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Posts
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Joined
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I think it's more along the lines of the Rikti made themselves unappetizing to the Battalion by ditching their well.
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I think you might be able to continue gaining solo XP during the First Ward Seed of Hamidon event. (Can anyone confirm that the seedlings award XP?)
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I'm thinking....
-GM code (your level shifts don't matter - they con purple no matter what)
-Exponential threats (they buff each other; one might be a pushover, but 10 will be extremely difficult to overpower)
-Powerful debuffs
-Tactics required (eg, stay together, separate, stay away from the red deadly stuff, etc) for effective survival -
-A defender could (theoretically) achieve perma Soul Drain at +300% recharge (perma-hasten is +275%), reaching 22% with an appropriate mix of slotting and targets hit
-Targetting Drone from Devices, slotted to +15.4% ToHit (less than a single SO) with Kismet: Accuracy
-Have a friend use Fortitute on you, with a single SO of To-Hit slotted (or, combine with Kismet: Accuracy to not need the enhancement)
-Defenders could combine Focused Accuracy (Mace Mastery PPP) with Tactics and Kismet - without enhancements, this would yield 22.75% To-hit
-Even without Focused Accuracy, Tactics with 2 To-Hit SOs and Kismet: Accuracy on a defender would yield 23.5% To-hit
-A superteam of blasters running tactics could manage with 2 blasters (4 To-Hit SOs worth in Tactics) or more
With respect to your Fire Blaster, you could make a habit of juggling aim and build-up separately rather than activating them together on every chance - that would open more opportunities for insta-snipe (and, with 350% recharge in both, you could practically always have one or the other running - but that level of recharge remains well beyond the consistent reach of a solo blaster build) -
It's just a minor typo. It should read "Every agony is Nate's!"
Who's Nate? Why, he's the unseen accountant of Mot, who keeps the books straight on the suffering that Mot consumes, but skims the agony right off the top. -
I thought Tyrant was immune to -Regen?
Maybe a good mix of Kin (max +damage, +rech, + end and good heals) with Traps (heavy resist debuff, +regen, + def) along with Sonic (more res debuff) and Psi (allegedly unresisted). -
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Claws/Dark/Soul Stalker
Void Judgement, Oppressive Gloom, Dark Regeneration and Shadow Meld help a lot...as does being able to 2-shot the bosses with a good dose of reds. -
Quote:Seconded - these were the "gateway" invention set for my Grav/Storm Controller, which uses a ton of ranged attacks.I'd give Thunderstikes a good look. Really solid set with nice damage, nice recharge, nice end reduction, and the set bonuses are pretty great, too. +Recovery, and + Def to ranged and E/N. Also, they aren't super expensive.
As level 50s, the whole set will give you:
Power Enhancements (after ED)
68.9% Accuracy
101.5% Damage
68.9% Endurance Reduction
68.9% Recharge
(Pre-ED, this is effectively 10.5 SOs worth of enhancements!)
Global boosts
+2% recovery (Effectively 0.033 endurance/second)
+3.75% Energy, Negative and Ranged Defense (combining 2nd and 6th bonus; effectively reduces damage from energy, negative and ranged damage sources by 7.5% on average if no other source of defense exists)
+7% Global Accuracy (effectively increasing your accuracy slotting by 7% AFTER applying ED)
+4% to Run, Jump and Flight speed (increasing your movement rate by 0.6 mph for each of these)
Global boosts can be stacked up to 5 times per Named bonus. If you 6-slot Thunderstrike in 5 different powers, the overall benefit is:
+10% recovery (effectively 0.167 endurance/second)
+18.75% Energy, Negative and Ranged Defense (effectively reduces damage from these sources by 37.5%)
+35% Global Accuracy (the accuracy of these 5 attacks, barring other sources of accuracy bonuses, would be as though enhanced to +103.9%)
+20% Run, Jump and Flight speed (increasing your movement rate by 3mph for each of these)
Some other sets that might be good to look into from a low-cost perspective for a blaster would be:
Detonation (Targeted AoE) - Good enhancement value for cheap set invention prices: 47.7% Accuracy, 101.5% Damage, 68.9% End Reduction, 28.6% Range, 26.5% Recharge; very modest global bonuses. For more enhancement "oomph" in the Recharge department, consider swapping the Dam/Range enhancement for a common Recharge IO (noting that doing so will cause you to lose the 1.88% Toxic resistance bonus from 6-slotting this set). With Thunderstrikes, you probably don't have to worry about the accuracy level.
Multi-Strike (PBAoE) - Also good enhancement value, with very modest set bonuses. A full set of Multi-Strike effectively grants 73.8% Accuracy, 98.3% Damage, 91.8% Endurance Reduction, 47.7% Recharge. If more recharge is desired, consider swapping the Acc/End for a common +Recharge IO. -
Sounds like this is tied to the code which is supposed to remove confuse effects when zoning. Don't think it should be removing protection like this, though.
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Quote:To clarify, do you mean a free (non-VIP) account having completed reward tier 7, or do you mean a VIP account? Anything other than these will require (recurring) purchase of a 30-day invention license.I have got a premium account so I can use invention ones just fine.
In addition to enhancements, the invention system can be used to craft temporary powers, including pet powers, self-heals, ally rez powers, attacks (including melee, ranged and AoE), a phase shift power, power analyzers (which let you view enemy stats) and even a jetpack.
It can also be used to craft costume pieces (wings and special animated boots).
Invention recipes can be received in the following ways:
-Defeating enemies (random drops)
-Bought with Alignment merits (earned from Signature Story Arcs and Alignment missions, or bought with Reward Merits and influence)
-Bought with Astral Merits (earned from Signature Story Arcs and Incarnate Content or downgrading Empyrean Merits)
-Bought with Empyrean Merits (earned from Incarnate Content)
-Bought with Reward Merits (earned from Signature Story Arcs, Regular Story Arcs, Task Forces, Non-Incarnate Trials, Defeating Giant Monsters and Super Packs or downgrading Astral Merits)
-Bought with AE tickets (earned from the Architect system)
-Completing Instanced Missions (With the Chronologist day job or as a random drop)
-Bought from the Auction House with Influence/Infamy/Information
-Trading with other players
Salvage for recipes can be received in the following ways:
-Defeating enemies (random drops)
-Bought with Alignment Merits
-Bought with Reward Merits
-Bought with AE tickets
-Completing Instanced Missions (with the Midnighter or Professor Day Jobs)
-Bought from the Auction House with Influence/Infamy/Information
-Bought with Brainstorm Merits (from converting legacy salvage from the old Base Salvage system)
-Trading with other players -
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Does anyone else suspect that this "Jocas" may be a part of the Battalion? After all, weaponry which can mess around with Incarnate/Ascended power really sounds like their sort of thing...
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Quote:Ah, that's a different command.Does <power1> <power2> mean the power in tray slot 1, slot 2...etc.?
powexecname activates a specific named power - eg, "powexecname brawl" activates brawl. /bind b "powexecname brawl" binds the command "powexecname brawl" to the b key, so that every time b is pressed, brawl is activated (at least, until b is unbound/bound as something else)
To run through the powertray interface, there are other commands.
powexecslot <1-10> activates the power slotted in the corresponding number slot of the active tray. So if you have tray 1 selected on your bottom power tray, and slot 1 of tray 1 contains brawl, "powexecslot 1" will activate brawl. If you later replace brawl with sprint in slot 1, "powexecslot 1" will toggle sprint on or off instead. If you switch to tray 2, where you have combat jumping in slot 1, "powexecslot 1" would then toggle combat jumping on or off.
powexecaltslot <1-10> works like powexecslot, only it uses the corresponding slot number in the middle power tray (or top if you're only showing 2 power trays)
powexecalt2slot <1-10> works like powexecslot and powexecaltslot, only it uses the corresponding slot number in the top power tray when you are showing all 3 power trays (not counting the bonus trays)
powexectray <1-9> <1-10> activates a specified power on a specified tray - the first number is the tray number (the numbered 1-9 power trays), the second number is the slot number. The advantage of powexectray is that it sticks to the same tray even if you accidentally switch to another power tray on your UI.
Anyway, if you want to have buttons 1, 2 and 3 activate the respective powers in slots 1, 2 and 3 on tray 1, replace "powexecname" with "powexectray 1", followed by 1, 2 and 3 in the different lines
ie:
<button1> powexectray 1 1
<button2> powexectray 1 2
<button3> powexectray 1 3
A convenient list of slash commands for binds and macros can be found here -
This should be doable through /bindloadfile
To do this, you will need to create some .txt files in your <COHInstallFolder>\data folder (often C:\Program Files\City of Heroes\data)
You will need to replace items in < > brackets with the correct values for your controller.
controller1.txt
<buttonnameright> "+$$bindloadfile controller2.txt"
<buttonname1> powexecname <power1>
<buttonname2> powexecname <power2>
<buttonname3> powexecname <power3>
controller2.txt
<buttonnameright> "+$$bindloadfile controller1.txt"
<buttonname1> powexecname <power1alt>
<buttonname2> powexecname <power2alt>
<buttonname3> powexecname <power3alt>
Then, in game, type /bindloadfile controller1.txt
After doing this, if the bind file is properly configured, pressing button 1 will activate <power1>, button 2 will activate <power2> and button 3 will activate <power3>. Holding down the right trigger will load controller2.txt, setting the three buttons to their alt powers. Releasing the right trigger will reload controller1.txt
Sometimes, hiccups (such as pressing and releasing the trigger quickly) may cause controller2.txt to be the "default". In these cases, it's suggested to have a reset bind or macro that runs /bindloadfile controller1.txt -
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Well, people can have two grandfathers (maternal and paternal).
That would make Ms. Liberty's father (Patrick Duncan) the son of Positron.
Typical last-naming conventions would defy this, though Patrick Duncan could have been adopted while retaining his old family name. -
A while back I did a quick look at the effects of interface DoT at the different probabilities. The shift from 25% to 75% is rather remarkable.
25% -> 75% chance of NO DoT, 18.75% chance of 1 DoT, 4.69% chance of 2 DoT, 1.17% chance of 3 DoT, 0.39% chance of 4 DoT; average effect of 0.33 DoT effects applied (13.39 x 0.33 = 4.45 damage on average)
50% -> 50% chance of NO DoT, 25.00% chance of 1 DoT, 12.50% chance of 2 DoT, 6.25% chance of 3 DoT, 6.25% chance of 4 DoT: average effect of 0.94 DoT effects applied (13.39 x 0.33 = 12.55 damage on average)
75% -> 25.00% chance of NO DoT, 18.75% chance of 1 DoT, 14.06% chance of 2 DoT, 10.55% chance of 3 DoT, 31.64% chance of 4 DoT: average effect of 2.05 DoT effects applied (13.39 x 2.05 = 27.46 damage on average)
IMO, if you're surviving well already, go with the higher DoT. -
Growing sideways means need more exercise.
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I'm afraid I can't be a Bow-Tierannosaurus Rex, you narcissistic nocturnal neophyte!
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Pointless Speculation:
I24:
Praetorian Hamidon Trial, grants Advanced Physical Incarnate Experience, requires Lore and Destiny slots be unlocked.
Genesis Slot grants high-end travel powers with perks
-Flight - heavily slotted Afterburner-level flight with built in stealth/phase in the radial tree
-Teleport - Multi-reticle power. 300yd Teleport with moderate energy damage burst on arrival, combined with explosion FX. Core gives more clicks per activation, while radial tree adds KD/stun to the arrival burst
-Super Speed - Afterburner-like effect on max groundspeed, provides slight boost to recharge and endurance reduction and slow resistance. Radial drops fire pseudopets every second that burn enemies when they expire one second later so long as player remains in motion. Run circles around opponents to set them on fire!
-Super Jump - First multi-reticle power. Clicking the power once allows player to click 3 places, causing character to jump and land in those places. Each landing is timed to a smashing/kd effect affecting all foes within a particular radius, queuing the next reticle for clicking. Core gives more clicks per activation. Radial adds a stun/fear component to each landing.
I25:
-Pool/APP/henchmen power customization
-Quadruped body shape added as a character customization option in the Paragon Market.
-Praetoria receives two new zones enabling Praetorian characters to reach level 50 and even become incarnates without having to travel to Primal earth
-Ouroboros extends a hand to Praetorians, having concluded that the heroes and villains of Primal Earth are too small-minded to confront the Coming Storm.
-Praetorian task forces and trials focus on maintaining order and taking the fight against Primal Earth
I26:
-Storm Palace Zone update - The Storm Palace is now an advanced incarnate Zone with an arc shedding light on the mysterious relationship between Rularuu and Lanaru.
-Rularuu Trial - Praetorians and Primals, in a final push to prepare for the Coming Storm take the fight to the Shadow Shard in an attempt to secure some of the transcendent power of Rularuu for themselves to accelerate their development as Incarnates. Prometheus himself tries to stop this madness, but his weakness has been revealed by the Dream Doctor and a mysterious ally. Upon completing this task force, with Prometheus as the surprise end boss, new dialog is opened up revealing just how terrified Prometheus actually is of your incarnate awesomeness. This trial provides Advanced Physical and Psychic Incarnate Experience
-Mind and Vitae incarnate slots unlocked
---Mind provides an AoE control power (Mag 4) with a 240s recharge. Core focuses on the duration of the control power, while Radial produces additional side effects (Regeneration debuffs, resistance debuffs, slow + defense debuff, absorb negation)
---Vitae provides an Auto always-on buff to certain characteristics, initially including recovery + endurance reduction, regeneration + resistance, defense + damage, movement speed + recharge. The first is the focus of Core, while the second becomes available through Radial.
I27:
-Arrival of the Battalion. Initially, they appear within incarnate and level 50 zones as a zone event. Defeating the Giant Monster summoned towards the end of the zone event can award multiple threads or an incarnate component.
-Multiple QoL improvements
I27.5:
-Battalion station added as an Incarnate Zone, with solo story arc granting Advanced Physical and Advanced Psychic incarnate experience.
I28:
-First of the Battalion trials
-Incarnate-level temp powers introduced, craftable via Incarnate Components, Influence and Astral/Empyrean merits -
Quote:That said, with binds and/or macros one can usually slip past thatRemember that power pool Invisibility applies an Only Affecting Self effect, so you won't be able to attack those enemies that you're standing beside until you drop Invis - and the enemies will probably hit you before you can do anything if you're that close to them.
Try: /bind numpad0 "powexectoggleoff invisibility$$powexecname brawl"
That should drop invisibility and activate brawl by pressing the "0" key on your numpad.
(I use some similar tricks, such as a teleport bind that automatically turns off rocket board, or a bind to activate flight and turn off sprint and super speed in a single key press) -
Oh, she does...she just went back far enough to amend the terms of the bet in such a way as to...reduce...the humiliation involved in losing. Blinovich Limitation Effects and all that.