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Posts
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Joined
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I agree with what has been said, especially on endurance management.
Besure to check-out Achilles' Heel Proc for your most commonly used single target attack as well as saving up for some knockback protection or looking at jump pool for acro (at least temporarily) as fire's lack of KB protection can be mildly annoying.
In all my personal comment stands- newest scrapper challenge: find a combo that sucks! -
*sigh* all this chatter over one power. Use the dual build option. Build one with taunt and one w/o. Test. Make adjustments to your style (of play or build) accordingly.
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This topic is best addressed by using the alternate build option. I have a stone/dm tank (now lvl50) that makes use of a Granite and No-Granite builds. One for solo and high-psy (LGTF) missioning, and the other for being a brick. Plan accordingly.
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In order of personal desire:
1. STONE. MELEE. FOR. SCRAPPERS. *SMASH*
2. All the weapons for melee (broadsword for brutes, warmace for scrappers, etc.)
3. Dark for blasters
4. Fire for 'fenders -
The only conceivable way I could see this implemented is this new "AT" would have the following limits on them:
1. Obligate solo'ist - absolutely no teaming at all in the game and no PVP
2. Confined to AE for teaming- no badges, accolades, temps, nothing!!
Here you wanna be all powerful? Go do that in an alternate place and leave the game proper.
Would I like the option of unbridled creativite to min/max anything (damage/defence/recharge)- sure, but without some constraint the challenge and replayablility of a GAME is lost. Might as well load up a big, open space to your computer that says: Here, create! (course that wouldnt be "open" because of those 2 words, but...u know...) -
I officially call the name Noisy Cricket on all servers.
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Positron commented on video cards (actually an ammendment to a prior post) yesterday. Check the dev diary in the development section. I'm not sure if all your answers are there, but it's worth a look.
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Quote: you have the opportunity to get access to the Dual Pistols and Demon Summoning power sets in March and April, if you pre purchase City of Heroes Going Rogue (MSRP $29.99 USD)! You will also be able to get your hands on an exclusive item pack if you get the City of Heroes Going Rogue: Complete Collection (MSRP $39.99 USD), that will be available when Going Rogue releases in July!
This sounds like I have 4 *possible* opitions:
1) Buy COHGR for $30, and get earlier access to DP and DS
2) Wait till July spend $40 to buy COHGR:CC, and get (#1) plus the item pack
3) Buy each as they are available (total $70) - so as to get early access to power sets and pack as soon as each are available
4) *Hopefully*, be able to buy COHGR:CC soon(tm) such that I have early access to DP and DS; then when GR hits the item pack will "open" automatically.
Is it me, or is this overly convoluted thinking indicative of a Nemi Plot?
To be perfectly honest, I dont care. It's a wonderful game, and I'm happy to play it and I'm happy that DXP is comming (although I'll be away (wish it was an in-game gift/temp-power to click on lasting 72hrs)). It all just seems strange. -
Thats definately true about starting the attack in build-up. I especially recall total focus being a great example of this as an end attack in the chain.
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As far as attack chains are concerned: Try to conceptualize them as a periodic function with respect to time (and that might be second to second, endurance consumption, or the timeframe of any manner of "build-up"). Using the most powerful attack first helps it to cycle through more quickly thus making it available, hopefully, for a second application in the cycle.
Im trying to top out a kat/elec (clearly wont have the same recharge because of slotting preferences, but the tools make it a lot of fun).
Dont forget Fury of the Gladiator unique (*very* expensive), thinking of it more in flashing steel, though, as a set-up attack. -
Unless you plan on taking on -2 con baddies, the KB modifiers on those stone melee attacks are .67, which knockdown to -1 and above (so not knockBACK). If your thinking more along the lines of "how much can I mitigate for my comrads?" Stone melee is nice, as is ice melee for that.
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I have a stone/dm and I like him very much. The tools are great especially for tough AV and GM. Jump in taunt Soul Drain and you get lots of attention quick.
I would concentrate on what you think is actually fun to play. -
I'd like to know how much the OP solo's and teams. A lot of this thread seems to be asthetics vs right-tool-for-the-job. DM very nice set esp for solo play, but in teaming situations, I perfer to help with the carpet-bombing and use fire/shield. Working on elec/shield, but really dont care for the lower levels and the ride is rather slow for me.
I'm really liking my kat/elec a lot, nice tools there. That maybe a nice change for you. -
Force Feedback proc executed?
Edit: Dang TS, I wanted to be first ;p -
Redraw seems to be *the* issue (as far as limitations on variety of animations within a specified timefram). I could see making all weapons "summonable" like fire swords or stone mallots, but asthetically some natural types would still want to whip their stuff out. Makes me think that summonable weapons aren't really there from a code standpoint they just are just drawn, whereas a gun or claws initiates a separate cascade of events and are separate entities (I dont know just thinking and hoping for some feedback).
I really like the empty-handed/adding weapons animation options to some power-sets (dual blades and claws comes to mind; and if you want a wand instead of a gun - fine), but I cant comment on the difficulty there (see above comment on weapons). -
1. Would still like a badge that unlocks contact to call them earlier
2. I like Archana's idea despite she still "thinks her's is the best." Well duh!
3. Selectable perma day job (PvE only)
4. Signature power (yeah, dreaming, I know). -
Woops... miss read. Thought one of the solo requirements was "no AoE," and I'm wrong. Oh, well. I'll try again with *all* the correct data now.
Thanks for a prompt reply. -
You know, I used to really hate it when people criticized me for eating my yogort with fork, so I said, that's really none of their business cause the fork fit so many other things that I ate and I didnt want to pack more stuff. Then I said to myself, I'll show'em and I started eating with a knife and people said- YOU SHOULD NEVER EAT WITH A KNIFE IT'S TOO DANGEROUS! And I said, that's true. So I went back to eating with a fork, and they laughed, and I laughed, and all of us had a really good laugh. I really dont like eating yogort with a fork; it's just not as ideal as a spoon, but as St. Dominic always said "Oh feely me boney belly dominos nabisco benny sellus all his dominos." (Seriously, it's on Cheech and Chong's Greatest Hits). And with that in mind I do what I do reguardless of what others think is ideal cause it suits me (especially here cause it's a GAME).
Most people who post on the forums are looking to maximize performance from those with better optimizing-for-performance skills. Want to maximize for fun- go right ahead and post your build. Maybe someone has some fun insight that you havn't thought of. Just keep an open mind please.
Oh, and if you fail, you can always self-rez with a necro-post. Your options are really quite limitless. -
Does this conjecture take influence into consideration? There is a significant difference when truely SOLOING.
Based on the numbers provided, it seems that you are assuming an optimized build through-out the experience of lvl2-50. So based on mathematical rigour, I'm going to step-down because it seems that this is more of a regression analysis to find a theoretical limit (which is fine - I just can't do it well enough to give any meaningful insight).
Practically, I did try. Using fire/regen, and not using sands of mu (no, AoE right? That really hurts), I stayed ahead until DO's would have helped. The lack of ideal acc and end drain with attacking hurt most.
Edit: general survivability isnt as good either, but that maybe a secondary issue
I'll try again when I have time with a toon that will start with 5million inf to better simulate your model, but as it stands many factors are contributing to a less-than-ideal leveling experience.
I feel that this will become, as it stands, a mathematically speculative exercise. I really wish I had the skills to contribute further. -
1. I'm a huge fan of your work. (that said...)
2. I'm not convinced that anyone would, solo, ever beat that curve because your conditions (fully slotted stam at lvl2?) are simply impossible to set-up.
3. The only possible way to do this would be to test this in AE.
4. If you could set up these conditions in AE, run the mission over and over (to simulate the conveyor belt), and I got such rates, the miss arc would likely be terminated.
5. The likelihood that lvl2's could sustain damage/end to kill +2 bosses long-term is too low and them NOT attacking is absurd.
6. This yields a hypothesis that cannot be tested (there exists no lvl2 that has stamina, so based on this model we cant prove you wrong).
7. Endurance much more sharply bottle-necks performance, and I doubt devs would ever allow for this level of performance.
8. MM's = self-help?
9. I'm sorry if this post comes off as snarky. It's not ment to be. I just find the whole thing entirely unlikely, or at least inconsistant enough that any player base wont be effected anyway. I think I see what you are trying to express: Given maxium damge/end attack chains, how fast could a toon lvl. Maybe when I get my stone/wp scrapper completly IO'ed at lvl2 with lvl50 slotting with stamina and purples, I could tell you.
10. I agree with the points others raised. -
I'd rather have a Mastermind Mastermind, so that I could summon things recursively, with a tier 9 of insane lag. Or, better still!! A Developer Mastermind - then i could sommon anything! Level one: summon A Castle... er... Castle! 100% def, 100% rez.
(As a note to CD5, when I first heard of CoV, I hoped we could play as the villains in CoH. I wanted to be a greater devoured. Silly me)
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1. ShredMonkey said it well enough, but still why run one tough ITF for 1.5 bonus when I can do 2 speed ITF's.
2. More slots? Sure, why not- diversity is great, but if #1 isn't addressed whats the point of an even faster Speed ITF at -1 baddies?
3. Any sort of advantages post-50 should be earned through combos of the tougher badges to get: "Master of the 3TF's" + taskforce commander + stout hearted + 1yr vet = optional perma-dayjob bonus or to inherent stats, for example. None of this should be lightly. Otherwise you're saying wanna be uber here's some slots... you're uber... now go farm some more purples.
4. New content and (challenges?) are comming, I'm patient, so I can't comment there. -
I dont recall my exact build, but with about 140% global rech, and hecatomb in ET with crushing impacts all around: EP > BS > EP > ET > EP > BS > EP > TF could take down a lot on my WP/EM tank, as this could be done during the time build-up was active. Now the animations take up too much time. Im sure there are much better builds, but I never "optimized" mine."
I miss it a lot. Argueably better fisticuffmanship than most scrappers! Please, at least give back the animation -- I really dont care about the DPS -- the sets *FEEL* is just horrible now. -
1. Barrage - same
2. EP - same
3. Bone Smasher - same (although I'd really like an uppercut like shockwave from claws - yes at the animation of one second)
4. Taunt
5. Whirling Hands - definate mag 2 stun (lieuts?) with a chance to mag 3 and I like the Footstomp damage idea
6. Build-up
7. Stun - if #3 uppercut rejected, give Claws/Focus animation, but still no damage. If #3 uppercut accepted, give Stun the Bonesmasher animation.
8. ET - *sigh* same
9. TF - likely same - uppercut animation from stun in MA would be nice or alternate animation from CAK in MA.
Basically I'd like to see *more pummeling* with big wind-ups later on. -
1. Rather have old ET animation with less damage
2. How about making it a delayed death strike: Old ET animation with self-damage, a 3 tick clock above the target's head (like self-destruct), then the "packet" of damage delivered to target (you still can continue attacking during count-down). Might be better thematically with Eagles Claw... ;p