Fleeting Whisper

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  1. Quote:
    Originally Posted by Zombie Man View Post
    The normal AV Pink Triangles of Doom resistance doesn't include Damage Debuff resistance
    That's because normal Damage Resistance is the source of Damage Debuff Resistance.
  2. Fleeting Whisper

    -Regen

    Quote:
    Originally Posted by UberGuy View Post
    To TRTerror's point, though, it's usually worth it to apply both if you have them, at least on AV-class critters and up.
    My Rad/Dark has a damage proc in LR, so I fire it even against soft targets when I'm waiting for an attack to recharge. The slow helps a little bit on team survivability, and there's the chance for damage in there, too
  3. Quote:
    Originally Posted by Tonality View Post
    I find that the two second cast time for teleport is what is most annoying.
    QFT. I'd love a shorter cast on Teleport.
  4. Quote:
    Originally Posted by The_Thorny_Devil View Post
    I'm trying to work out how a resistance power fits into Fitness.
    Abs of STEEL!
  5. Quote:
    Originally Posted by Vyver View Post
    Well there was the Alpha Team too...
    Yeah, but the Omega Team was the size of a Hamidon raid. The Alpha Team was the size of Freedom at prime time on the Saturday of a double XP weekend combined with reactivation weekend
  6. Quote:
    Originally Posted by Dispari View Post
    I remember reading that Coyote from Outbreak was a player character.
    Yes:
    Quote:
    Originally Posted by Paragonwiki on Coyote
    This character is named after the first pre-beta City of Heroes message board member, Kiyotee. Kiyotee, who was named Matthew Bragg in real life, was always the one to help out new people on the message boards. He died shortly after the game was released, and the contact was renamed in his honor.
  7. Choice between Cyborg and Magic, yes.
  8. Of course, it's a box code, so you can only have one copy of it on any given CoH account
  9. Fleeting Whisper

    -Regen

    d'oh, you're right. Still a little full of turkey ~_~
  10. Quote:
    Originally Posted by Rajani Isa View Post
    Don't know if /quit does it, but unlike clicking the X, when you use the menu option to exit the game, it will ask you if you want to quit to login or desktop, and if you choose the latter an option to skip the countdown and exit the program immediately comes up.
    /quit is identical to clicking "Quit to Desktop" after selecting Quit from the menu.
  11. Fleeting Whisper

    -Regen

    Quote:
    Originally Posted by Luminara View Post
    The closest you can get is with Traps' Poison Trap, which has a 10s debuff and 90s recharge, but even if you hit the recharge cap you'll still be 8s short of perma, plus the 2.17s animation, making it work out to less than 500% in the end.
    The -regen of Traps.Poison Trap lasts 10s, true. But that -regen is an effect comes from an auto power owned by a pseudopet, which pulses every second for 30 seconds. So Traps.Poison Trap's -regen effect actually lasts 31 seconds in total.
  12. Fleeting Whisper

    Movie Idea

    Quote:
    Originally Posted by Oneirohero View Post
    From what I remember, they tried to do a movie before but it got stuck in 'Development Hell'
    The movie never even made it to Development Hell. It stopped at Licensing Rights Hell and hasn't moved since.
  13. ...

    >.>
    <.<


    I nabbed my badge for killing Caleb when a dev spawned him in Aeon City during some event

    Yeah. That was pretty much how I needed to get the badge for Caleb. Dev-ine Intervention. I fully support making him easier to reach.
  14. I've got no objection to merging the server lists and allowing friends to play with one another across the pond. But I fail to see how that relates to being able to play GR in any way, shape, or form.
  15. Quote:
    Originally Posted by Sigium View Post
    My Defender has 2 attacks. 2 at level 20, not counting Veteran Rewards. Those 2 attacks do me just fine, and have thus gotten me through the game with him.
    Quote:
    Originally Posted by Westley View Post
    With no cooldown wait ever?
    I'm guessing he's including the cast time for his buff/debuff powers, which can be done while attacks are recharging.




    Now, the reverse of the original question, what's the longest you've gone without a proper attack chain?

    My Illusion Control/Storm Summoning Controller had Spectral Wounds, Blind, and Sands of Mu (vet) from level 2 to 41. Sure, I had other non-attack powers I could use (Deceive, Freezing Rain, Phantom Army, Spectral Terror, Tornado, Lightning Storm), but I definitely had periods of waiting, watching my pets (and confused enemies) kill things. And I didn't get another actual offensive power for myself until my APP.

    My Energy Melee/Ninjitsu Stalker didn't have a proper attack chain until level 26 (Energy Transfer), since I skipped Barrage, and Build Up/Assassin's Strike/Placate doesn't really fit as part of "Attack Chain".
  16. Quote:
    Originally Posted by Lemur Lad View Post
    I take out several minions or Lts to bring the damage output down below the tipping point.
    He's running Invulnerability. He needs the extra enemies to keep his Defense up there in the first place
  17. Fleeting Whisper

    Ho enh

    Quote:
    Originally Posted by Roderick View Post
    I think that you can even combine the two different types via the Enhancements screen, should you want to.
    Nope
  18. Quote:
    Originally Posted by Judgebanks View Post
    As for the people who have Emp's/Pain's with the mentality that having the most healing skills in the game obviously means your roll is to cc or dps, please catch a train with your face.
    While solo, an Empath is certainly not going to be particularly high DPS. However, Empathy can become one of the biggest force multipliers in the game when grouped together. Just look at Green Machine - an All Empathy Defender super group. As a team, GM characters have regen to rival Regeneration (with Instant Healing active), defense to rival Super Reflexes, unlimited endurance, and crashless nukes available every spawn.

    In general, teams comprised mostly of the "squishy" archetypes in this game vastly outperform teams that are melee-heavy, especially when those squishies are Defenders, Controllers, Corruptors, and Masterminds (the ones with buffs and debuffs). Other archetypes add to the team's effectiveness. "Support" characters multiply the team's effectiveness.

    I've got a video, for example, of a team of Radiation Emission/Sonic Attack defenders fighting Babbage. From the first tick of damage on Babbage to the moment he drops, the fight spans about 50 seconds.
  19. Quote:
    Originally Posted by Samuel_Tow View Post
    I'm pretty sure it's outright impossible for me to even FIND a US collector's edition DVD here in Eastern Europe.
    That's why we invented The Internet
  20. Quote:
    Originally Posted by je_saist View Post
    Defender Vigilance is bad on so many levels I don't even know where to start.
    An even if you do like Negligence... it's not even good at what it does on small teams!
  21. Don't forget stealth powers which aren't a toggle, such as Group Invisibility
  22. Fleeting Whisper

    -Regen

    Quote:
    Originally Posted by Madadh View Post
    Seems to me -regen is a fairly important part of that.
    -resistance is far more important than -regen.
  23. Quote:
    Originally Posted by Zamuel View Post
    Would it be better to increase the magnitude? I apologize if I got the terms mixed up. Also, I don't think Dimension Shift, Sonic Cage, or Detention Field can take immobility enhancements so I'm wondering if giving DS higher mag yet letting all foe capture moves slot for immob would be the best way to do that.
    EBs have an inherent mag 6 protection from immobilize. Dimension Shift is currently mag 3.

    AVs have mag 3 protection normally, but PToD adds approximately mag 50.

    Giant Monsters have mag 75 protection.
  24. Quote:
    Originally Posted by Zamuel View Post
    • Allow the immobility effect to ignore immob resistance. This should prevent the cases of enemies that still run around despite being shifted. Also, it seems like the enemies that ignore the immob are the ones that the visual effect is not applied to.

    • Allow one of the ST attacks from Gravity Control to pull a DSed enemy out of phase. Probably the most optional out of these here but this would help with the control aspects of the move. Only allowing the one who activated DS to pull enemies back to regular space would help reduce mistakes and allow a player to bite off smaller targets from a spawn.
    AFAIK, neither of these is possible. (Well, the first is technically possible based on your wording, but your wording would not do what you think it does)

    While the immob could be flagged as non-resistable, that would just mean the duration on the immob can't be shortened. I don't believe there is any way to make an immob ignore protection values.

    And the game has no way to make a power hit an Untouchable target. For example, this is the reason they can't make a foe-toggle phase power.
  25. Quote:
    Originally Posted by Windenergy21 View Post
    getting isolater on him each time
    Why the hell would you waste so much time getting Isolator in the tutorial anymore since I11 (Ouroboros), and especially since I16 (Super Sidekicking)?

    Since I11, you could go back and run The Pilgrim's arc at any level 25+, and have a better concentration of contaminated to kill, not to mention temp powers through 25 levels to use against them. Since I16, you're given powers up to +5 from your level, making it even easier to get Isolator outside of the tutorial.