Quote:
    Originally Posted by Deus_Otiosus View Post
    Claws, it really seems like you have a serious bone to pick with defense based sets. I'm not sure why this animosity is being directed at me.
    Not at all, I have a DM/SR brute and a DM/Nin stalker that I enjoy quite a bit, and I have several Shield Defense characters I like just as much. And that post wasn't directed at anyone in particular.

    I still don't see why you're discarding the fact that if the to-hit had NOT been raised, these trials would be comparatively trivial for defense based characters. Especially the ones that could already solo on +4/x8.

    Would it be fair for these trials to be hard for squishies and resistance based sets, but a walk in the park for defense based characters because 95% of everything thrown at them misses? Or do you just get a kick out of being invincible while your teammates get frustrated with repeated faceplants? I'm trying to understand why 14% extra to-hit is such a HUGE deal.

    If it has to be made difficult, it has to be made difficult for everyone, not just difficult for everyone who isn't softcapped. And the only way to really make it more difficult for anyone that IS softcapped is to make it easier for things to hit them.

    You are very much acting like adding 14% to the enemies' base to-hit makes your entire secondary worthless. That isn't the case. If you REALLY believe that it does, try jumping in with your toggles turned off and see how long you live compared to with them on. I mean, if your entire secondary is worthless in the face of 14% extra to-hit, running in with no toggles should be no problem, right?

    Melee has NOT been made worthless or redundant. It has just been made to be more reliant on the other ATs for a change.

    I'd imagine that makes the players of those other ATs smile a bit after the last several years of feeling rather useless to you because your melee character didn't really need anything they had to offer.

    I don't have a bone to pick with defense based sets. I DO, however, have a problem with the idea that anything LESS than completely flooring everything's to-hit is a waste of time.
  21. Dark Consumption can be a decent AoE attack on a brute rolling with full fury. With a scrapper, not so much. With a capped Soul Drain and full fury, Dark Consumption does around 180 damage, and not very frequently at that. Scrappers only have the benefit of Soul Drain there, unless you want to eat a bunch of reds before you use it.

    Set mule and look for AoE elsewhere would be my suggestion. You can still use it for AoE if you set mule it, because the sets you'll be muling are, after all, damage sets, but it won't be as effective as you might think.
  22. ClawsandEffect

    Pookin fo nub.

    Heh. I met my wife in CoH, and we celebrated our 2nd anniversary yesterday.

    (I considered pushing for an April 28th wedding, but figured that would be a little TOO geeky.)
  23. Quote:
    Originally Posted by Intrinsic View Post
    I'm fully convinced that people play MMO's while stoned or drunk. I have no other explanation for some of the behavior I've seen
    You've played on Pinnacle haven't you?

    Though, oddly enough, some of the people on Pinnacle I've seen play remarkably well while hammered.
  24. Quote:
    Originally Posted by Memphis_Bill View Post
    (And I don't know what happened to Claws.)
    Me neither.

    Given the responses to my post thus far, I'm starting to suspect it may have been a bug that I thought was working as intended, so I never petitioned it.
  25. ClawsandEffect

    The Build Thread

    Here's my build contribution.

    Build: Claws/Regen scrapper
    Price Range: Medium.
    Build goals: Perma Dull Pain, solid ST and AoE attack chains, decent S/L defense (37%)
    Build weaknesses, not much defense against ranged E/N/F/C attacks, recharge could be higher with more money spent.
    Incarnate: Yes, only T4 Spiritual Core is taken into account.


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