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Welcome to City of Heroes, the home of altitis.
You will always find newbies here to team with. And even high level groups aren't so bad to join, given the Sidekick system.
I will say that it is probably still best to solo from levels 1 to 10. You can probably do that in a day, though, and I just do it because it's easier. You might be able to find an SG that often starts new characters together and levels them up through the early levels. Or even get a PuG if that's what you enjoy.
Honestly, whether you solo or group, from 1 to 10 your experience and power picks should be pretty much the same. Wait until 10 to 20 to start working on your team role.
(BTW, just to give you an idea of the numbers, I have 17 main alts, all over level 30. Overall the number of characters I actually play, of whatever level, is probably around 30 or more. I have at least 12 characters on both Virtue and Pinnacle) -
I have a favorite story I love to share about my Tanker Blue Diamond. This was in the very earliest days of the game, so I was running around for the first time in King's Row, after getting to about level 10. So definately a newbie. I had seen enough of the Vahzilok to understand what they were about, and I had seen the animations where the Reapers lean over the body of a "victim" as their idle animation.
Anyway, I come around a corner, and another hero is fighting valiantly against the horrid and disturbing zombies and their mad doctor keepers. I stand back because I don't want to kill steal, but I take a look at his HP, and he's failing fast. I consider jumping in to help, but it's already too late. He falls at his attackers' feet.
At which time, I swear, the nearest Reaper goes into his idle animation, crouching OVER THE HERO'S BODY, and pulling out his cleaver to begin hacking limbs off. The player had probably respawned at that point, but the image was already in my head, and I couldn't get it out.
I yelled out, "THAT'S JUST NOT RIGHT!" and charged at the Vahz. Several minutes later, I had wiped them all out. Maybe I was too late to save the hapless hero, but I was going to get his revenge for him.
I have yet to see anything like that happen again, and in fact it may have been a glitch with an unintended animation. But it got such an intense reaction out of me I remember it quite vividly to this day.And Blue Diamond always attacks Vahzilok on sight. (He even has the Gravedigger badge)
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Quote:Well, now you've made me indirectly interested in CO. I was actually expecting to try out STO, reject it and then ignore it, but it's sort of grown on me. Maybe it's the fact that I wasn't in Beta and AFAIK it hasn't had the nerfs CO had. Or, maybe it's just that it's Star Trek.P.S. STO sure seemed like just a re-skinning of CO when I played for a bit in the open beta.
(Actually, I think it's there's something in the back of my head going, "Oh, Earth and Beyond, how I've missed you!" There's JUST ENOUGH similarity. I'm sure the disappointment will hit eventually though...)
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Rad can be a huge hassle if not paired with a Primary that grants you lots of damage. It's fast, sure, but that means it is also low DPS.
I will agree, though, that for what it is best at, it is the best at it. Cosmic Burst is a great attack, and "Photon Torpedoes away!" Photon Volley just looks cool. If we could still trade an extra slot of Damage for one of Accuracy I'd call it perfect. -
I have suggested just listing the level as (for instance) 10.4. Never mind the bubs, just show the level in tenths.
BTW, this is how I list them in a spreadsheet, just so I do know this when I go about choosing which alt to play. -
Quote:Not quite. The question is:1. Will characters created in Praetoria be able to get Halloween salvage right away, or do they have to wait until October or level 20?
1) Will characters created in Preatoria be able to TURN IN Halloween salvage right away, or do they have to wait until they go to Primal Earth?
While the question of whether they can get it is applicable too, if they have to go to either Annah or Granny Beldam to turn them in, then it comes down to when they can leave Preatoria.
Actually, that's a second question:
2) What is the earliest level Preatorians can leave for Primal Earth?
We're saying 20, but that's the LATEST they can leave.
BTW, I'm not expecting any of these questions to be ANSWERED.Especially the Market stuff. I'm just asking.
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Let's see, I think these are the big ones, from me or anyone else:
1) How do Preatorians prior to 20 (Loyalists and Resistance) fit into the Hero/Villain opposition? Do they go to Wentworths or the Black Market? Do they join Super Groups or Villain Groups? Which side are they on in PvP?
2) After they leave Preatoria at 20, will they be stuck with this choice depending on what side they choose? How does this effect the previous question? Will this ultimately effect which Ancillary/Patron they get? Which "mutually exclusive" Accolades they get? Do they get access to all three "cities", or only two?
3) Will Heroes or Villains that switch sides lose access to their Ancillary/Patron? Will there be new Pools for the other side? If not, how do Villains do their Patron missions from the Hero side?
4) Are Vigilantes/Rogues with access to both sides barred from entering PvP zones from one side or the other? Or does that determine what side they're on in the zone?
5) What are the incentives to stay a Hero/Villain, and do you get them back if you switch sides and then switch back? Are the Epic ATs one such incentive? Can you unlock both side's Epic ATs with one character?
And I've got another for myself:
6) Will it be (eventually) possible to create Defenders/Controllers with Pain Domination, or Corruptors/Masterminds with Empathy, if they are created in Preatoria? For that matter, is it acceptable to the devs for Pain Domination or Empathy to switch sides, since the concept of Pain Domination was that villains cannot have Empathy? -
I wouldn't swear to this (might swear at it) but I believe XP does equal influence. I personally have seen twice the XP as influence lately, but I'm quite sure that's because of Patrol XP. (That is, I get double XP due to the Patrol, but it doesn't increase you Influence) Since I run on various difficulties from +1/2x to +2/1x, I'd say that its the same across all difficulties.
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Quote:Well, given that "not ideal" means "not as strong as other Controller options", I would say the comparison is a valid one, because there ARE options where the Controller has a pet. There is no option where a Defender has a buffable pet, (in the Secondary, anyway) thus there is no "not ideal" combination.The problem is a lot of people seem to maintain an option 3, that Mind/Control Empathy is not ideal, because that's a Controller, but on the Defender it's not an issue because no Defender has a pet.
In the comparison to Controllers with pets, you might say that the Mind/Empathy Controller is "not ideal", but you might also say the the Defender options are all EQUALLY as "not ideal". You seem to be forming the comparison Mind Controller < Other Controller and Emp Defender = Other Defender, resulting in Mind Controller < Emp Defender, when in fact it could just as easily be Mind Controller = Emp Defender = Other Defender < Other Controller.
I actually would argue the point, though, because there are plenty of Defender sets that Empathy is "not ideal" when compared to in terms of damage. Any debuffing Defender Primary will allow damage buffs while solo, whether you have a pet or not. The same is true of Controllers, Rad offers -Res to the Controller whether he has a pet or not.
Quote:If Empathy Defenders work fine without a pet, Mind Control should as well.
Quote:I would actually argue that there is more synergy between Mind/Empathy than something like Fire/Empathy, mainly because Mind/Empathy is better united by overall purpose.
There is a conceptual synergy, but not a gameplay one. There is not even a common secondary effect, like -Recharge, which could be stacked for greater effect.
I'll also add that for the most part I'm pretty sure we are talking about the capabilities of the AT solo. Although, as none of the ally buffs effect the caster as well, there still is nothing the Empathy Controller can do to boost his holds or damage. A Rad Controller, by contrast, could use Enervating Field to boost the damage of Terrify, while stacking Choking Cloud's effect with Total Domination. Of course, this is not to say those effects would be greater than the benefit of Fortification or Adrenaline Boost, but as far as synergy goes, that could apply to any Controller Primary. -
Quote:Believe me, 10% can FEEL like 50%.Yo Fulmens, no rhetoric, maybe innacurate perception of the reality that was taking place........in other words, I could have been wrong, lol.
That's why the most common patch rumor is "the devs nerfed Accuracy". Even if it happens only once in a while, missing three times in a row is just such a pain it feels like it happens all the time.
I hate playing low levels for just this reason. It's not so bad since the increased to hit with low level was put in, but it can still be frustrating.
Also, with purples, even SOs can be inadequate. If you're serious about fighting purples, you should at least two slot for Accuracy, or use IO Sets that give you multiple Accuracy bonuses in addition to 100% (3 slot) damage. Also, see if you can talk somebody on your team into playing a Rad Defender. If nothing else, pick up Tactics, it's not going to do much, but it's something.
Wait, are you SS or Inv? -
Quote:Oops.I think jade was meaning /bind with those /macros
difference being one creates a power icon to use and binds change what a keystroke does.
I didn't think, and copied the OP's post. Technically speaking, though, there's nothing wrong with the macros as typed, they would just be named "F". (Or "G") They would appear in your tray as clickable icons.
The only thing keybinds can do that macros can't is bind_load_file. And even that you can get around.
And yeah, you can get around 4 feet tall, although shrinking down to an insect probably Stealth is the best way to represent that. (Of course, since you're changing costume anyway you probably should shrink down AND go translucent) -
Quote:I've argued this point before. Yes, Superman is strong. But have you ever known him to use that strength in combat with a common criminal in order to shorten the fight? Consider Batman or Wolverine with Superman's strength, for instance, and ask yourself how many villains would come away from such a conflict without being parylized for life. Superman never goes "all out" unless he knows his foe can take it, and even then he has other things to worry about.You know, Superman's known just as well for his strength as his toughness.
Ultimately, though, I think it comes down to whether you feel Superman's role on a team is to defeat the bad guys, or to protect his allies. Not that he can't do both, of course, but I think even Superman himself would put the priority on protecting the innocent, and stopping collateral damage, even if that means taking the hit himself, or even letting the bad guy get away.
Ultimately it's a matter of opinion, and Supes is on the line in between. But it's my opinion he would call himself a Tanker, if nothing else.
Quote:Just offering an alternative =) -
A macro can execute any number of chat binds and toggle drops, and one emote and/or costume change. It may activate one power. However, a second power can be placed on "auto", to be queued up to activate immediately after the first goes off.
/macro F "powexec_toggleon Fly$$powexec_auto Air Superiority"
This will turn on Fly, and put Air Superiority on auto, causing it to activate automatically the moment you got in melee. It would continue to activate until you turned off the auto by using the command "powexec_abort". (I believe this is bound to your Z key)
The icon will appear with a green ring around it. You can also set auto, or unset it, by holding Control and clicking the icon. I believe that only click powers can be set on auto, though, toggle powers cannot, so your Fly/Stealth combination wouldn't work.
Here's an alternative that will work, but you'll have to press the key twice:
/macro F "powexec_toggleon Fly$$powexec_toggleon Stealth"
The first time you press the F key, you will go into Stealth, doing the disappearing animation. Then when you press it again, you will fly. I actually use a bind like this all the time for my genie character, she turns into air, and then floats around as a human shaped cloud. I use stealth to represent that.
You will need a key to turn it off, though:
/macro G "powexec_toggleoff Fly$$powexec_toggleoff Stealth"
As I mentioned above, you can toggle OFF any number of powers at the same time, so it would turn them both off with the press of the G key. If only one was on, that would be the one turned off. Note "powexec_name" toggles off a power that is on, and on when it is off, so if you used the "powexec_name" command with the F macro above it would switch back and forth between Fly and Stealth. (Stealth would come on first, since it is the last command in the list, then with the next press Fly would toggle on and Stealth would toggle off)
If you combine a costume change with a power, your costume will change right before the animation goes off. (Which can be annoying if you trying to make the costume change DURING the animation) If you use a costume change emote ("cce 1 ccsalute" for example) the animation for the power will play INSTEAD of the costume change, but it will be delayed until the costume change animation WOULD have finished. (This should be fine for Salute, but I notice when I try to use a Kheldian explosion and take off flying, my costume doesn't change for a LONG time.
Probably the best way at present to mix costume changes and powers is as follows:
/macro F "em none$$powexec_toggleon Fly$$cce 1 ccprestochangeo"
This is an AWESOME transformation, by the way.For some reason, the "em none" overrides the fly animation, and the Presto Changeo animation plays as you take off. Half the time it doesn't work, and you "bounce" into the air and back to the ground before putting your arms in the air to change costume. But about half the time you hang in the air as you change in a puff of smoke, and landing the animation seems to always work perfectly. (Then again, the "em none" shouldn't be needed since there is no animation associate with a toggleoff)
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Don't forget also that you have new punching attacks in Super Strength that are different from the originals. You may find they fit your concept better.
I know many people say Willpower is a better invulnerability than Invulnerability, but I find that between the lower defense numbers, which result in you taking more damage before healing it back up with RTTC, and the lack of strong taunt effect, it doesn't fit what I think of as that Superman feel. Invincibility, to me, fits the idea of him being fast and agile as well as bulletproof, while the Psi hole is kind of like Supes' weakness to magic. I do wonder what it is Superman would ever be afraid of, but you can get some Fear resistance IOs so at least it doesn't last that long.
And I've found the Slow resistance and Energy Drain resistance do make for a closer concept too. I'm not as much immovable as unstoppable.
Then again, my Superman clone has strong doses of The Thing and The Hulk as well, so the more "brawny" punches fit him. -
Quote:Well, let me put it this way. If a Mind/Empathy Controller is no better than a Empathy/Psi Defender, does this in any way change the fact that Controllers with pets DO have synergy with the Empathy set, and can use their Secondary on their pet? It seems to me that the Defender comparison is unrelated to the difference between Controllers.No. What I am saying is it is logicially inconsistent to say that a buffing Controller without a pet is a poor choice, but a Defender is better based on the fact that no other Defender set gets a pet. I don't think buffing Defenders are bad, but I am also not someone who thinks a buffing Mind Controller is bad either.
Are you saying a Mind/Empathy Controller IS better than a X/Empathy Controller? -
If you want to deal damage and (ALMOST) tank, you want a Scrapper or Brute. Tankers are not about putting up the greatest red numbers above the foes. If you've got to be the primary source of damage for your team, then you probably won't be happy with a Tanker.
The short answer is, if could deal damage like a Scrapper, you'd faceplant like one.A Tanker may not deal the big numbers, but he DOES contribute to the damage, and more importantly, he keeps foes off his allies. And Gauntlet is the vast majority of that, which means that while you may not be doing the greatest damage, every punch you throw DOES help the team. You don't want to stand there like a bump taking damage, holding aggro is an active job, and your team will appreciate you doing it.
Maybe some advice will help. First off, I don't know how you're missing 50% of the time (at most you should miss 25% of the time) but slotting your attacks for Accuracy can help. Even at the low levels, when you get a bonus to hit (up to 90% at really low levels) it can still help to slot as much Accuracy TOs in your attacks as you can. Don't worry about Damage, that's negligible at that level, but Accuracy will go a long way towards preserving your sanity, if not actually giving you any significant improvement.
Second, unlike the Brutes and Scrappers, you have less choices of attacks at low levels. While they're taking attacks, you're opening up defenses. If you want to deal damage, or even just hold aggro, grab up every attack you can the moment it opens up. You can always go back and get the shields after level 22, when you can slot them with SOs and they'll do MUCH more good. Remember that in general, Tanker attacks are slower but deal more damage per hit than Scrappers. You won't take out your foes any faster, but you CAN get those high red numbers -- when you get up in the 30s and those final attacks start opening up.
Third, I'll repeat some advise from the previous posters. If you're fighting purples, understand that's likely why you are missing and slot accordingly. (If you're low level, being PLed by highbies, just live with it. Maybe stock up on Insights) Firey Aura and Shield Defense have high damage and lower defense, making for a more Scrapper-like feel. (Super Strength and Stone Melee also do lots of damage, but as I said it'll really be the 30s before you feel it, while damage-oriented Primaries give better results early on. Also, Willpower is known for its offense, not because of a damage boost, but because it has Quick Recovery)
And finally, if you want to pick a Scrapper, and build for really strong defenses, you should be able to get the ability to take damage like you want, and deal damage. But understand, without Gauntlet or a Brute's ability to punchvoke, you won't hold aggro for your team anywhere like a Tanker can. If you want to tank, tank, if you don't, then don't think that you can do both. Even a Brute can't tank like a Tanker can. -
Quote:You seem to be saying, "Defenders suck, Controllers are better." You seem to be saying this very loudly. Very loudly.It still can't synergize for Defenders. Why are you ignoring the output of the character, and looking only at the archetype?
The truth is, a lot of people agree with you. A lot of people look at the damage a Mind/Empathy Controller can do, look at the damage a Empathy/Psi Blast Defender can do, look at the fact that a Defender has Ranged blasts as its Secondary and is by design a combination of damage dealer and team support, and say "Why can't Defenders do more damage than that?" A question for the devs to answer, not us.
Ironically, the answer to your Dark Miasma question is related to the same. The question becomes, "Why should we support Proliferating a Set to Controllers, which is primarily based around Control Powers, and would likely be more powerful in the hands of a Controller, when it's pretty much the only thing Defenders have which is competitive with a Controller?
The thing is, Controllers are SUPPOSED to be better support for their team. That is their stated purpose, to buff AND hold. OTOH, Defenders are supposed to compensate for this reduced role with greater damage. Is that compensation adequate, given the obvious power of Containment and a Controller's pets? Again, a question for the devs to answer. I can't say that spite is the answer, but I can't say that it's not a solution in search of a problem, either. -
Quote:Actually, I will say specifically that there are instances where being at range really does nothing. Council is a general example, but a good specific one is Headmen Gunmen, from the Lost. They NEVER use a melee attack. If you get in melee with them, they keep using the gun. So there is absolutely no disadvantage to being in melee, you take exactly the same damage as you would at range.Ill have to agree that blasting from a distance is alot safer for the Blaster AT, but not always.(Counsil for example)
If you know that about a certain MOB, then you know you're free to just run up into melee with them and blast back at them from melee, in addition to pounding them.
And what you describe is called "jousting", and it is still possible in CoH, although travel power suppression made it a lot harder. With Sprint three slotted for speed, though, you can often run past an opponent before he can get a chance to attack, due to waiting on his attack to recharge, or just the AI being a bit slow. -
Well, I don't usually look at Mids so I can't see what's wrong with your slotting. And in all honestly, I'm not the person to ask for advice on that stuff anyway. However, I might be able to give you an overview that might (just might, I'm not really sure what your playing style is) help you play Rad a little better.
First of all, as with all debuffing Defenders, the strength of the character is in preparing the battle field, and keeping your foes clustered and under your control. You can't just go in blasting like, well, a Blaster. In all honestly, I've only ever played Rad Emission as a Secondary, on a Controller, so I'm not sure what you would do in the absense of holds to keep foes locked in the Enervating Field. Rad Blast is not a control-heavy set, although it is very good at stunning and blasting a SINGLE target.
I would guess Lingering Radiation is the best place to start. The aggro drawn by the anchored debuffs help as well. It might help to circle around foes to herd them into a group. Electron Haze may also help keep foes off their feet and knock them back into the center. In a group, of course, if you've got a tank you can wait until he draws all the foes around him, then drop your anchors on a suitable target. Of course, then you've got the hassle of allies killing your anchor, but you can either warn them with a keybind, or target a strong foe like the Boss, or even better a Lt nearby which isn't likely to be picked out as a threat.
Of your three debuffs (Enervating Field, Radiation Infection and Lingering Radiation) EF is the one that is going to be the primary. That's your damage boost, all RI does is make it easier to hit, and if you're to hit is capped you don't need it. Rad Blast has really high accuracy, though, with its -Def you can almost get away with not slotting it for Acc. I would recommend slotting the main attacks, the ones fired all the time (i.e. Neutrino) for Acc, and leave it off one or two of the most powerful attacks. You might want to slot Cosmic Burst for Acc because of it's reliability as a one shot stun, but it's up to you.
Finally, you have Accellerate Metabolism. EF can't be slotted for that -Res, but it's pretty good on its own, and then you have 25% more damage from AM. The Endurance boost also helps you keep your toggles up. So that definately needs three recharge, so it is up as often as possible. Don't forget to fire it, and fire it off often. You can do the team support thing and set a chatbind to "gather for AM", but frankly, you can do just as well by just firing it off whenever it recharges, when you're in combat.
That's really all I've got, hopefully someone else has more precise build suggestions. -
Quote:OTOH, the Tanker throwing out a 200 damage attack half as often can "spike" his aggro to grab it.A scrapper throwing out two 100 damage attacks for every one the Tanker can throw out generates twice the Threat. Fun!
I actually don't do this with Tankers as often, but it's a major factor in my grabbing aggro with my Bruiser redside. He may not attack that often, but his attacks are usually burst damage, grabbing the aggro from myself or other squishies. (Obviously he's not going to grab it from a Brute, but I'm talking about in the absense of Taunt)
I'm also assuming that although Taunt does no damage, it ends up being counted as if it does damage for a "hit" with it. It does seem as if, even though Gauntlet is AoE, if you are not doing AoE damage, Taunt is really needed to grab aggro on the whole group.
Or, you can just switch targets like I do.I suspect "hey, my buddy was just hit" aggro counts too, although not to the same extent as direct damage.
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Quote:Well, consider that Rise to the challenge has a 1.25 duration every 1 second. Let's say the Tanker was Fire and was using Blazing Aura, so a 13.5 duration every 2 seconds.I was doing a metric crapton of damage, and the tank was just punchvoking, with attacks that didn't appear to be slotted that well.
Here's Aett's formula:
Threat = Damage * AI Mod * AT Mod * Range Mod * Debuff Mod * (1000 * TauntDurationRemaining [in seconds])
For a Tanker, that would be (TDamage * 4 * (1000*13.5) * OtherFactors)
For your Scrapper, that would be (SDamage * 3 * (1000*1.25) * OtherFactors)
Assuming OtherFactors are the same in both cases, that means that you would have had to be doing:
SDamage * 3750 > TDamage * 54,000
SDamage > TDamage * 14.4
Or 14.4 times the damage the Tanker was doing.
That's pretty freaking badly slotted.You do 1.56 times what the Tanker does normally, and three slotted you should do 3.047 times the Tanker's damage. The only way you could be doing around 15 times the damage of the Tanker is if he has only one attack, and you have a chain of 5 attacks that you use in the time it takes his one to recharge.
I can only conclude that
1) The Tanker had no Taunt aura of his own. And even Gauntlet should have been giving him pretty close to 13.5 Taunt duration part of the time. And I'm not even considering stacking. (I'm going to assume no matter how many Taunts you have on a foe, the maximum duration is the only one counted)
or 2) There is more to the formula that we are not considering. For instance, you could have been in melee with the foes, while he was further away, bringing the Range Modifier into play.
(Also, I'm ignoring Sarrate's true statement that you need twice the aggro to steal it. However, the damage the Tanker was doing to foes OTHER than the one he was hitting likely was less than yours, so there is also that)
Now, if you were an Invulnerability Scrapper with Invincibility going, now that would be a totally different picture. -
I don't believe I have ever run into anyone dual boxing other than me - and I don't dual box in the sense of running a mission, just trading stuff.
I have had a lot of fun talking to myself while logged in to both accounts when an SG mate happens to show up, though. -
Quote:I would make the argument that if you are trying to maximize DPS, pick something other than AR/Dev.Regarding "The Blaster Way": Devices is, generally, a set that gives you defensive tools and utilities rather than DPS. What you seem to be saying is that the "correct" way to play a Blaster is to maximize DPS to the highest possible degree,
And I would relate it to a Sniper attack. Like Sailboat said, you are taking a little extra animation time during your setup period, to deal a little more damage during the combat period. If you're going for constant DPS, you probably don't want to bother with setup. -
I definately second the "fly over the MOB in Nova form and go Dwarf" trick. It's just so satisfying when you THUD! down into the middle of them.
While fighting in Dwarf form (mainly PB, although I think Warshades knock down too) watch for the foe to be knocked down. Quick form shift to Human to either Essense Drain or Incandescent Strike, then back to Dwarf form. Mire works too.
Shadow Cloak, then Starless Step to bring a Quantum to you, then Gravity Well to hold him down. Beat until dead.
Shadow Step into a group, with Shadow Cloak up, Sunless Mire, THEN Dwarf and Black Dwarf Mire. Not quite as good as Nebulous Form maybe (I'll have to try that) but still catches them off guard.
Heh. Most of these are Warshades. It's the addition of Teleport on top of the other combos, I think. -
Quote:Willpower should not have that good of a taunt aura, which likely means either the Tanker was not using his own taunt aura, or you were pulling aggro with other effects, like maybe debuffs or knockback. The greater damage is partially countered by the Tanker's greater Thread modifier. (But only partially. And we can't really say how that works anyway)I have pulled agro from a tank myself playing a Willpower scrapper, because I also had a taunt aura and I was dealing more damage. As soon as the tank used Taunt he got the agro right back, but when he was just punchvoking I stole it from him with relative ease.