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Quote:Depends on what you're looking to get with them.Okay, thanks for that information. I was about to twitch and frown greatly if you had to ALWAYS buy them. But still, NOW my question changes to: Are Alignment Merits worth it to BUY?
Luck of the Gambler Def/Global recharge sells for 100mill-200mill. 200 merits, or 100 merits + 40 mill to buy.
Blessing of the Zephyr KB Protection & Call to Arms +Def are very expensive on the market, and cost 240 and 265 merits respectively. MUCH easier to get with Alignment merits. -
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Quote:Holy Carp! O_oI agree. Two powers won't hurt versus rolling them up.
However, if they want to roll them up together and make them take Universal Travel sets again, I won't complain. This would avoid the passive Stealth issues of the individual travel IOs, because the Universal sets don't have stealths. All while still letting you enhance both aspects.
edit: Oh yeah! Slottable, available at 1 or 2.
http://boards.cityofheroes.com/showt...54#post3178754 -
I think we will be able to. They'll likely unlock like Hover does for Peacebringers; at a set level and with a slot(Swift/Hurdle at 6th, Health at 14, Stamina at 20).
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This was on my Top Ten of 'never gonna happen'. (Granted, so was market merge, but this was higher on the list.)
What's next? ED and GDN get repealed?(the top two on the list) -
Quote:Both were very different beasts originally:Something I have always been curious about with these two sets are the difference between them and the rest of the sets when it comes to KB protection.
I'm more curious as to why these two sets are like this. Is it a thematic choice? Is there a back story that I'm missing? Old game mechanics?
I've always wondered and since my next project will be a claws/DA, it sparked even more curiosity.
Dark Armors could only be on one at a time(the same held for Stone Armors). It was one of two armor sets that granted Psi resistance. As every armor set had some kind of weakness(usually Psi), Dark lost KB.
Fire Armor was a 'offensive' defense set. It didn't even have any mez protection originally! It's why the mez protection is spread out, there was no mez armor in the set; it was tacked on later. The same is true of Toxic Resistance(originally, there was none in any set), and it was smattered about in weird places in all sets. -
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Quote:1) They increase the sleep duration per tick. The patch itself has a set duration.1. How does slotting Sleep Enhance in Static Field work? Does it increase the number of ticks or increase how long each tick makes the enemy sleep for? Does the patch itself stay out a fixed amount of time regardless of slotting?
2. Jolting Chain takes three types of IO sets: Ranged Damage, KB, and End Mod. The damage is non-existent and it's my understanding that KB enhance make the KD (which is good) into KB (which is bad). Has anyone tried slotting this for End Mod? It has a base drain of 10 End. It seems that with slotting (maybe an Efficacy Adaptor set), you could get some pretty good drainage out of this power in addition to the very helpful KD.
3. Am I missing something about Synaptic Overload? I know some people love confuse powers but I can't stand them. I know you don't lose a lot of XP for the confused mobs, but it's enough that I find it annoying. This is really my first experience with an AoE Confuse: are confuse powers supposed to be a situational powers or a "Throw it whenever it's up" powers?
Thanks!
2) Jolting Chain has damage, just very minor. Slotting for KB will change KD to KB if the magnitude becomes 1 or greater. Slotting for EndMod is a fantastic Idea. I think I'll do that plus Devastation: Chance for Hold.
3) Confusion is wonderful for 'defense'. Enemies spend time not attacking you. You'll lose Xp if you let them defeat each other; not so much if you take them down before they do too much damage to each other.
Synaptic Overload tends to be a more reliable means of mass-mezzing than Paralyzing Blast:
Paralyzing Blast
Acc .80
End Cost 15.60
Recharge 4 Minutes
Mez duration 10 sec
End Drain -7.00%
Synaptic Overload
Acc 1.00
End Cost 8.53
Recharge 1 Minute
Mez duration 15 sec
End Drain -10.00%
I'll probably skip Paralyzing Blast altogether. (I would have liked to make a proper chart, but I'm tired and the editor keeps killing my spacing) -
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Quote:Neat Idea. Wouldn't be able to alter the colors, though.Personally I like the new crystal armour optional look so would like a version for granite however it was done.
Since the current granite swaps your model for the DE boulder, could the crystal armour swap you to a DE Geode model? And I guess it could swap to one of those lava things in Hollows for Lava look armour?
I'd still prefer BAB's Neo-Granite -
No SO's for sale in Praetoria at present(short of the market).
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I have noticed longer chains of misses. Strikebreaker may be bugged.
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Quote:Oh, I would so want this to come to pass.I've not followed the subject, if it's even been brought up before, but have there been any requests or Dev comments on maybe one day customizing the actual Domination visual effect? I know they plan to let us customize power pools, patron powers, etc. and would love to be able to change the rainbow sparkle effect of Domination buildup and activation. At the very least change the colors. At the very best change the theme - fire, elec, etc. similar to Aim variations.
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Quote:It needs something to be worth taking: Low accuracy, mag 2 stun, and Knockback(seldom if ever desired).Has it ever been explained why certain AV/Heroes version of Hand Clap does damage while the players version does not?.
I think Super Strength would be a lot more fun and not so single target only if Hand Clap was made to do some damage (even if it was on the level of Whirling Hands).
Thoughts? -
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It appears they found a way to replace missions already in the queue for GR. My Praetorian missions have all been changed to the new updated arcs, even though I was mid-arc.
They never meant for the un-timed mission to stick around--I mean, they changed it for a reason. Once the tech was implemented, the timer counted down until mission failed. -
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They exist in the code, but I think they may be meant for i19: Incarnates. (Come to think of it, they might only drop for incarnated characters.)
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It's only ever happened to me that one time. It's my example of worst case Defeat X. I can happen, it did happen, and wouldn't might seeing them get cleaned up. Some are OK, but still too prevalent Heroside.
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Quote:Because they were and are so unpopular. However, it's never be popular with the players to have content removed either. There is a lot of content Heroside. All would have to be revisited and replaced, and would take a staggering amount of time to do; time often spent instead making new content rather than replacing content.
I can't help but note that there's almost no Kill X missions in CoV and none at all (that I've found so far) in Praetoria, so it doesn't seem very far fetched to me!
Don't get me wrong, I would indeed like the Defeat X to go away. They are just tedious, and outright maddening when a Rikti Raid chases the particular group out of zone(Happened to me during a Numina's tf. Needed just 2 more Warriors in Talos when the Rikti came; no Warriors for 30 minutes! Stopped us dead)