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It doesn't actually have a debuff. Just slot it for damage and recharge, maybe fear.
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Lotsa untrue
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Then at least make some constructive post why it would be untrue, or just dont post at all.
[/ QUOTE ]Umm... Was that a reply to me, or did you just reply to me becuase I was the last person to post? -
Well, he IS a robot... Also, he has a status protection toggle.
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Hmm. Coming from you, I'm forced to believe that statement, but my memory feels strongly compelled to disagree. How odd. I could have sworn back in I6 I had problems following up an AP with HA. Hmm.
Ok, assuming the current situation, what do you think of my other questions?
[/ QUOTE ]My main is an empath, I've had him since EU beta (And I3 on live), and had AP since L4, so I'm fairly sure about it never having had -heal on target
It will definitely add to your healing, it can properly slotted bring a DP'd tank from red to green HP, and it recharges fairly quick with 1 RecRdx and hasten. On a defender I'd say it's a must-have, on a controller it depends on whether you want to focus on empathy or your primary. However, you should still always pick HO before AP. -
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That said, saying "you can't calculate range with current game mechanics" seems strange, one way or the other...
- Either he's right, and I really wonder why it was implemented that way?
- Either he's wrong, which seems more sensible as the game has to deal with +range enhancements AND range-buffing powers. You can't just hard code range into powers and go with it. Not to mention that it'd be way easier to code a "generic range mechanism" than coding range calculation and modifications into each power". This way, even melee range can be coded as "less than 5 feet" for example.
And when you have a good "range calculator", you can have "range based calculations", don't you think?
(Plus, proof that there IS an in-game range calculator: you can measure a distance between you and a waypoint)
[/ QUOTE ]What I meant was that the only thing powers currently check range for is whether the maximum range of the power is greater or equal to the distance to the target, or not. The 'point-blank shot' system would need to add at least one more, if not multiple extra range checks, and I'm not sure if they could make it to work (This is Cryptic we're talking about) -
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I think negative energy attacks are pure but aren't energy attacks largely smashing?
[/ QUOTE ]The attacks from the energy blast set are. However, things like rad blast and elec blast are pure energy damage. -
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When you're interrupted you do NOT need to wait for it to come back up before you use it again.
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I wait for a likely opening between attacks, i have never hammered on it and am aware that you can do this, i just never thought anyone would. Under some DoTs or heavy fire the maximum of half a sec interrupt may not be enough or you could be just plain unlucky hence holding it down will end drain you.
[/ QUOTE ]When you're going to die if aid self doesn't go off, the smart thing to do IS to spam the power, hoping you'll hit a window between the attacks that you can execute the power in. In a situation like that, and EndRdx or two is very useful. -
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Whatever the means, there IS a difference in some powers.
With your description, you could build a "point blank shot" inherent into the range powers if need be.
I don't see a real objection in your explanations. You sound more like "it doesn't work that way... but it works".
[/ QUOTE ]Aye, I was merely correcting the facts.
However, there is currently no game mechanic to determine the range of attack apart for whether or not you can use the attack that I know of, so it could potentially take a lot of work, if even possible with the current engine. -
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If indeed the target -Heal debuff is no longer in effect, have they provided another consequence? Less heal, more recharge etc?
[/ QUOTE ]There never was a -heal on target in AP. It is the caster that cannot be healed after using the power, not the target. -
The only way the game has to differentiate between powers for inherets is if inheret functionality is coded into the power itself.
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- Temp powers are considered differently for Defiance and Gauntlet. (the formers do not benefit from the latters).
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All but the veteran "temps" benefit from defiance. This is because defiance is a "real" inheret, not built into the powers like gauntlet. The veteran powers don't benefit from defiancew because they're immune to damage buffs, which defiance is.
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- Same for the Stalker's inherent and some primary powers.(EnM>Energy transfert and EnM>Total focus don't benefit from the inherent)
[/ QUOTE ] That's because stalker inheret, like scrapper, tank and controller ones, is only an icon that shows in the status bar, and the actual funtionality is coded into the powers themselves.
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- AoE target limits are different if you use a PBAoE like a nova or a cone attack.
[/ QUOTE ]Again, the AoE cap is built into the powers themselves. -
I'd take both AoE's and melee powers, and go for a build like:
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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01) --> Fire Blast==> Empty(1)
01) --> Electric Fence==> Empty(1)
02) --> Charged Brawl==> Empty(2)
04) --> Fire Ball==> Empty(4)
06) --> Hasten==> Empty(6)
08) --> Fire Breath==> Empty(8)
10) --> Havoc Punch==> Empty(10)
12) --> Hurdle==> Empty(12)
14) --> Super Speed==> Empty(14)
16) --> Health==> Empty(16)
18) --> Blaze==> Empty(18)
20) --> Stamina==> Empty(20)
22) --> Aim==> Empty(22)
24) --> Build Up==> Empty(24)
26) --> Aid Other==> Empty(26)
28) --> Thunder Strike==> Empty(28)
30) --> Aid Self==> Empty(30)
32) --> Inferno==> Empty(32)
35) --> Power Sink==> Empty(35)
38) --> Shocking Grasp==> Empty(38)
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Fact: As it is, almost nobody likes Defiance.
Fact: As it is, Defiance it's pretty much useless.
(Notice the "almost" and "pretty much" are there so nobody can say I am absolutelly wrong -> If my statement is not absolute, it cannot be "absolutely wrong").
[/ QUOTE ]Yes it can. Saying almost nobody means at least 50% of players don't like it. You have no proof of that, or if you do, you didn't present it in the post.
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You want 3 rech for sure. After that, it's a personal preference between hold, heal and ToHit.
FYI, the hold recharge is 16 secs, and base duration is 11,92 against critters. -
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EDIT: As far as I'm aware, an attack will only interrupt sleep if it causes damage.
[/ QUOTE ]Or heals, or does KD/KB/KU. -
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I think you can lose end too despite being interrupted, but its m00t, as often by the time you can use it again end recovery takes away some of of it away if you have stamina.
[/ QUOTE ]If you're interrupted, you can use the power again immidiately. So if you're under fire, spamming an interruptable power can drain your whole END bar in a second. Endurance slotting in aid self is thus very useful. -
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If you're getting hit very rapidly (example: recieving more than one "damage over time" effects) there is virtually nothing you can do to prevent being interrupted and you'll waste more endurance trying.
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Afaik you don't lose endurance if youre interrupted.
[/ QUOTE ]Yes you do, always have. -
The drain and recovery portions are independent of each other.
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The extra powers, Instant healing, Mog, Quick recovery, resiliance, fast healing and revive, are optional powers to varying degrees.
[/ QUOTE ] Since when is tier 1 secondary power optional? -
Bases are a CoV feature, if you wish to enter them as a hero you'll need to have CoV as well.
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One endurance reduction SO will save roughly one sixth of normal endurance cost as three SOs will not save 100% but rather approximately half a power´s cost.
[/ QUOTE ]More than one 6th. The formula for End/Recharge reduction is:
(Old value)/(1+enhanced amount)
One SO is worth about 0.33, so power with one SO will cost roughly 75% of base cost. -
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1- Many builds I have seen on the boards only use one accuracy enhancement in each attack. When I was with my team fighting +2 lieuts and bosses or +3 minions or so, I missed quite too much, and so I thought it would be good to add a second accuracy enhancement in each attack. Sure I could use the slots elsewhere but I have all my attacks two-slotted for accuracy and three-slotted for damage. Is this overkill? Should I use one acc-three dam-one rech ?
[/ QUOTE ]If you're fighting +3's or higher, you'll want two acc. But then, why would you be?
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2- OK. I'll be taking medicine pool to improve my survivality. Heal Self as second power is a no-brainer but... Heal Other or Stimulant? I think it would be nice to provide my friendly controllers and defenders some mezz protection, given most of their powers (let's say Clear Mind) can protect others, but not themselves and woud be cool to help them. Also, I believe that with power boost Stimulant could last for some good 90 secs. Is that true? Healing them would be cool too, of course. And again poower boost would provide a nice... well, a nice boost to this healing. Again, one interrupt reduction or two?
[/ QUOTE ]The duration of stimulant won't be affected by power boost. Whichever you take, I propably wouldn't spend extra slots on it, so stimulant might be better, although aid self would prefer from power boost...Personal preference, really.
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3- I have to let go one power to sneak in the medicine pool. Options: power bolt, power push, stealth.
(I chose stealth a short time ago, just to try cos I was going to respec it out soon... but it has proven very useful because with it you can get closer to enemies that otherwise would outrange you and snipe them. Also very useful to partially ghost some mishs).
[/ QUOTE ]Personally I really dislike stealth, so I'd drop that.
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4- With recent range changes I currently do not know what the ranges of the different attacks are. It seems that power bolt reaches shorter than power blast, which is particularly annoying when trying to finish some foes. If I knew the exact ranges I could calculate how many range enhancements I need to (more or less) gove those two the same range.
[/ QUOTE ]The only range change was lenghtening power burst, bolt and blast should be the same. -
Only blaster I'd try a stamina-less build with would be /elec. But yes, it can be done.
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Yeah confuse works wonders with Mind/. Snaptooth however doesn't have triangles, although I'm positive that the only things that the PToD doesn't protect against are Sleep and Immob, I remember reading somewhere that Fear also gets through the triangles, but my money is on that PToD protect against that too.
[/ QUOTE ]Confuse used to work fine on AV's around when I started (I3), dunno if it does nowdays though. -
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Actually thorny it has been debated about the inhernet brute power fury, some say it seems to have a mini gauntlet in it to help with fury building.
[/ QUOTE ]It's got nothing to do with fury, brutes just have gauntlet, and that's it. As Cynic noted, on ST attacks it doesn't have the additional 4 targets like taunt one, but for AoE's it's identical.