Dromio

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  1. Quote:
    Originally Posted by Jagged View Post
    Sherlock Holmes?
    Right on!

  2. One of my favorite character names is "The Speckled Band" for my Thugs/Poison. It's got a slightly obscure connection to a series I enjoy very much and through that connection carries a poison association. Plus, my henchmen say "Speckled Band" under them and that works using "Band" in its "group of people" definition.

    Bonus points to anyone who knows where that name came from!

    Oh, I should add that like Bill Thugs/Poison is the only MM combo I've found that was able to hold my interest. Loving the name of the character didn't hurt either.

    I find myself using "The" quite a bit with my names. Anyone else do that?
  3. Quote:
    Originally Posted by Oedipus_Tex View Post
    Reactive is hard to pass up for the reasons stated. Basically the debuffs in the other powers are very short lived but extra damage is permanent. The main reason to skip it is if you have powers that combine Sleep with Damage. (I really wish those powers simply wouldn't proc anything that breaks a sleep, because that is kind of lame).

    I'm hoping for a proc in the future with knockdown. Even with just a 10% or less chance to proc, it would be very competitive with Reactive. The other three procs are not that great unless someone on the team already has Reactive. They really kind of need a duration and effect increase to be competitive. The main purpose of attack powers is to damage.
    I have Reactive for solo and Paralytic for teaming. Since most people have Reactive, and since it doesn't stack any higher from multiple sources, I use my Paralytic -DAM on teams.
  4. http://stores.tomshardware.com/searc...st=product_tab

    Here's a nice looking card and for a good price too. Looks like it needs one power supply, is that right? That card is thicker and longer than the card I had though, I need to measure the case.

    EDIT: Was apparently communicating psychically with Hyperstrike.

  5. It looks to me like my power supply only has one power output for video. The old card was using one anyway, and I don't see any similar plugs. How does that limit what I can get? How do I tell how many power ports a card has, and where's a good spot to see their sizes?

    Thanks tons, I really appreciate your help. I had seen the Tom's link in a different thread too and I've been looking at their recommendations.
  6. Howdy!

    My ATI card done blowed up. Green spots all over even the BIOS screen and nothing comprehensible is visible in Windows. This was a progressive thing, I started having trouble a couple weeks ago, first noticed in CoH.

    Does anyone have any video card recommendations? I'm thinking under 200$. I want to run CoH of course, but also a couple other NCSoft games, one released and its sequel on the horizon.

    How do I tell what version of PCI-E my MB supports?

    Here's a thread with info on my machine. Both the CoH Helper and Hijakthis. I can't boot to run anything right now.

    http://boards.cityofheroes.com/showthread.php?t=262989

    Thanks for any thoughts!
  7. Quote:
    Originally Posted by Eric Nelson View Post
    This was fixed with the 6/28/11 patch.

    http://www.cityofheroes.com/news/pat...scend_liv.html
    Cool! Thanks! I usually am pretty up on patches but that got by me!
  8. Hello!

    There was a change a while ago to fix something with Interface and Auras, but in the process of fixing them they broke them in a different way. As I understand it Auras like Icicles currently only check for proc Interface on one target every ten seconds instead of checking for proc on all Aura targets. At the time of the change that was confirmed as something that would change in the future.

    Has that changed?

    Thanks!
  9. Quote:
    Originally Posted by Thirty-Seven View Post
    I guess the thing I find most odd about this... is that the behavior isn't even vaguely funny anymore. It was humorous for the first two or three times I saw it done. Beyond that, it is like hearing a bad joke for the 537th time... it loses a bit in the re-telling, eh? Sorta like how hitting F10 during the ITF cutscene hasn't been funny for at least a year, and yet people still do it.


    This is why I would kick people for being in the cutscene... it has ZERO to do with how serious I am. It's about not helping when you should be.
    No kidding. Lambda bombing was interesting the first time I saw it and then it rapidly progressed to not even vaguely funny or cool. I'm baffled why anyone would WANT to do it.

    I've never lead a trial, but I've one starred every dancer I've trialed with.
  10. Quote:
    Originally Posted by JayboH View Post
    Interesting. I would have thought Diamagnetic would be the way to go.
    I have Diamagnetic for Interface. It's for the Alpha slot that I'm doing the recharge one.
  11. I run seven toggles on my Ice/Axe (two armors, status protect, Icicles, CE, Tough, Weave) and for the most part have no endurance issues. About the only time I have trouble is when I'm fighting just one tough foe so EA doesn't have much to draw on. Oh, and no Cardiac, I'm mostly doing the recharge one.

    We've mentioned it in other threads but I think -DAM is a great angle for Ice to take. It sure helps with Rularuu and those others. Especially if you can add in a Void Judgement.
  12. Quote:
    Originally Posted by reiella View Post
    That actually was one of the really awkward complaints about the aggro cap, aoe target caps, and gdn iirc.

    Lot of characters felt 'super' [godlike works here too] being the guy who laughed at the 100s of critters smacking into them.

    It'd be nice to see those sort of elements crop up again.
    I was thinking about the aggro cap this week. I really would love to build a "Defend the Rainbow Bridge" kind of mission in AE with unreasonable numbers of bad guys assaulting a lone team or hero. But there's really nothing out there for me. There's no map for something like that, no unreasonable numbers of foes, and the aggro cap would make the whole thing pointless anyway.

    It'd be cool if the aggro cap could be suspended in specific missions. I'd much rather see something like that in a trial rather than all the lame sequester type processes they put in to help people think the trials were a challenge.
  13. Quote:
    Originally Posted by Fritzy View Post
    LOL! I've already informed the 25+ former members of my SG about the upcoming changes and they are more scornful now than when they quit 2 years ago. Ain't gonna happen.
    Same here. I'm the only one left of my SG (created right at launch) and even Free to Play isn't going to bring them back. The whole Trials thing drove them right out.

    I hit my long term renewal right before that so I figure I'll continue to play somewhat in the hopes that more end game options (solo/small team) will be added. If my posting critically on the forums helps to bring some of the things I hope to see in the game to fruition, I'm perfectly happy posting critically.
  14. Dromio

    -dmg effects

    Quote:
    Originally Posted by Gitch View Post
    Hello,

    I am hoping that someone can explain how the -dmg effect in void and other powers like flucrum shift work. When I was looking at void and saw the -50% dmg for 30 sec it made me wonder what would happen if 2 people used it on the same mob. Would that mean that the mob would be unable to do any dmg for 30 sec?

    thanks,

    Gitch
    They should stack. In fact the -DMG from Void, the Interface one, Darkest Night, Chilling Embrace, and any other sources should all stack.

    The trick is that the cap on -DMG is 90%. So you won't see any -DMG above 90% and, to turn that around, a foe will always be able to do 10% of its damage to you.

    You can test with the Power Analyzer (now on sale at Wentworths). That will let you see the -DMG that has been stacked on a target.
  15. Quote:
    Originally Posted by Obscure Blade View Post
    Keep in mind that it stacks with Enervate and Weaken, and has a Hold component. And that a Corruptor or Controller is going to have stronger AT modifiers than a Mastermind.
    On a single target (for now) in melee with a specific pet. How many targets do Darkest Night and Tar Patch stack on at level 4 without needing a pet (or worrying about tiers), with far shorter recharges, casting only two powers, and without requiring melee distance for casting or effectiveness? Ten? And by default we're talking about 45 seconds out of 300 for your Poison combo. The Darkest Night/Tar Patch combo leaves anything Poison can throw out in the dust in any battle with more than two foes.

    Even when the Weaken and Envenom powers get their ghetto AoE anything but the main target will only be getting half the effect, and the stacking is still up in the air (no reports from beta). If the stacking remains the same then only one piece of each of those two debuffs will stack (with only the main target getting the full effect), and of course there's not even a possibility of stacking Noxious.

    Plus we're still talking about three powers for Poison. Let's add Twilight Grasp into our Dark combo to keep it even. Now we've added a stackable single target regen debuff, damage debuff, ToHit debuff, and AoE heal to the Dark combo. And it's all still available at level 4 with no pet limitations or AI worries. Oh, and that stackable Twilight Grasp power? It's got an 8 second recharge compared to the 12 and 16 second recharges of Envenom and Weaken.

    The hold is a chance for hold (20%) I think. You can't depend on it to fire. It's there, but you can't plan on leveraging it.

    Noxious is not powerful enough considering all of its limitations (including targeting, recharge and duration, and lack of suitability to a wide range of MM primaries).

    Quote:
    The 30% resist debuff is nothing to sneeze at. I would use it if it even just had that alone, but it would need to have a shorter recharge.
    That's Tar Patch. AoE, no pet needed, no pet AI involved, castable at a distance, 30% resist debuff and slow debuff. Default recharge 90 seconds, lasts 45 seconds.
  16. Quote:
    Originally Posted by reiella View Post
    They are a carrot only if you want to do incarnate trials. Hence my confusion.

    "I hate doing this stupid task for a reward that only benefits me when I'm doing this stupid task" is silly.
    Don't the Incarnate powers work outside of trials? Or are we just talking level shifts here?

    Personally I wanted to get the level shifts for when I did trials and the powers for all content.
  17. Quote:
    Originally Posted by Amy_Amp View Post
    If it's stays with it's current limitation of where it can be used, it will remain at the same strength. If you move it to being an ally buff, I wouldn't be surprised if it's numbers got altered.
    Thing is, it's not like it's all that strong, especially when you look at the limitations of the current MM power.

    - Only targets your own pet.
    - Cannot target player allies.
    - Performance depends on pet tier, so best used on tier 3 pet.
    - Only effective in melee, thus on melee pets
    - 45 second duration, 300 second recharge.

    Effects are:

    10% ToHit Debuff
    20% Damage Debuff
    20% Defense Debuff
    30% Resist Debuff

    Compare that to say, Darkest Night, which is not dependent on pet AI, doesn't scale for pet level and can be used in any situation, pets or not. It's also available at level four, and can be used on every spawn.

    11%ToHit debuff
    22.5% Damage debuff

    Heck, add Tar Patch (available at level 2) and Dark is sitting pretty dang close to Noxious Gas by level 4 (34 levels earlier than Noxious Gas) with NONE of the limitations that Noxious gas has. Radiation can do similar things by level 10 with Radiation Infection and Enervating Field.

    Or look at Painbringer, another tier 9 MM power like NG. It can be targeted to player or pet, not dependent on tier, effective in and out of battle (not just melee, but battle), and a 90 second duration with a 300 second recharge.

    +regen
    +recovery
    37% damage buff

    Noxious Gas is a fine idea, and it seems strong, but its limitations make it not hold up under much scrutiny.

    Personally I think at MINIMUM the powers guys should remove the dependency on pet tier from the power. That would open up MM Poison to more MM primaries. But additionally, with the current stringent limitations of Noxious Gas (up to and including Pet AI) NG should have its duration lengthened or even be made into a toggle.
  18. Quote:
    Originally Posted by rsclark View Post
    Plus you have the fact the time required to get trials put together is getting longer and longer. The characters I got unlocked in the first two weeks were much less of a hassle (though no more fun) than the one I am trying to do now, because of the easier availability of the trials.
    This is what's killing my trials too. I unlocked and slotted one character in the first while after the trials came out. No big deal, it was even kind of fun. When I went back recently with a second character my lag was horrible, there was a lot more waiting to start the trial, and most of the trials were "speed" trials where I'd leave having gotten a very small percentage toward unlocking slots.

    All in all I was taking more time and getting less reward this second time around because I wasn't doing the trials in that initial first rush of people.
  19. Here's my Ice/Axe for reference. Any comments are welcome. I'm stacking -DAM with Darkest Night, CE, and Interface along with the Void Judgement.

    This is the most expensive hero I have but I still don't have any purples. She's what I would consider my main character.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Arctic Willow: Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Battle Axe
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Flight
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Def(3), LkGmblr-Rchg+(5)
    Level 1: Beheader -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
    Level 2: Chilling Embrace -- EndRdx-I(A)
    Level 4: Hoarfrost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
    Level 6: Wet Ice -- EndRdx-I(A)
    Level 8: Kick -- Empty(A)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(13)
    Level 12: Icicles -- Armgdn-Dam%(A), C'ngBlow-Acc/Dmg(13), C'ngBlow-Dmg/EndRdx(15), Sciroc-Dmg/EndRdx(15), Sciroc-Acc/Dmg/EndRdx(17), Erad-%Dam(17)
    Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam(19), RctvArm-EndRdx(21)
    Level 16: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(21), AdjTgt-EndRdx/Rchg(23), AdjTgt-Rchg(23)
    Level 18: Glacial Armor -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(25), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(27), RedFtn-Def(27), RedFtn-EndRdx(29)
    Level 20: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(29), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(33)
    Level 22: Swoop -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), P'ngS'Fest-Dmg/EndRdx(34), P'ngS'Fest-Dmg/Rchg(34)
    Level 24: Taunt -- Range-I(A)
    Level 26: Energy Absorption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/EndRdx(36), LkGmblr-Def/Rchg(36), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(37)
    Level 28: Whirling Axe -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(37), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Dmg/EndRdx(40)
    Level 30: Permafrost -- S'fstPrt-ResDam/Def+(A)
    Level 32: Fly -- Winter-ResSlow(A)
    Level 35: Cleave -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), EndRdx-I(42)
    Level 38: Pendulum -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(45), EndRdx-I(45)
    Level 41: Gloom -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Dmg/Rchg(46), Dev'n-Hold%(46)
    Level 44: Darkest Night -- EndRdx-I(A), EndRdx-I(46)
    Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Hibernate -- Dct'dW-Heal/EndRdx(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Flight-I(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Stamina -- P'Shift-End%(A), EndMod-I(50), EndMod-I(50)
    Level 1: Gauntlet
    Level 4: Ninja Run



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  20. Quote:
    Originally Posted by Mokalus View Post
    All this sounds awesome, but something that bothers me a little bit is the Noxious/Venomous Gas part. I currently have a Thugs/Poison MM with tier 3 Incarnate stuff, squeezing out every single point of +recharge I can possibly manage, and Noxious Gas still isn't 100% uptime. To give the others a toggle version of it is fine and good, necessary even, but I hope the MM version gets the same treatment. Even if it stays as a pet-targetted power, it would be nice to have ours as a toggle as well.
    Noxious Gas should absolutely be changed. It's limited to targeting pets, it only works well on tier 3 pets, and its recharge is way too long. Compare the numbers with Painbringer. Even better, take a look at the Poison revamp thread mentioned earlier in this thread.

    http://boards.cityofheroes.com/showthread.php?t=258072

    If it's going to be limited to targeting pets it should be a toggle and it should have the tier effectiveness modifiers removed to make it more compatible with all of the MM primaries.

    I sure hope someone in beta is really testing Poison. Not only the changes but the powerset in general. This seems to be a time when positive changes are possible.
  21. Quote:
    Originally Posted by eryq2 View Post
    I don't know if it's been mentioned anywhere but i'd love to see Incarnate Contacts allowing 8 man Incarnate teaming. Keep the missions at +4 but allow smaller teaming. Alot less lag, wait times, order giving, etc. Farming it on one toon is mind numbing at times. Now imagine someone with 5-30 alts. Just an idea.

    Incarnate Contacts for missions or Incarnate TF's. However it can be broken down would be nice. IMO.
    My idea was to use the upcoming Signature Story Arcs to implement solo/team Incarnate options. Here's the thread:

    http://boards.cityofheroes.com/showthread.php?t=264674

    I think it would be a way to speed things up by leveraging something already in the development pipeline.
  22. Quote:
    The Ustream changes are as follows-

    Envenom and Weaken get small aoe affects equal to 1/2 the debuff on the original target.

    Akaloid has been buffed.

    Poison Traps initial Sleep Component has been swapped for a hold.

    Noxious Gas has been replaced with Venomous Gas- a PBAoE toggle that significantly weakens foes around the user.
    How did I miss that? I was the one that asked about the MM changes but somehow all I heard was that they were changes, not what they were!


    Quote:
    Originally Posted by William_Valence View Post
    If my read-fu is correct, then you're right Zamuel and the change to Venomous gas is just for Controllers/Corruptors.

    If the change was for everybody they wouldn't need to change the name.

    I just hope Noxious Gas is made either toggle or perma-able to compete.
    The big thing here is the beta boards as mentioned above. We REALLY need someone in the beta to be testing changes and providing feedback on the powerset as a whole. Perhaps comparing Noxious Gas with Venomous Gas.
  23. Synapse said that Poison for MM's has changed in beta, but didn't give any details.
  24. Poison is going to be Proliferated. I'm trying to ask about MM Poison in the UStream chat but the chat isn't working right for me.

    Update: I got through and Synapse said that Poison for MM's has been updated in beta, but he didn't specify what has been changed! It's beta, so it's subject to change, but it sounds like there might be changes out there for us!


    Wooo!
  25. Schismatrix, that's a nice build, and no hasten! I've been working on my NW with the intent to not take Hasten, it looks like perhaps that's a realistic goal. It seems like it should be very possible to get Mind Link perma without Hasten and that's the biggest thing from what I can tell.