Hart

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  1. Depends on whether you solo or play in teams. Solo, it's nice to have an extra AoE to follow up with after Thorn Burst. It helps wipe minions out quickly, and since you'll be using your holds on lieuts and bosses this basically stops all incoming damage. It's also nice to have the negative energy damage, since Earth/Thorns is mostly smashing/lethal damage which is highly resisted.

    If you play in teams, nevermind your AoEs, concentrate on improving your control and single target attacks. Since just about everything you have is a defense debuff, and Quicksand can't be resisted, you might swap out the 2nd accuracy for a damage on each of your powers, for an overall increase in damage done.

    Most dom AOE damage is pathetic compared to corrupters and brutes. The exceptions are Fire/ with /Fire or /Psi. Those two can do good AOE damage, but since the PSW nerf they're both forced to jump in for PBAOE and back out for cone. This reduces the damage from Hot Feet and is just more work than it's worth for the moderate damage increase compared to spamming single target attacks while the PBAOE is recharging. Once they're held, your team is going to steamroll them anyway, so whatever damage you add is just gravy.

    Focus on using Domination to control bosses, slotting recharge sets to get it perma, and then just scrap for a bit while the rest of the team steamrolls the helpless targets. Earth has a crazy number of different controls, so you're still an asset to any team without the patron AOE.
  2. Quote:
    Originally Posted by Carnifax View Post
    It's really annoying that the Lich won't take Fear Sets. A Fear/Range & Acc/Fear would be so useful to him.
    This. It would also make him much, MUCH cheaper to slot well.
  3. Hart

    Parton Pools

    Parton Pools? What, they give you the Most Common Superpower?
  4. Also, you'll almost certainly want to skip that power unless it's an RP thing.

    Check out http://boards.cityofheroes.com/showthread.php?t=124926 for the detailed explaination, but basically it's a pain to maintain and doesn't provide nearly as much of a benefit as the numbers say it does.
  5. Quote:
    Originally Posted by Carnifax View Post
    From Cold probably Frostworks and Snowstorm are the most likely. Both are Ok but probably less useful than anything else in Cold. Neither is what I'd call bad though, just less good than the others
    I'd grab snowstorm- it's end-hungry at first, but -50% recharge on an immobilized enemy is just about a hold. Stack it with Sleet and so few attacks will come in that you'll out-regenerate them.

    Quote:
    Originally Posted by Carnifax View Post
    Power Boost would be nice on a Cold, it'll increase the effectiveness of any shields you apply in the 15 seconds it lasts by 80% (of base)
    I've always been told that since the /Cold shields can be slotted for resistance, Power Boost won't affect the +DEF the way it does /FF shields. It would be great for Benumb if you plan to PVP (lol) and nice for some of the other powers, but wouldn't effect the shields.
  6. Most Potent goes to Hasten, with Stamina coming in second only because it requires 2 filler powers before you can select it. There's a reason they're practically considered mandatory by power gamers.

    As far as single-target attacks, Energy Transfer is probably on top of the heap. The most damaging AOE attacks would be the nukes - IIRC Blizzard is the hardest-hitting nuke on average, provided all the ticks hit. Rain of Arrows is probably the best nuke overall, since it's up every pack and doesn't tank your damage for 15s after use.

    As far as attacks that require conditions, I'd say a Corrupter's Ignite patch on an immobilized enemy is probably the highest DPS, especially pre-nerf. IIRC it used to do more damage overall to spam Ignite than to use every other power in the set combined, thus the nerf.
  7. Hart

    AR/?

    Quote:
    Originally Posted by Zem View Post
    Ignite really needs a hold or immob due to the AI fear it generates. Even a good slow won't keep them in it the whole duration as it has a very small effect radius.
    This. Last night I duoed my AR/Cold with my wife's Dark/Therm. Bosses absolutely melted in ignite + tentacles.

    On the other hand, Ignite + Sleet or Ignite + Freezing Rain is basically the old Ice Slick + Burn Patch trick with a res debuff, and both Mako and BS have immobs in their patron sets. BS is a pain because it causes double redraw. I haven't tried Mako yet - anyone here farting sharks and lighting 'em on fire?
  8. Hart

    Ultralite RP?

    Wow. So there -are- people in the woodwork. I'm 100% redside so king's row is less of a place to meet and more of a target for mayhem.

    It seems like there's enough interest to put together a 'LiteRP' channel. So, now all I have to do is figure out how to put together a persistent channel and administrate it. You'd think there'd be a help file for that sort of thing so I could RTFM.

    I wonder, would a lite RP channel attract noncommittal trolls?
  9. Quote:
    Originally Posted by Dechs Kaison View Post
    Meh, I'm not going to say you need Tough/Weave. -tohit is every bit as good as defense, except that some mobs (read AV's) resist it.

    Don't get me wrong, those defense/resist IO's are wonderful when you're getting slammed with AoE's that hit your minions with damage and shared damage.
    I dunno, I was getting slaughtered trying to tank +1/+2 longbow in a 3 man group. 2nd or 3rd mission of the Ghost Widow patron arc. I did okay for most of the mission, but toward the end I had to take the alpha for two packs at once.

    That was all of maybe 8-10 targets, which is much less than I'd have to tank in a group of 8, and the flamethrowers and Spec Ops grenades went through the zombies like a hot knife through butter. That was the first volley. Even getting the one heal I queued up off, I didn't live through the second volley from the stuff I had missed with the fear.

    Maybe what I need is an explaination of the term 'tankermind' - does that mean tanking for your own minions, or actually tanking for a team? Maybe I'm just trying to do too much?
  10. Quote:
    Originally Posted by Dechs Kaison View Post
    The pets cannot "dodge" shared bodyguard damage, and they do not resist it either.
    @#$%. That's what I needed to know.

    So what I actually need here is Maneuvers, Tough/Weave and my patron shield. Hard to fit in if I want Provoke, though.
  11. Hart

    Ultralite RP?

    Hello, world.

    So, I've been on Virtue since the dawn of time. I have a general concept for most of my characters, and I occasionally spend the time to write up descriptions for the ones I play most. If you've met Somnia or Tabula Raja, that's approximately what I mean. I lead teams frequently, and I like the idea of RPing as part of the team experience.

    ..but I hate drama with a passion that can weld steel. I have absolutely zero interest in participating in an ongoing plot, I'm aggravated by the lack of creativity in character development many people show (I'm a brujah! I'm a lycan!) and I generally think the whole concept of MRP/ERP belongs on Tapestries or IRC, not a superhero MMO.

    Is there any interest in the sort of 'skin deep' RP I enjoy, or am I neither bird nor beast when it comes to munchkins vs RPers? Are there any groups for this sort of thing? I see the typical RPVGs around often enough, but I've got a VG I'm quite proud to lead and it's based on a totally different premise.

    ~Hart
  12. Actually.. I'd expect it's actually pretty decent for AE boss farming.

    No, I was serious.

    Okay, okay, you can stop laughing now.

    So here's the deal: boss farms are all bosses, which can be ballpark 16-20 bosses per pack. The maximum number of baddies that'll pay attention to a single target at once is 16. So, what happens if you pull two packs? The other 16-24 bosses all agro whoever happens to be around.

    Since the AOE cap and the agro cap are both 16 anyway, you may as well shift out the extra pack and let them shift back in while you're mopping up the first one. I haven't tried this, but it's my experience that the duration of other controls is pretty sharply limited by the level of the target - so hopefully 52-54 bosses will phase back in faster than 50 minions.
  13. How does this work with the special +resist aura IOs? I slotted both of the defense and one of the resist special pieces in my Necro/Dark, but I still can't take an alpha - Fearsome Stare, queue up the heal, I'm dead before the heal can go off.

    Actually, maybe someone can direct me to a recent tankermind guide that better explains these IOs and how to build?
  14. Hart

    AR/?

    AR/Cold has both Sleet and Heat Loss, so you can have a nice 60% resistance debuff every 2-3 packs and a 30% resistance debuff all the time. Also, Snowstorm + Sleet + Immobilize + Ignite is pretty much a boss killer while solo - they won't have enough recharge to do anything about you incinerating them. There's also stacking AOE -res + Flamethrower + Full Auto. This is probably the most team-friendly AOE damage-y goodness.

    AR/Storm is everything that's good and bad about knocking stuff all over the map, possibly in a semi-controlled manner with Hurricane. Nice resist debuffs, nice defense against melee, but difficult to set up and you'll have to redraw if you use 02.

    AR/Rad has defense and resist debuffs, but they're anchored which can cause some frustration - especially on fast-moving teams. EM Pulse is niiiiice. AM is also niiiiiice. Being able to heal yourself is good as well, but causes redraw and may cause positioning issues if you're asked to heal the tank - the tiny cone width on full auto makes it hard to hit more than a couple targets at point blank. Being able to use Slug and Buckshot to move your anchor around helps this set more than the others.
  15. I'd say that there's another category, maybe 'power gamers'.

    When I look at your list, it seems that wealth is the main goal of the types of players listed here. That's the difference for a power gamer - it's not the wealth that matters, it's the game outside the crippled artificial economy of CoX. Wealth is a means to an end, where the other types see wealth as an end in itself.

    Case in point, Nethergoat posted a thread called 'Temptation', in which he described a battle against the ebil marketeer in him. He had a character advantage, and had to resist the temptation to turn that into an economic advantage at the expense of character performance. I'd never make that decision; it just wouldn't occur to me.

    These are people who destroy generic IOs when they replace them with set IOs instead of respeccing and carrying them to the market. They're an irrational part of the market because they'll spend millions more to buy it now, but only if it's something that will really impact gameplay - for example, I recently blew 15m on a kb protection IO so I could stay standing during a farm. I could've gotten it for 10m if I waited, but that would have negatively impacted my gameplay.

    Careful ebil dudes. These guys are probably most of your high end customers. Putting in a 'bid' and 'waiting' for a purple rec is less fun than farming, so guess what they're likely to spend their time doing?
  16. Hart

    Redraw Times

    Seems to me that it depends on the power. For example, if you go from holstered to full auto, you skip the draw animation.

    Well, actually, I'm not 100% sure on that. Whenever I use Full Auto, I queue up Flamethrower after it.

    Then I go make a sandwich.
  17. The other side of the coin is that villains don't fall into the typical MMO formula of healer, tank, dps. A tanker, two defenders, and any five people with a pulse can go from 1-50 in CoH. A brute and two corrupters don't need the five people with a pulse.
  18. Hart

    Trial best team

    Uhoh. Someone said the 'h' word. Here we go again. -.-

    All fail aside, you're probably better off bringing the minimum number of players to anything except STF/LRSF. It's easier to find 4 good players than 8 good players, and it's MUCH easier to find 4 players you can rely on to stick around for a few hours than 8. STR and LRSF are special cases because you have to handle big groups of AVs, so you typically need a full contingent of debuffers and controllers to make it work.
  19. Quote:
    Originally Posted by Teehka View Post
    If a glaring set bonus doesn't jump out at you, then obviously the player with (OMG) -only- six vet badges obviously doesn't know how to play! Everyone without set bonuses is obviously missing important powers from their primary and secondary.

    Which leads me to my next question: How do -you- know what is a an important power missing from -my- toon?

    I've seen just as many people who were vets with all the "right" powers know absolute zilch about the game. I mean right down to the fact that a thermal should be using the shields that they took during power selection.
    Well, if you're under 35 I know you're missing the 8th and 9th powers from your secondary set. If you're under 32 I know you're missing your 9th primary power, and so on and so forth.

    It's nothing to do with player skill (how to play) and everything to do with available options and total number of powers available. Many players spend 5 power slots between 6 and 20 getting travel powers and stamina; this is less of an issue as levels increase and they can pick more offensive or defensive options to round out their toolbox.

    The set bonus thing is just the only way I can tell that a character has spent any time and effort on slotting -anything- into their powers, unless they have a buff I can right click and check - which is usually what I do with crabs. More than 10% defense from TT:Maneuvers? You're in.

    Set bonuses aren't my exclusive criteria. They're one thing that will get me to invite someone who's lower level, because they show that forethought and planning have gone into the creation of the character. I can reasonably expect a similar degree of thought and skill in the way the character is played.

    I'm not trying to recruit only the best players - I'm trying to avoid most of the worst players. CoV doesn't make that easy, though notes help a lot. Heck, I'll AE farm with lowbie stalkers if they put in an effort, which by farmer standards is practically magnanimous. I'm just trying to avoid 'that AFK guy' and 'how do I shot web?'.
  20. Quote:
    Originally Posted by Eva Destruction View Post
    Custom mobs tend to be quite a bit more powerful than standard mobs at low levels, no matter how much you try to gimp them. I suggest using them sparingly.
    This has been the other problem I've bumped into running other people's arcs - if you run them at very low levels, the balance is way off.

    Ideally, I want to make an arc that's playable from level 1, but doesn't rely on the standard 'newbie' groups. I'd -love- to be able to create an arc that was more of a puzzle or riddle or platformer-style mission than a beat-em-up, but the MA doesn't seem to have that level of flexibility - probably for fear of people exploiting it. >.>
  21. ..which'll be one of the 3 active people in the guild, which'll be fine.

    I'd just like to start recruiting before that date comes without worrying about the star landing on a hapless newbie who logs in early. I'm also locked out of rejoining my coalition until after the star passes to me.

    So my only option is to wait? How frustrating. I deliberately set the top 2 ranks to be able to adjust the autodemotion before I went off to buy a house, and thanks to the 'red star' patch I've been demoted to rank 3.
  22. Quote:
    Originally Posted by eryq2 View Post
    Also, i would like to go on record and say i have become a billionaire with selling alone, no flipping req. I made 600mil this past w/e alone on 1 drop and 2 gold rolls.
    ..thanks to all those ebil marketeers who drove up the price of the handful of drops you were lucky enough to get. Epic skills.
  23. Quote:
    Originally Posted by Astroburn View Post
    Though honestly.. AE farming Red Side is horribly difficult.. CoV lacks the "Social" zone that CoH has in Atlas, so the AE population isn't concentrated.. getting a team as anything less then level 35 is a Herculean task in and of itself.. and when you do.. half the time the people have NO idea how to run a farm team..

    What? I mean, sure, you have to go to Cap Au Diable instead of spamming a starter zone, but there's a centralized population there on my server.

    You mention that it's hard to get into a team before 35 and half the time you manage to do so, it's a bad team. Did it occur to you that part of the reason it's a bad team is because it admits people under 35? Since AE came out, I've been doing 22+ and kicking anyone who didn't have at least one IO set bonus listed under powers - because some people don't slot -anything- into their powers and expect teams to drag them to 50. These players are still going to be missing important powers from their primary and secondary sets though, and flat out will not be as effective as higher level characters.

    Also, now that I think about it, my usual team probably couldn't go 1-50 in 4 hrs. I was thinking that 1-42 in 6 pacted would result in 1-50 unpacted in less time, but I forgot to consider that the enemies would be +4/3/2 toward the end and it wouldn't work out to quite double xp. Still, I wouldn't put it outside the range of possibility. Maybe an AR/Kin and a brute herding on a dumpster diving map?
  24. I'd recommend against AR/Thermal. AR/Cold works because you generally want to cast your Cold debuffs at the beginning of the fight and then start doing damage while they cool down. Thermal has heals, which you'll need to cast during the fight, which will cause the redraw issues to be much worse.

    As far as Rad/Cold, that could work - after the fight stars, you'll want to be close for Heat Loss anyway, so Irradiate + the ranged AOE could be a good followup. Sleet + ranged AOE + cone would be OK as well, but the cone has knockback that can blast stuff out of the sleet. The single target chain is good, but nothing to write home about. You can slot Achilles Heel: Chance for -Resist in any of the Rad powers, but you can do the same in most of the AR powers as well. You do totally avoid the redraw issue, if that's a point.

    Rad/Thermal could actually work pretty well, with Irradiate and Healing Flames both being PBAoE - you'd have to watch your agro pretty closely. My only Rad/ is Rad/Kin, and FS + Irradiate + ranged AOE does great damage; I'd expect Melt Armor + Irradiate + ranged AOE to do similar. You'd miss out on the slows and great shields from cold, and you'd be spending more time during combat healing and less time blasting.
  25. My first char at CoV release was a Rad/Kin and with the level 40 cap, I couldn't fit in the goodies I wanted without giving something up. I decided to go with Inertial Reduction as my travel power, and after going from 1-28 without one I started going longer and longer without travel on my other characters.

    Lately, I've completely given up on travel powers, opting for the temp packs from Grandville instead. Used sparingly, they can last me around 2 weeks - I only ever need them when I'm going up something.

    The exception is MMs. I -hate- getting stuck behind my own minions, or having a minion get permanently stuck in scenery, so I take teleport on them.