Madam_Enigma

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  1. Madam_Enigma

    *pokes WW*

    Quote:
    Originally Posted by Texas Justice View Post
    Yep, here's another one of those fallacies that everyone swears is gospel truth. Issues are patched in on Tuesdays.

    Not always. Let's see how they add up by issues. Dates taken from ParagonWiki Timeline page.


    Code:
    Issue 16 - September 15, 2009 Tuesday
    Issue 15 - June 29, 2009      Monday
    Issue 14 - April 8, 2009      Wednesday
    Issue 13 - December 2, 2008   Tuesday
    Issue 12 - May 20, 2008       Tuesday
    Issue 11 - November 28, 2007  Wednesday
    Issue 10 - July 24, 2007      Tuesday
    Issue  9 - May 1, 2007        Tuesday
    Issue  8 - November 28, 2006  Tuesday
    Issue  7 - June 6, 2006       Tuesday
    CoV      - October 31, 2005   Monday
    Issue  6 - October 27, 2005   Thursday  CoV Headstart same day
    Issue  5 - August 8, 2005     Wednesday
    Issue  4 - May 4, 2005        Wednesday
    Issue  3 - January 4, 2005    Tuesday
    Issue  2 - September 16, 2004 Thursday
    Issue  1 - June 29, 2004      Tuesday
    CoH      - April 27, 2004     Tuesday
    Headstart- April 24, 2004     Saturday
    
    Monday        - 2
    Tuesday       - 9    Non-Tuesday's - 9
    Wednesday     - 4
    Thursday      - 2
    Friday        - 0
    Saturday      - 1
    Sunday        - 0
    Now it's true that I counted the CoH Headstart in that Non-Saturday number but to me and many others, that was the our release date. But in fairness, I didn't count the CoV Headstart and Issue 6 twice since they were the same day.

    As you can see from the chart, it's almost equally as likely that an Issue patch will be released on a day other than Tuesday as it is that it will be released on a Tuesday.

    So, can we let this fallacy die once and for all? Please?

    Think I'm gonna hang onto that chart and keep it updated. And pull it out every single time I see someone make that fallacious statement.

    Maybe if I repeat it enough times people will finally realize the truth.











    I'm not holding my breath.

    How about this then (going from your chart): An issue is more likely to go live on a Tuesday then any other given day of the week.

    Think about it, while it's a 50/50 ratio that it wont be Tuesday, Tuesday seems to be the favored launch day.
  2. Quote:
    Originally Posted by Jacks Assortment View Post
    LMAO . You already know thats how yours truly feels.Oh well though. Cant always get what ya want.Ive grown used to never being invited to it lol.
    But if you try sometimes... You just might find... You get what you need.
  3. That is, until your claw/super reflexes scrapper hits 45% defense to ranged, melee, and aoe WITHOUT elude. Then you play it cause being a bad motha (shut yer mouth) is fun.
  4. Quote:
    Originally Posted by Rodion View Post
    The -def debuff can be helpful when attacking enemies such as Nemesis. If you've hit them before Vengeance goes off the debuff will still be there and they'll be somewhat easier to hit.

    But I've played all the blaster/defender/corruptor primaries, and I find Radiation's -def to be the least useful secondary effect.

    Part of that is because people usually slot 60% or more accuracy (two SOs worth), and many people with IOs are running at 80% or 90%. So after the lower levels, the def debuff isn't useful the vast majority of the time.

    So I'd say the other secondaries are more valuable than -def.

    The -to hit debuff from Dark powers can be significant in increasing your survivability. In a way, the debuff is like adding defense to yourself. An extra 10-20% defense is always useful.

    The slow debuff from attacks like Ice Blast can also be significant. A 20% recharge reduction can translate into a 20% reduction in incoming damage, especially for mobs that have a few fast-recharging attacks.

    And Fire's DoT is probably the most effective secondary effect of all.
    Don't disregard the -damage debuff from Dual Pistols when using chem rounds either. That is a worthy debuff too. Better IMO then -recharge. I get more survivability from chem rounds then cryo rounds.
  5. Madam_Enigma

    Dual Box MM's

    If you really want maximized xp, I would suggest running a single mastermind who has -regen debuffs and some sort of healing. That way you have the capability of taking down elite bosses. Thugs or bots for a dual boxing point of view might be best I suppose. Both get really high defense. Bots will kill slower till mid game though.
  6. Madam_Enigma

    Ninja Run Blues

    Quote:
    Originally Posted by Mr_Body View Post
    Just did a search on Amazon: CoV Collector's Ed--- $4 and change for a brand new unopened retail box. And it includes the Prestige slide power, a badge and the Heroclix figurines (and a month of game time). If you doubt the veracity of the unopened staus, I bought 2 of these and they were both as advertised.
    It was City of HEROES collecter's edition that had it. CoV collecters edition got a pocket D vip pass, jump jet (I think), and access to all villain/hero pieces at the time for both sides. I bought it to get the costume pieces originally (not realizing how much I love masterminds). Then again I bought GvE just for the justice/sinister costume pieces, and architect edition for the costume pieces and power booster.
  7. Take it as you will but:

    Heroes
    Scrapper: love them
    Tankers: sure their fun for a while, but I feel like minions take half an hour
    Controllers: Oh my lord my troller is fun!
    Defenders: Uhm, I have 12 of them...
    Blaster: Ok, fun and all. A bit squishy, but still a blast (pun intended)
    Warshade: Love my 'shade
    Peacebringer: Meh, not as fun as a warshade

    Villains
    Brutes: Brute Smaaash... and bored
    Stalkers: boring
    Dominatiors: Love my dom
    Corrupter: ok... can I have my yummy debuffs now? No? Well fine then. I'll play a defender
    Mastermind: Oh my lord their fun
    Soldier: blast to play
    Widow: meh, their ok.
  8. Quote:
    Originally Posted by Smiling_Joe View Post
    Thanks for the response!

    I'm afraid I still don't see the value, though. If I can hit them once, I can hit them again regardless of how easy it is - especially given the fact that most -def sets out there also come with increased native accuracy. Besides, there are few enough high defense foes in this game that merit continued debuffing before missing begins lowering damage substantially.

    The same rings true for the tohit debuff. In teaming situations with foes that throw out those tohit debuffs, the team's tohit will be floored beyond the -7.5-ish % defense debuff your attacks give, and stacking it in meaningful amounts on multiple targets gets difficult given the recharge of your aoe's. Throw in the fact that most of your aoe's will be cones and/or small radius, and you're really not contributing much to alleviate that tohit debuff.
    Well, think about this then. While on a team with multiple VEATs I was keeping tabs of my defense. At one point I went from 110% defense to -8% defense within seconds just from defense debuffs. When an enemy has insane defense or is debuffing your to-hit def debuffs come in very handy. It also lets you slot only 1 acc per attack (maybe 2 for highly inaccurate attacks) instead of the 2 to 3 acc so many recommend.
  9. Sounds like a typical crab to me. You'll notice you have enough powers to get to 50 and not get everything. Not unless you completely forgo all pool powers and a patron pool. And they all are good powers really. A good number of them demand slotting too. As such, here is what I did to solve the slot crunch.

    To begin with, I'm not planning on using too many set enhancements. I have too many powers that need slots to afford putting enough in any given attack to justify a set. Level 50 common IO's are rather effective too. Fortunatly VEATs get Combat Training: Offensive. Many will say to either skip it, or leave it unslotted. I am here to offer another viewpoint.

    It's base is to give all your powers a +10% ACC. That may not seem like much right now, but stay with me. If you slot 3 ACC enhancements into it, that bonus goes up to 22% or so. Just a little less then an even level SO. And you get that acc bonus to ALL your powers. Including temp attacks and vet attacks. It's like slotting a -2 acc enhancement in every single power. When combined with Tactical Training: Tactics you'll find you can hit most +1 mobs with ease, and many +2 mobs will also be hit fairly easy. Only high def mobs or to-hit debuffing mobs will be a problem. This means you can stop at slotting 3 damage in the bulk of your attacks. Thus by investing 2 slots in an underwhelming power you save 6 slots potentially. Eight attacks which would require acc slotting minus 2 slots spent in CT:O.

    Now, I know your tempted to either take crab armor upgrade or spider armor. I am about to suggest something which your probably not going to like. Take both, and 3 slot them. Hold off before walking away in disgust. I'll explain my reasoning. Since you may not have many power choices free, you will need both to get as much damage resistance as possible. Then 3 slot them for resistance. Well, for now anyway. In the late 40's try getting a resist set knockback protection IO to slot in one or both. You may also want to 4 slot Combat Training: Defensive. 3 defense, and 1 Karma: Knockback Protection.

    By taking both you also have a total of mag 12.8 protection to status effect except knockback, confuse, and terrorize. Those will be mag 6. Just the karma-knockback protection will give you mag 4 knockback protection. One more such IO and you should be immune to most KB and KD effects.

    This will give you (without set bonuses) 32.8% smashing and lethal resistance. You'll also have 39.14% resistance to toxic, fire, cold, energy, and neg energy. And 6.21% psi resistance. Not much true, but that psi resistance helps a lot. You'll also have 27.1% ranged defense, and 15.43% defense to everything else. Including psi. You'll also grant your team mates 15.43% defense to everything. Assuming of course you slot enough defense in Maneuvers to soft cap. If you take the leadership pool's maneuvers, your defense and team's defense will be higher yet.

    One way to save power choices is to use Sprint as a mini-travel power. It will eventually take six slots to do this though. Eventually you would have 3 run speed in swift, sprint, and mental training. Yes, I am assuming you take stamina. Trust me, it's a Good Thing.
  10. Quote:
    Originally Posted by cybermitheral View Post
    SEARCH BEFORE POSTING!!!!!!!

    AAAARRRRGGGHHHH
    I agree, however sometimes the subject gets moved off the boards entirely. It's not like this is a sticky.
  11. Madam_Enigma

    Proc. Question

    Quote:
    Originally Posted by EricHough View Post
    When you put a proc in a pet summon the proc has the normal chance to go off anytime the pet uses a power that would normally take the proc. So if you slot Lady Grey NE proc in enforcers it would have a chance to go off every time an enforcer used an attack that had a -def component. This is pretty much all their attacks except brawl, so its not a bad investment although you might get more mileage out of an achilles heel -def proc, since that will give you a 20% resistance debuff that will benefit all pets.
    Wasn't aware that set could go in enforcers.
  12. Madam_Enigma

    Proc. Question

    Just you. Although I'm not sure if your enforcers can accept non-pet sets.
  13. Quote:
    Originally Posted by Wassabi View Post
    Group TP you and yours right into the mobs!

    No, srsly, that's what I do. Ninja/Storm.... I just use Group TP to get them right into the action. They open with their hardest attacks when they have the choice.
    But wont always. They'll still sometimes go into ranged mode while in melee.
  14. Madam_Enigma

    Dual Box MM's

    Quote:
    Originally Posted by eryq2 View Post
    Madam, do you speak from experience or do you just dislike dualing? Or just dislike dualing MM's?

    Smurphy, i see what youre saying and i love /storm. But i wasnt sure how to dual /storm or /dark unless i was the one using it since those sets are alot more active sets unlike PD or Thermal.

    I use 2 pcs beside each other with them windowed. I was thinking the same as you, with running in and having the others on follow. I have streeted so far and its very easy. The 4 pets that i do have kill really fast. I havent even put any enhancements on them yet because i was unsure if i was gonna keep that setup. I dont think im keeping Poison. Too many single target going on for what im wanting i think.

    Anyways, thanks for the input.
    I've dual boxed in other games, and it wasn't some thing that I find really works as well as some claim. Yes, it is possible, but not as effective as some would lead to believe. As for masterminds, I KNOW how easily a fight can go wrong. Especially if the 'team' is not high defense based. A thug/storm would be increadibly hard to die with. Especially if you have five, all running hurricane. Bots might also fit that catagory. But other sets don't have that level of defense and knockback.
  15. Quote:
    Originally Posted by DreamsRazor View Post
    I am probably wrong here but doesn't AM protect some versus MEzz?
    No, but it does help you recover from being mezzed faster. It provides resistance, not protection.
  16. SOmething about not being able to remove a weapon that is also an always showing costume item.
  17. Madam_Enigma

    Dual Box MM's

    Quote:
    Originally Posted by Smurphy View Post
    I strongly disagree with the idea that MMs are very active and rather busy. I have a very large amount of experience multiboxing many size groups and many setups. I found playing 5 Thug/Storm MMs roughly the same as playing 1 Fire/Kin Corruptor on a large team and 5 Thug/Storm MMs being slightly easier than playing 2 Emp/Sonic defenders.

    Personally, I have a strong bias against Pain Domination. Personally, I hate that set. I think Dark and Storm are two very important and often extremely useful sets for multiboxed MMs. Tar Patch and especially Freezing Rain are game winners. You drop that power on the enemy group and the enemies die before they escape. Freezing Rain has the bonus of Knockdown too.

    The way I'd setup my 2+ MM groups was to have a designated "leader" toon and the rest as followers. The "leader" would keep all his pets in Bodyguard mode. At low levels, the followers would keep all their pets on aggressive. At some point in time I'd switch the followers to keep their 3 low level minion pets in bodyguard and the three higher level pets on aggressive. Then I simply walked my army smack into the middle of an enemy group with the leader going in first and the rest on follow. I'd toss Freezing Rains/Tar patch simply anywhere, aiming for where I stood. The enemies died very quickly.

    The setup was exceedingly effective.
    You forget, the more thug masterminds the team has, the more defense the thugs have.
    2 or so thug masterminds will almost soft cap the thug henchmen defense. Thus ensuring that they rarely get hit. And that's without any IO slotting. Just 2 SO def in enforcers. Try it with something other then thugs though, and you'll be in a world of hurt. With five thug masterminds, secondary power sets would be pretty much irreverent unless the Masterminds themselves get hit. Heck, I've seen teams of four thug masterminds take down a GM without a single pet dying. Although, if the enforcers start dying, defense takes a huge hit. It's also subject to cascading defense failure. I've seen a char go from 110% defense to -8% defense in a matter of seconds... recently.

    It's the same thing you see with any group where multiple people are running leadership toggles. I would not recommend trying to dual box masterminds in general.
  18. Madam_Enigma

    Dual Box MM's

    Quote:
    Originally Posted by eryq2 View Post
    Im not asking if it's possible. Im not having any problems at all with how to do it. I dual and trip all the time. Its not hard for me.

    Im asking what 2ndaries would be best for the situation because ive never played Pain, Thermal or Poison and thats the 3 im wanting to choose from. Sorry if my OP wasnt clear on that.

    Atm, i have a thug/poison and a bot/pain but im only level 8 so i can start over if poison or pain isnt that good.

    Also, i dont team while dualing (unless im PLing people), so im not worried about other people and team wipes. I only run with like 5 globals and i never PuG. Im looking to level them at a good rate and then farm them at 50 together.
    /poison is... single target debuffs with a single target heal. If it's not actively controlled, expect to lose your hench. In fact, you'll also maybe want binds specifically to target each henchman easily, because they will get hit frequently. While /poison is rather effective at AV fights, and can solo most any EB it is not a cakewalk. Even a easy fight can quickly go south if your not paying attention starting at level 25.

    Thermal, well sure you get resistance buffs, but their not as long of duration as you'll probably want to dual box. But then I'm guessing it'd be a case of 'rock the aura' and have the aoe heal on auto. Probably same with /poison. But the healing aoe abilities for masterminds have rather small areas of effect. So again, not too effective for dual boxing. You have to constantly reposition yourself to heal henchmen who don't like standing still.

    As such, my suggestion is to NOT dual box masterminds. They don't need backup from another mastermind to solo quickly. One mastermind becomes the equivalent of having a full team, as your probably aware. Instead of dual boxing, I would suggest getting your pet controls down pat. Even thug/trick arrow can solo pretty easily (outside of some elite bosses).
  19. Quote:
    Originally Posted by Failsight View Post
    (what do you do with the whip when the enemy is right in your face?).
    Well, you can

    A. grab the whip with your other hand and choke the enemy
    B. grab the whip with your other hand and entangle their arm as they try to strike you
    C. punch them
    D. kick them
    E. head butt them
    F. elbow them
    G. trip them then back away to more effective whip range
    H. hit them with the handle of the whip (which depending on type may be quite solid)
  20. Still reading thread, so don't flame me if my points are covered already.

    Whips in the real world aren't dangerous? I find that statement hilarious. While it's true they can be used for non-lethal combat, they can equally be used for causing much damage.

    A whip is flexible, thus hard to block or parry. And it will cut if your struck often enough or hard enough. They can break bone, tear muscle, and hurt like hell if the whip is 'cracked'. You know how much it can hurt when someone whipcracks a towel so the tip hits you sharply? Picture that being done with a thin strip of very flexible leather. Even if it barely hits you, getting whipcracked is painful. The person is likely to drop whatever their holding because of the pain. It can be used to entangle and trip. Or choke someone. And the stronger the wielder is, the more force they can get into the swing.

    If the whip has multiple tips at the end, it's called a cat of nine tails. The ends are usually tipped with a barb or blade. The blades will wrap around the target, cutting them from all angles.

    Shorter lengths with multiple ends are called a scourge. These tend to have glass, nails, and anything else the user feels would be fun to drive through, going the entire length of the ends. And the ends begin about half way down the length instead of a quarter of the way down. Scientists did some experiments to see how much damage a scourge does. Within 3 stokes skin was being flayed off the dummy. Afterwards a medical examiner looked at the damage. He deemed that it would have shredded muscle, cut the lungs, and bruised the heart easily. And several ribs would have been broken. Did I mention that the skin had almost been pealed off? The dummy was constructed to have the same resistance to damage as the human body.

    Flails are nothing more then a wooden handle with a short multi-head whip attached. A morningstar also uses many of the same principles as a whip. But I guess whip type weapons aren't dangerous in the real world. Silly me.

    Then you get into the world of superheroes. A couple marvel characters were already mentioned. There's also a hero character who creates energy whips. Can't remember the name of him, but I have an issue of the comic. For heroes, a whip would be ideal. You can subdue your foe without killing them, assuming your skilled enough. Using a gun or sword, your using a more lethal weapon. Whips can be controlled to do as much or little damage as you desire. More so then a gun.

    For a villain, coat the whip with poison and/or razors and you have a very frightening weapon.
  21. Madam_Enigma

    Dual Box MM's

    As the above poster said, it is possible. However in the mid to late 20's and beyond it's less and less a good plan. Masterminds who put one power on auto and just follow the team in the late game tend to cause team wipes.
  22. Just finished the rest of your arcs. Nicely done. I tip my Crab backpack's legs to you.
  23. Madam_Enigma

    Dual Box MM's

    With the controllers, you don't have six pets who will go spastic on you. And you have fewer pets who are fairly sturdy and enjoy running across the map when there's a runner. Imps I notice tend to die if they try it. Ninjas, not always. Think of it like multiplying the chances of the pets doing something bad. The more pets, the more chances they'll do something stupid.
  24. Quote:
    Originally Posted by EricHough View Post
    On the corner pull issue, if you are in defensive follow most of the time your pets will probably react right off to incoming fire, if you want to leverage the delay I find it is best to go into passive follow, taunt/pull whomever you want and while running back to the corner switch to defensive follow - the pets will not attack for a few seconds while you round the corner but you will be in BG mode from the instance you issue the defensive follow command.
    Exactly my point. You pretty much need a stay/passive command to enable corner pulling into a location ambush, or follow/passive. Otherwise the hench will imediately attack whatever just got aggroed. Thus ruining the corner pull.

    As well, it's been said before yet I'll repeat it. If you want your henchmen to stop running away and come to you, use follow/passive. That way they will clear their action and come to you.
  25. Madam_Enigma

    Dual Box MM's

    Quote:
    Originally Posted by eryq2 View Post
    I'm wanting to try to dual box 2 MM's but i have no idea of which combos. Any suggestions?

    I'm considering 2 Bots/PD, or 1 Bot/PD and 1 Thug/PD or Therm or Poison. I'd like one heal and 1 debuff but not sure if two healing from PD would be better than a debuffer.

    At this point im clueless on which 2ndary to go with. Pros, Cons.... Thanks for any ideas.
    Not-recommmended/not-good-idea would be my suggestion. Masterminds tend to be fairly active. Weather it's controlling pets, actively debuffing, or spamming abilities to keep pets (and sometimes team mates) alive they are rather busy.

    The 'best' secondaries to dual box with might be pain, dark, and storm. Even then however I wouldn't recommend it. Pain wont heal enough with the aura to really be viable for 'rocking the aura'. Dark Miasma has a really small aoe for the heal, and the main debuff you'd use for dual boxing is anchored. It'd be hard to control two sets of pets to keep it alive. Storm... Well, storm would be bad due to mob scatter if used recklessly.