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Posts
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Mind/Fire uses a wider range of tactics and choices, to answer the last question.
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Quote:Awesome, thanks!1. Copy the contents of your CoH folder to your other computer. This is done usually via burning to DVD (or many CDs). You can do this via network copying too, if you have that; or even over AIM or similar folder-transfer capable IM service.
1a. The important part is the piggs folder. This is the largest part of City's installation. You can skip copying basically any other folder if you want. Don't skip the actual items inside the installation folder itself (like CityOfHeroes.exe and etc).
2. Delete anything labeled "checksum" or "majorpatch" in the folder you copied.
3. Copy the CohUpdater.exe to your desktop.
4. Run the desktop version of the updater. It'll put some extra files necessary to run the updater on your desktop. Don't delete them yet!
5. Tell it to install into the directory where the copied CoH folder exists (if it's installed into C:\Games\City of Heroes, tell it to install into C:\Games...otherwise if you tell it to install into C:\Games\City of Heroes, it will create C:\Games\City of Heroes\City of Heroes)
6. Let it do its thing. It'll checksum. It'll verify. It'll fix anything that got broke in the copying.
7. Delete the desktop version of the updater and all the crap it generated. -
Thanks. I don't understand how to apply that to moving from one computer to another though? It seems to only describe moving it on the same computer.
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If I want to transfer coh to a new computer, can I just move the coh folder itself? Or do I have to redownload it?
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Seems to have cleared up. Hope it doesn't return.
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I'm getting the same constant mapserving I was last double xp weekend, on Champion. It's pretty frustrating. Many other champs are reporting the same thing.
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Rads typically shoot for recharge, and optionally ranged defense.
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Quote:Agreed. Personally I think pretty much every toggle in the game should have a suppress fx option (individually, I realize there is a global option).I don't know if anyone else feels this way, but playing a stalker is like watching a movie where the main character is invisible half the time. I don't like not being able to see my character.
Can we get optional FX for Hide that just fades the character a little, like Stealth, but does not make the character invisible? I want to see my character crouching for assassin strikes and such. -
Ice/Fire dom is super fun by the way. Even though fire is more ranged, it's a great combo. Powerful, beautiful animations, good early.
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Yep, makes me sad. I really really miss going into pvp zones and having fun.
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Quote:A decent player can just kite her regardless of if she's immobilized. I don't know whether confront has the -range or not.Does Confront/taunt for scrappers reduce the range of GW's hold?
If yes, how much immobilize you need to freeze her in place?
If not much, how many immobilizes can you get with a buncha Scrappers?
If enough, can you outrange with taunt the reduced range of the hold?
Hmmm...
W Peace, how on earth you get those resistances for /SD scrappers? Am I missing something here? -
Grrrr!
Oh wait I have nothing I want to level. Nevermind, carry on. -
Quote:I think we all agree with this. We are just discussing the theoretical easiest and most reliable way to do it, assuming players of the same caliber.You know if you had 2 scrapper teams doing it, one an all Shield team and one a pick and mix. It'll have to be the pick and mix that gain the most points.
Some people are get the tools for the job, and may not even begin to think of doing it without and that to me, doesn't show any existence of real resourcefulness or courage. It is because an all shield team doing it would be something most people would consider easy mode.
Most MoSTFs are done with people selecting people on the basis of their powersets looking for that easy mode. Players are what to look for, Players. Someone who has every type of Tanker and every type of Defender, if they're really thinking about it, could probably do the same job with any of their tankers for any of their defenders. Knowledge is power. It'll be better for the sake of more can it be done projects to find players who could do anything. -
Something that occurred to me: How devastating would Recluse's end drain/recovery debuff be for an invuln scrapper? If I recall they get some resistance to it, but I don't know if it would be enough. Worth carrying a couple of blues in case this hits?
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Unstoppable is another interesting point, I hadn't thought about that. Something to consider.
This thread is making me want to make a scrapper haha. Maybe I'll get one leveled over double xp and try run this on test server some time after. -
Quote:Everyone would be soft capped anyway with my plan, the stimulant is just in the hopes that the invuln can hold aggro with confront and ranged attacks.Not only is it a ranged AOE, but it's a MAG 100 hold; to beat it you need 8+ clear mind buffs... I'm not sure what the MAG protection of Stimulant is, but you need to stack enough protection to beat MAG 100.
The last few times I've tanked GW I've relied on soft capped defense instead; it's easier to come by. Of course you are gambling that GW won't score that one in ten hit with her hold.
One thing I'd be concerned about with GW is actually holding aggro from a bunch of scrappers in melee... anyone with a taunt aura is very likely to steal aggro. My last STF run we simply had everyone buff up to 45% defense and we all took her in melee... that didn't sound right for some reason. Anyway, with everyone at the def soft cap her heal was a non-issue which eliminated the need to range tank.
Hmm, have I derailed the thread enough yet? No? Well, you see there once was this fellow......... -
Quote:It's a ranged aoe hold with 80 ft range. So as long as the tank scrapper does a good job kiting the rest of the team will be fine. 1 guy can stack enough stimulant, might need to slot a recharge or 2 in it though as I believe the recharge is 10 seconds base.Isn't ghost widow's hold a short range PBAoE? And can 1 guy with stimulant stack enough to beat it?
I tend to agree with the idea of resistance based scrappers running stacked maneuvers.... I'd look at a bunch of dark/fires running maneauvers with IOs and accolades to boost hps as much as possible. Damage is not an issue, so the goal is to make sure nobody dies. -
Quote:Either way primary isn't that important probably for killing purposes. Though the heal from DM would be nice for survivability.50%, compared to the 30% he has to neg. I'm not inclined to run the exact numbers but a quick look tells me it's probably either a wash or Katana is above. -Res makes a huge difference, even when resisted by resists on top of purple patch.
Now if you dislike lethal for some reason, FM is a much better choice than DM in my opinion, higher DPS and less resisted by both Recluse and GW. -
Quote:Due to Recluse's huge lethal resistance I'm inclined to avoid Katana. However, you'd probably have enough damage with any 8 scrappers to kill him, so primary probably isn't a huge deal. For secondary, I think it's pretty important for the 'tank' scrapper to be invuln with soft capped smash/leth/en/neg en. This is because even if you are soft capped against recluse (purples, lots of set bonuses ,whatever), when he does hit you it will be for a ton. Invuln can best mitigate that with the resistances and dull pain. Basically I wouldn't want to rely on luck.Kat/SR (or BS/SR) would probably be optimal for the entire team. Each one softcapped with Manuevers added in would put you at extreme levels of defense. Also, remember that GW has to hit with her hold for it to screw you up. Stacking Stimulants is a nice safety effect, but with high levels of defense (and Elude can be helpful, too) it won't be very necessary. Carry a few large Break Frees and have a bind set up to pop them just in case the hold manages to get through and you should be alright. That is what my Stone Tank did on his one and only MoSTF run. He managed to survive being held by GW not once, but twice, due to diligent inspiration use (we didn't have an emp or kin for the hold protection buffs). Unfortunately it still failed, but that's because the silly regen scrapper didn't think she needed Dull Pain up to go toe to toe with Black Scorpion.
According to City of Data, scrapper challenge powers are auto-hit in PvE, so that would be a better choice than Provoke. They also have a 3 second recharge, so they'd be much better than Provoke to get and keep AV attention off of the rest of the team.
Also, being all scrappers, they could all take Challenge and alternate aggro. Useful for (in the case of /SR) when Elude is getting close to dropping. Also, built correctly with just lvl 50 IOs, /SR can get 43% defense to all positions. 7 added Manuevers will add another 25% defense, putting total defense at 68%, without Elude. A couple specific set bonuses and Lord Recluse's soft-cap can be reached and beaten. Someone once said 75% was what's needed, Blue Tower giving him 30% tohit. Safety says 80-85% would be optimal. Even if that's *too* much, it helps counter the defense debuff of Arm Lash. Toss in Elude for the occasion OMG moments, and you should be fine.
I'd be up for this team. Hell, I'd be up for playing the main "tank," just for shoots and wiggles. What server you want to do it on?
~WP
Anyway I don't have a scrapper so I can't run this, but if anyone else feels like it feel free to
(or maybe I'll finally just stick it through and make one - I'm typically a corruptor/defender/veat person) -
Quote:Recluse has huge lethal resistance though.I'd go with Kat/Elec scrappers over DM/Shield scrappers for the meat of the team. Softcapping is easy enough with 7 maneuvers, and the best katana chain (easily attainable with lightning reflexes) plus lightning field does as much DPS if not more than DM/Shield with 1 target in range... Before -res is factored in.
Once you consider each katana scrapper running the GC GD GC SD chain procced out adds -25% res at all times on average, the katana team pulls forward. On paper such a team would kill a level 54 AV without resistances in thirty seconds (that's considering the purple patch, for both damage and -res). Of course, in a MSTF most of the AVs resist lethal but I still think you'd drop most of them in a minute or two. It's better to be Kat than DM against GW anyway, seeing as she resists negative more than lethal. -
This is why I thought of invuln with soft capped smash/lethal/energy/neg energy. With a few purples they reach the recluse soft cap, and they still have great resistance plus dull pain and aid self to mitigate what does get through.
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That's what I meant, just confused the name. I don't think it's autohit, but I'm not sure.
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I don't actually have a scrapper (never been able to stick with one), so this is more a theoretical exercise than anything. I was trying to come up with a reliable way for 8 scrappers to get MSTF in my head. It was inspired by someone claiming it could never be possible. Now most will agree that the two main obstacles are Ghost Widow and Recluse with his towers. So I'll concentrate on those two, assuming that the rest could be handled with care.
Theoretical team:
6 dark/shield scrappers (soft capped with the typical AV chain and good +heal slotting in syphon life)
1 dark/shield scrapper (same as others except sacrifice some recharge to fit in aid other and stimulant)
1 spines/invuln scrapper (soft capped to smash/lethal/energy/neg energy, built with provoke, aid self, and ranged attacks)
I realize it'd be nearly impossible to find a team like this, but it's all theoretical, and several of the requirements could be relaxed probably
---Ghost Widow---
Have the scrapper with stimulant stack enough stimulant on the invuln scrapper to prevent the hold. The Invuln scrapper kites her at range while spamming provoke, impale, throw spines, and aid self when necessary. The rest stay in melee and attack her.
---Recluse---
Have everyone fill up on oranges and purples. The invuln scrapper pops enough of them to soft cap against recluse (at least 75 defense, probably a bit more to account for the arm lash), and have some decent energy resistance for his channelgun. Eye of the Magus is a plus. He spams provoke and attacks while the scrapper with aid other helps keep him alive. He also has aid self to help with this. If the inspirations start to run out, he pops more. If he starts to run out, the others refill him. Continue this until at least the red and blue tower are down. From there it should be relatively easy.
One potential problem is that his high defense will keep the invuln's attacks and provoke from hitting. However I have noticed that as long as you are the first in, and stay in his face, and don't die, he'll stay on you. The invuln aura would help too.
Any glaring problems with this? As I say it would be difficult to get a team like this together, but certain changed could likely be made to relax the requirements. -