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Or in some cases, like when fighting Nemesis, they're surrounded by an aura of exploding enemy AoE that will make you die in two seconds.
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Quote:These are situations where I'd say the team is running on too low of a difficulty. But when it crops up and I can't get them to raise it, that's when I switch to AoE mode. Screw AS, I'll just open with Throw Spines. (And yes, this isn't an option for every primary.)Team play, however... When I played a stalker, I would try to set up an assassin's strike, only for it not to go off in time (or at all, sometimes). By the time it did go off, the fight was nearly over because I had spend 10 seconds performing one attack while everyone else was going all out.
The issue is in the timing. If you launch your strike before the team can gain aggro, you take the alpha with your low HP and weak Defenses.
If you wait too long, you land one hit and the fight is over. -
I am ashamed that nobody has referenced this yet.
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Quote:Or just... enjoys playing that combo as a Stalker...? It's a hell of a jump from 'stalkers are probably a little underperforming compare to Scrappers' to 'anybody who rolls a Stalker instead of a Scrapper is ignorant.' Even if Stalkers were strictly worse at all situations (which they aren't,) you'd still have to take those of us who prefer villainside into account.Anyone who rolls a stalker combo that is available to scrappers is ignorant to the realities of the game.
Hell, anybody who judges combos or ATs solely on their mechanical performance is ignorant to the realities of this game, which involve 90% of the playerbase going 'WHEE I'M BLOWIN' GUYS UP!' while not caring about the mechanics. -
Quote:All good tips. If you don't like grinding ITFs, check out the Market forum for some guides on making cash that way. I got about 100 million inf in profit from five minutes of work earlier this week (crafting 6 IOs where the recipe was selling for 3 million but people were inexplicably bidding 20 million for the crafted enhancement.)No permadom build is cheap, mainly because of the need for LotG's. In terms of Earth/Earth, for a non-purple build, you may not spend to much on IO sets you'd need. Enfeebled Operation, Kinetic Crash, Stupefy, Call of the Sandman (if you're using the sleep) and Expedient Reinforcement are all affordable. Basilisk's Gaze may be the only IO set that might cost a considerable amount of infamy.
Now LotG's can be gotten with breaking the bank. I've done it, albeit slowly. If you do or have done story arcs along the way to lvl 50. You should have enough merits or be close to enough merits to buy your first LotG. (I saved up close to 200 merits before reaching 50.) Along with a Strike Force or two along the way, it should be more than enough to buy one. IF you've been ignoring story arcs, then...
Run ITF's. It is easily, week to week, the fastest way to get merits fast. They're always being run, often there are speed runs that are done under an hour. Join your server TF channels to get see when they're forming. Run whatever Strike Forces you can join. When you're not doing that, do flashback missions. It can be a bit of a grind doing it this way, especially red-side. But while you get merits in flashback arc, you will also be getting infamy for the black market, as well as end of mission recipes, it's a win-win. If you have a toon at a high enough lvl. join Hami Raids, if you're on a big population server.
If happen to have enough MA tickets laying around try a gold recipe roll. at lvl 50 it's a 1/64 chance to drop, I got lucky and dropped one after a few rolls. Ticket farming may no longer be viable anymore or you may not have a toon that can farm tickets fast enough. You don't have to farm to get them. Don't do it if you don't want to.
This is how I got my Mind/Psi Dominator to perma-dom. Not an optimal way or a fast way, but done it without spending a ton of imfamy. It just takes time. And IMO it was all the more rewarding once I finally achieved it after spending that much time working for it.
The market was a lot more stable back when I IO'd my Earth/Fire permadom (read: Before AE), but she's sitting at +100% global recharge before Hasten, and her build 'only' ended up being several hundred million, with the vast majority of that going to LotGs and unloved purples like Gravitational Anchor. The market's a bit less friendly now, but I'd still be surprised if you couldn't get most doms to perma without many sacrifices on 1 billion or less. -
This. Generally, I use my alternate build to test out powers--if I'm not quite sure how much I'll use that situational attack or quirky defense power, I'll pick it up on my second build and run a few missions to test it out. That way I don't have to respec and lose my main build if it sucks.
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I like /Regen for this. Instant Healing, Moment of Glory, Shadow Meld, and two heals combined means that your defenses can scale up to survive-the-apocalypse levels when needed. It was fun outliving two Brutes in Granite Armor against +4 Malta once or twice, and the first time, I beat down everything but the Zeus Titan while the team resurrected (and boy, does beating on a +4 Zeus take a while for Spines/.)
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Quote:I volunteer my Traps/Dark, Rad/Rad, Cold/Ice, and Storm/Archery Defenders for this noble endeavor.5 Billion Inf on the Ranged team if I can be part of it and if Corruptors, Defenders OR Controllers are considered "Ranged".
Heroes vs. villains does seem a little fairer, though. Though I can see ways to stack either range/melee team to complete trample a 'normal' team in competition. -
Increasing drop rates might need a little finessing, though. If you just drastically increased them across the board, things that are already dropping too commonly for their demand would just be extra junk (hi, Ruin!), and Pool C/Ds would probably see less of an increase compared to how much demand there is for some of them.
Maybe...
Increase supply, but weight it based on actual demand somehow. Go beyond weighting by set type to weighting by actual set or something.
Give a bonus drop rate on teams. While farming is popular, a lot of 50s still spend their time on teams... and, well, splitting drops eight ways kinda sucks. Generating some extra drops for teams, similar to the XP bonus, could be helpful in getting more purples into circulation. If nothing else, it'd make teaming more viable for people who want cash Now. -
Quote:I 'unno. I know that anecdotes are of limited use at the scales we're talking about, but... I know a lot of people who played this game in ye olden dayes of i0-i3 or so and quit, then came back for a bit when CoV hit. Very few of them plan to come back for GR by comparison.Actually, I think the situation will be exactly the opposite for quite a while. I think we will see unprecedented crowds in Praetoria, even more so than when CoV was released.
The wait from CoH to CoV was a year and a half or so. It's been about five years since CoV. Most of the people I know who've quit the game moved on to a different MMO in those five years, or gave up MMOs altogether. As far as new players go, I can't see GR pulling in as many of those as CoV did, especially with The Old Republic on the near horizon.
But I'll be pleasantly surprised if I'm wrong.
(Unless you literally just mean Praetoria will be more crowded than villainside was right after release, in which case I kinda agree. I know a few people who didn't want to touch villains at all who have no problem with playing a grayer faction.) -
Quote:What everybody else said, but especially this. If your character is from space, he probably won't be familiar with Rikti (I see people making the mistake of thinking they're from space sometimes), but might at least know of Kheldians in passing.Actually, beside being a good start to a backstory, there are aspect of that which you eventually could work within standard CoH lore, are explain certain reactions to things in the CoH universe.
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I've always wanted to try two corruptors with ST buff secondaries. Probably a Fire/Cold and an Ice/Thermal. Seems like that'd have about the right mix of everything. Unfortunately, my old duoing partner hated ranged characters, so I never got to try it.
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Quote:I usually frankenslot it with two Heal/Recharge and two Heal/Recharge/Endurance IOs from relatively cheap sets. That gets both the heal and the recharge near the max for only four slots.I hear it's also good on teams where there isn't really much movement, such as AV fights. But you probably need to invest a couple of slots to boost the heal (via a healing set that gives defense, I'd assume).
As for using it, I find it nice for times when the team is going to be in the same general area for a while. Rooms with 3-4 spawns, AV fights, and intersections where you always end up fighting two groups are all good candidates. It's situational, but still nice to have on non-steamroller teams. -
Quote:I'm going to start using this as my new standard description of introversion. It's more tactful than my standard, "I love you, but I'm also uncomfortable on a very basic level when I'm around you."I'm an introvert. This part is often very hard to explain to non-introverts. This does not mean I do not enjoy other people, that I don't like them and want to be alone. What it means is that it is easier to be alone, to avoid others.
You might like to play football, or go swimming, or go jogging. It might be pleasurable for you. But it is effort. It isn't something you want to do all the time. I have no problems interfacing with people (most of the time), but it's work.
Just like a strong person might have no trouble lifting a heavy box, it's still effort for them to do so, and they're not just going to randomly lift heavy boxes all the time whenever someone asks them to. Interfacing with an introvert can be much the same thing, except that it isn't culturally acceptable for us to say "No interaction for me today, please." -
Within the past six months or so, redside, it seems to me like non-purple/PvP IO/incredibly rare stuff recipes are significantly down in cost, rare salvage is moderately up in cost, common/rare salvage is moderately down in cost.
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Despite all the horror stories about how playing on large servers results in people getting ten blind invites per minute while set to reject all invites and in their personal base, I get about one tell asking me to team per... several weeks. On Virtue. And I play in the evening American time, right around peak hours.
It's obviously because nobody wants to tame with my lame non-healz0rs Defenders anyway. -
Quote:The forumites are also generally more well-educated about how the game works. The hide-from-searches functionality isn't exactly a big obvious button in the middle of the screen. Heck, if you plopped me down in front of the game right now and told me to hide from searches, I'd probably have to fiddle with a few menus to remember how to do it. I wouldn't be surprised if a majority of the game's population doesn't even know it's possible.I'm still failing to see why so many of you think that when it comes to the use of the Hidden From Searches tool that forumites would be all that different from the general populace.
Do I expect better builds from forumites? Yes.
Do I expect forumites to be more up to date on changes occurring with the game? Yes.
But /hide usage? No, I'm just not seeing it. -
Quote:This is about my experience. Taking Tough and Aid Self really helped my /EA's survivability.Then I went back and used what Mr Body described as a template. I dropped Overload and took Tough and Weave. Put 3 resistances in Tough and 2 defenses in Weave and Cloak (I ran out of slots). Unlike Mr Body's build I kept both the passives.
The difference is astounding. He went from dropping like a rock to bulldozing thru mobs. Mind you I frequently had to use inspirations, especially Lucks, for large difficult spawns. But considering I was using only white SOs I was pretty damned happy. -
Quote:Yeah, but Stone Melee gives you all that plus constant screen shaking, because you hit so hard that the entire block feels it.The biggest "problem" with War Mace is that it feels far more powerful than it is (or can be). From the slightly slow and cumbersome animations to the chunky and heavy sounds, it really feels like you're caving in skulls, and no amount of damage is going to match that awesome feel and stay balanced. Because of that, it will always seem a little underpowered when some NPC's head refuses to fly off and sail gracefully across the zone leaving behind a spiraling trail of gore even with it being a good set (numbers-wise).
For that "turned into Conan and went on a rampage" feel, no other set matches War Mace.
At least, that's my opinion. -
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Nah, this is pretty much my experience from my (now level 39) Spines/Regen. Placate's a bit less useful than on my Ninja/ stalker, but I also do tons versus most spawns (thanks to all the AoEs,) so it balances out. If I'm fighting a boss, it's usually very close to dead by the time AS recharges. If I'm not fighting a boss, the last guy in a spawn probably doesn't have a DoT on him anyway, so I can Placate->AS as usual.
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Quote:The big thing to remember is that, as a Dark/, you also have Darkest Night and potentially Chill of the Night or Tenebrous Tentacles from Fluffy debuffing their ToHit... plus some minor defense from Shadow Fall. Assuming DN is slotted for full -ToHit, that's about -30% ToHit right there. Add unenhanced Fearsome Stare and you're at -49% already. If Fluffy's in the fray too, it becomes approximately -Crazy Delicious%. (Where Crazy Delicious is around 97% if Fluffy is slotted for full -ToHit. And that's if he doesn't use Darkest Night too...)As far as frankenslotting Fearsome Stare: I'd tweak that for more -ToHit and less Fear, myself. Replace the Nightmare - Fear/Range with another To Hit Debuff/Rech and you should be golden.
That may well be personal taste, though. I'm not a huge Dark Miasmist.
I like adding a bit more to FS to soften up the alpha from anything that gets hit but not feared (aka bosses and Nemesis) and higher-level enemies, but I always considered it a little wasteful to slot for past a certain point. You have ToHit debuffs coming out your ears.
But then, I also solo my Dark/ a lot, so the extra Fear duration is useful, since it takes forever and a half to drop the size of spawns she can tank solo. I've seen a good bit of debate about slotting Fearsome Stare for fear vs. -ToHit (as well as things like skipping DN and just using Fearsome Stare to take care of ToHit when soloing,) and ultimately, it comes down to individual preference. If you're primarily running on big teams, the default 20-something second duration is probably longer than you'll ever need. -
With RI, I've found that occasionally the enemies can get off a volley before the debuff takes effect. Or worse, a few of the wanderers outside of its radius manage to land a stun or something on you. When possible, I like to cast it next to a corner, then jump out of LOS as I start the animation. Doing that, by time it aggros them, you'll usually be hidden. And then they bunch up around the corner all nice and debuffy to get to you...
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This is my experience. On some of my characters (mainly my Cold/Ice Defender who can buff it and my DM/Elec Brute who gets a few seconds in every spawn with a damage aura before it catches up) my buff pet usually lives for entire missions.