DreadShinobi

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  1. Quote:
    Originally Posted by MisterD View Post
    Rend Armour from Titan weaps. It looks dumb. You are not 'rending' anything, you are stabbing them..with something huge. It should have a twisty kinda corkscrew effect at teh end, like you are literally stripping away their armour.
    You do realize the weapon flips upside down at the end of the stab, right? It's quite poorly done imo, but the weapon does spin technically. Watch it in the chracter creator, it's quite easy to see with the razor blade.

    Quote:
    Not an animation change, but I would love to see Wand like animations for the blast sets. Playing in the first ward, all the carnies with wands look awesome, when combined with energy blast. The blasts coming out the wand, obviously. AS well as things like teh senechaals Brazier fire spit. Of course..having wands and staffs on blast sets would add redraw..but it would still be cool
    Would like to see this. And they could also make the wand or staff appear magically since, well, a staff/wand would be magic. Like in a puff of smoke or something, which could eliminate the issue of adding redraw to powersets that wouldnt have redraw normally. *shrug*
  2. DreadShinobi

    TPN massive fail

    Quote:
    Originally Posted by DarkGob View Post
    I'm not sure what bizarro world you people are living in, TPN is one of my favorite trials, and it's pretty easy so I'm not sure why it doesn't get run as often as BAF at this point. Compared to Minds of Mayhem, which is unpleasantness wrapped in misery which I'm pretty sure I've never even successfully completed. I can't imagine preferring that suckfest to TPN.
    While TPN does have it's flaws (for me that's really just the repetitiveness of going in and out of buildings again and again doing the same thing over and over), it's my favorite trial as well. It's quick and to the point, it's very simple and currently offers the best time:reward ratio of any trial on live but also has a well balanced difficulty. If people aren't putting in the effort, goofing around, not paying attention, or the league has poor synergy or low level shifts, then things will go south, but that's how it should be.

    Overall I love TPN, it rewards people for working together as an efficient cohesive group.
  3. DreadShinobi

    TPN massive fail

    Quote:
    Originally Posted by Wing_Leader View Post
    Everyone has their favorite and least favorite trials. For every person who hates TPN and regards it as a tedious bore, there is probably someone who loves it. Opinions are so divided on the storytelling and the task structure of these trials, that it is hard even for me to ferret out any sort of consensus on such matters.
    Well said.

    Quote:
    But whatever else one might say about any given trial, there is one weakness I feel they all share, and that is that they are constructed and presented in such a way that it is nearly impossible for a league to succeed the first time through. And sometimes not even the second or third time through.
    That's not necessarily a bad thing. Progression and learning the content isn't necessarily bad. Walking into something under the premise that you should automatically win is not so good. With that said, if you can't beat a trial by the league's 3rd time through it you're doing something wrong and you should look at your strategy and/or your league composition.
  4. Quote:
    Originally Posted by UnicyclePeon View Post
    When you purchase only the bow, does it become aavailable to all your bow users on that account? Or does a specific character have to claim it?
    All costume pieces are one time purchases, they apply to all your characters.
  5. Quote:
    Originally Posted by Forbin_Project View Post
    You don't think they feel the same way about some players and their sense of entitlement issues? They try to do something nice by making some gated content available for a small one time fee and inevitably some people start complaining that it isn't enough.
    A small one time fee that will quickly add up with more small one time fees because they will not stop. This is city of microtransactions. It's also why I'm not paying them anything until they put out content of quality again.
  6. Quote:
    Originally Posted by Endlessly View Post
    I think it's silly to worry about what other people buy for their own convenience.
    who said I was worrying about what other people waste their money on?
  7. I think it's silly to buy anything with real money that you can easily earn in game.
  8. Quote:
    Originally Posted by StarGeek View Post
    When you zone, the stealth will stack for 120 seconds. So when you zone twice fairly quickly, like popping into ouro and then back to another zone, you'll see it stack twice for a total of 90'. Take a look and you'll see it happen with similar IOs like Numinas.
    I was pretty sure they fixed that a long time ago.
  9. Quote:
    Originally Posted by Robotech_Master View Post
    I can't speak to anyone else's playstyle but my own—but I do indeed end up using all 90 slots, and indeed having them all visible at once in many cases.

    For example, here's a screenshot of one of my CoH characters in question.

    While I will admit I don't use all of those powers all the time, the awful way that the CoH powers tray is set up means that if I think I might need to use one of those powers at some point, it's better to have it in a tray where I can click on it (or, at need, temporarily swap it with some other power in a more convenient position) than have to open the power tray, scroll scroll scroll through a list of a zillion powers to try to find it, and then drag it into the slot where I need it. It's annoying enough that when you claim a power from email or craft a temp power recipe, the power doesn't get placed in your tray even if you have an empty slot for it…

    If I had more trays, that's what I'd use them for: moving my macros and lesser-used powers to a tray where it's out of the way but I can still locate it easily when I need it.
    Erm, well to be fair you have 5 copies of what appears to be a fly pack. At least 1 button that appears to be your lvl 1 inherent attack. As well as numerous other temp powers that don't really need to be hotbar'd at all times, like a couple that appear to be valentines day temp powers, have they just been sitting there for a year?.


    Then you did weird things like taking Stun, air superiority and the meds pool, *ahem* but I won't get into that as that has nothing to do with this topic.
  10. Quote:
    Originally Posted by Forbin_Project View Post
    pictures
    You can use slow fields to make your moat look like actual water.
  11. Best place for the proc is Sprint.
  12. Quote:
    Originally Posted by Blue Rabbit View Post
    It might be just me but... if you get to a point where 90 clickable buttons aren't enough, I think you might be doing it wrong. Just saying. :/
    I don't think it's unreasonable. I don't have all the trays open at once but I do need to have the slots available to me so I can have those macros ready for when I need them. Not all trays are full either, many of my trays are only half full, but stuffing everything all onto 1 tray isn't what I need, all that does is make things cluttered and disorganized.

    And while I am strictly someone who uses keybinds, clickers will definitely use more slots in their trays than me, though I guess they would also be using more than half their trays cause my tiny hands can't reasonably reach past alt/ctrl/shift+5.
  13. Quote:
    Originally Posted by Stormbird View Post
    Mentioning M4/M5 - I assume using a Logitech type gaming keyboard? IIRC, you might be able to save some of those bind slots by just assigning them a key combo, and just having one (smaller) set of macros to swap out the instructions (so G1, for instance, is set to "control-shift-W" and that key combo is defined differently in different bind files.) Then again, you might be doing that already.
    Nope, I just have a normal keyboard. M4/M5 referring to mouse buttons 4 and 5, or in other words the 2 buttons on the left side of my mouse. I'm not cool enough to have a cool keyboard, just barely cool enough to have a death adder mouse xD
  14. Things you want for tip missions:
    1)Majority of the tip missions will be in zone
    2)Zone is on the small side, smaller zone means less time spent running to the next mission
    3)Zone is lvl 20+ so you can kill mobs for tips if necessary
    4)Zone has large mobs or mobs with bosses

    All signs point to Brickstown, which is where I've always done my tips.

    The zone is relatively small, most of the lvl 50 tips are in zone (I don't run tips at any other level so I wouldn't know about those). If you need to get tips run around the middle of the zone and kill prisoners. Good sized mobs with bosses in almost every mob. Bosses have a higher chance to drop tips.

    Talos is way too big, Atlas isnt high enough level, PI doesn't have good mob size and is on the large size, especially if you get a tip that sends you north.

    For Red Side, Shark is the best place to get tips because of miner strikes, but many tip missions can't take place in shark. Most villain side tips only appear in either Grandville or Port Oakes. It's stupid. Villain tips are also typically more time consuming. I don't even bother doing villain tips unless I am switching sides.
  15. Quote:
    Originally Posted by Kheldarn View Post
    Stalker = Scrapper
    Stalkers were supposed to be the villain blaster, though, look how well that went >_>
  16. DreadShinobi

    Stackable powers

    Quote:
    Originally Posted by RadioSilence View Post
    I have a high recharge build for my /Time toon and most of the powers recycle pretty quickly. My question is do any of these powers stack (from the same caster) or am I just wasting endurance casting these as soon as they’re up? And how can one tell if any power is stackable (from the same caster) without using a power analyzer?
    Open your powers tab on your powers tray and then open the combat attributes tab
    You can see your buffs and their source and who they come from.

    Also for Time Manipulation none of the powers stack from the same caster with exception of Distortion Field. The Hold of Time Stop and the Heal in Temporal Mending do stack, but their respective secondary effects do not stack from the same stacker.

    You can view all of this in mids hero designer by going options > advanced > database editor > main database editor > find power in question > edit > effects
  17. Quote:
    Originally Posted by DumpleBerry View Post
    There's always that Clubber pack coming soon. That's supposed to have jackets (like sweatshirts) and jeans, I guess. YMMV.
    Really? I didn't hear about that.

    I hope it would have hoodies, it's one of the costume pieces I've wanted more than anything else, along with robes/cloaks.

    And is it "soon" as in soon or as in soon(tm)
  18. looks pretty epic to me.
  19. Indeed. I'm running into this issue as well because I make macros of all my instructions for leading trials, which typically means 8-10 power slots for each trial.

    Basically my trays are
    3 for all my primary/secondary powers and incarnate powers
    1 for toggles
    1 for temps such as ouro/pocket D/base/ww/mission/team teleporters and raptor pack etc.
    1 for keyes
    1 for ugt
    1 for mom
    1 for tpn
    =9

    As more trials come out, I'm plain and simple not going to have enough room.

    And I already keybind a good number of powers as well. QWETYU and M4/M5 all have powers bound to them on all toons
  20. Quote:
    Originally Posted by Robotech_Master View Post
    Don't have time to go through the thread so I don't know if anyone's suggested this yet:

    Add the ability to pay Astral Merits to unlock Midnight for our other characters, the way we can now with capes, auras, and the Alpha unlock arc. That would neatly solve the problem of (most) vet players getting frustrated while still keeping it there for newbies.
    While a good idea in theory, most people want midnighter access before lvl 50.


    I still think the arc should be required to access the midnighter club and cimerora, however I do think the hero version should be shortened to about the length of the villain version which is significantly quicker.
  21. Yup. It's especially nice for Antimatter since he isn't in Marias AV arc and so far into his own if you don't have the mission saved.
  22. Quote:
    Originally Posted by CoyoteShaman View Post
    Can't say here. It's still in Beta. What I will say is that both thematically and practically it's the best/most fun melee set I've I've ever played and it's quiet which is a very big thing for me. Most attack sets so far are so loud that I have to turn my sound down or off and that detracts from the rest of the game.

    If you're not in the vip beta, let me say that the new melee set is going to knock your socks off.

    Robin
    Staff fighting has been publicly announced already
  23. Quote:
    Originally Posted by Enyalios View Post
    Go with a brute. Brutes properly built have the same caps to resists/defenses/hp at tankers and while they have a lower base damage than scrappers are quite comparable with a full fury bar. Unbuffed/IO'ed a Brute is like a Tanker who can't hold aggro as well who does a little more damage. Well buffed and/or IO'ed a Brute IS a tanker who can scrap.
    A Brute can hold aggro just as well as a tanker and Brutes do more than "a little more damage" than tankers.



    Quote:
    If you must know though it is much easier to boost the following in order with IOs

    Smashing/Lethal Defense to softcap

    Positional Defense (Melee/Ranged/AoE)

    Damage

    Resists
    You're forgetting recharge, which is a large part of IOing and will do alot for your damage output as well as survivability.

    Quote:
    Getting a scrapper softcapped to s/l will make you feel tough but you'll still die to things with defense debuffs or damage without smash or lethal in it.
    Ok let's look at what softcapping to S/L means. It will give everything that has a smashing or lethal attack component a base 5% chance to hit you.

    This means (off the top of my head, powersets the enemy groups commonly use)
    -Weapon attacks (guns, swords, claws, etc)
    -super strength or other punches, kicks, etc.
    -energy melee
    -energy blast
    -dark melee sans midnight grasp
    -ice blast
    -sonic attack
    -fire melee sans incinerate/scorch
    -Radiation melee (though this debuffs defense)

    What S/L will not protect you from that enemy groups will commonly use:
    -Radiation Blast
    -electric Blast
    -psychic blast
    -dark blast
    -fire blast
    -toxic damage
    -many mezzes do not have a s/l subcomponent (freeze ray, dominate, blind, etc).
    -cascading defense failure.

    Now let's apply the awesomeness of electric armor to S/L softcapping's weaknesses.
    -90% energy resistance removes the hole of radiation blast and electric blast completely. This is the best part.
    -Psychic Blast will hurt, but you still can have 30-40% resistance to it, which is more than most can say. Really the only thing that specifically kills me from psy attacks is malaise in MoM trial who will promptly Blind me (his Blind is like mag 20), and then spectral wounds me with my static armor suppressed from blind, which can 2-3 shot me fairly easily.
    -Dark Blast; typically found in Council/5th Column or praetorian shadows or CoT, can hurt but the enemy groups that it is found in are overall not that strong.
    -fire blast; demons, I know I'm missing stuff, but demons are all I can think of right now, overall fire isn't that common for enemy groups
    -toxic damage is rare
    -mezzes aren't an issue, unless your name is malaise >, since you're a melee AT with a mez shield, this is mostly a point to bring up when softcapping to S/L for ranged ATs, Clarion has significantly reduced this hole.
    -Cascading Defense failure - this is why layered mitigation is great. On a squishy this can be a big issue, but now let's look at what you have on an elec brute if your defense starts to fail:
    *Good resists to all dmg, lethal and energy being the important ones here.
    *Energize giving you a heal and regen
    *Rebirth/Destiny/Ageless to deal with it
    *Purple Insps to deal with it
    *2000 hp to kill them before it matters.
    *any mitigation from your primary such as knockdowns.

    You talk about smashing/lethal defense like you will automatically die if you come across enemies that don't just use attacks with smashing/lethal components and this just simply is not true, but that also depends a little bit on build.

    Of 2 blasters I have IO'd one was a fire/em with 0% defense and one was a fire/mm with 45% s/l defense, now unless I was specifically fighting S/L foes their survivability was roughly the same because if my Fire/MM was fighting, say, enemies with radiation blast I would be dieing super fast with nothing secondary to protect myself. However for my fire/kin corr, who has 45% s/l defense this issue is pretty miniscule since I have a huge heal that can cover most damage that gets through my softcapped S/L defense. Or my 2 brutes that have 45% s/l defense I have resists and heals and knockdowns to deal with enemies that don't use s/l damage.