MajorDecoy

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  1. Provided the enemies stay in it.
  2. I recommend a minimum of three recharge enhancements in Active Defense.
  3. Soft-capping Willpower with Hide off can be troublesome, soft-capping Ninjitsu can be done with only Def/global recharge and Def/End in Weave.
  4. MajorDecoy

    Ban Zoning

    Quote:
    Originally Posted by ClawsandEffect View Post
    If I were a villain in this game, I would make sure my base was in Crey's Folly, Dark Astoria, or Boomtown, just so I don't have heroes running past my secret entrance all day.
    I would build a massive death ray right by the Super Group registration desk.
  5. Quote:
    Originally Posted by Rebel_Scum View Post
    Technically not the same - Barrage used to be weaker than Energy Punch before it was changed, while Broadsword and Katana have had it I'm pretty sure since the game first launched.
    I'm aware of the history of Barrage. That does not change the fact that it is another set with the first attack being stronger and slower than the second.

    The developers intentionally put a stronger attack first. In a set where it mattered. Where some people have no choice.

    It's entirely possible that they put Hack before Slash in an attempt to differentiate Broadsword from Katana. Broadsword hits harder and is slower than Katana. So they put the attack that hits harder and is slower first.

    The icons are wrong, sure. But that's not a problem unique to Broadsword and there's a reason Vanden has that signature. It doesn't look like that's going to be resolved any time soon.
  6. Quote:
    Originally Posted by Poutine View Post
    The point I'm trying to make is that the Broadsword power is incongruent in a way that none of the other powersets are
    Compare Barrage and Energy Punch.
  7. Things can go wrong when people pick powers without reading the description at all.
  8. If it were a tanker power set, then it could be a concern, but as it is, everyone with access to the Broadsword gets a choice of the first two powers.
  9. And here's a tweak of Erda's build into Earth/Super Strength that ignores costs. It goes past the soft cap, hits the resist cap on everything but Psi, and does alright for defense without granite.

    http://www.cohplanner.com/mids/downl...DCF15F60E5F7C9
  10. Quote:
    Originally Posted by Tenzhi View Post
    Because they can do math. 50+1=51
    Well, assuming that you can add that way. But you can't. This is a level shift, not an actual level. Combat level is calculated by means of a vector. Originally, the vector was pretty simple (level), it could be confused for a scalar. These days, the vector is a bit more complicated. (level, level shift, incarnate content shift)

    So I'd say (+50, +1, +2) or, to simply things, we could say (50, 1, 2) assuming that unless noted otherwise, a value is positive.

    Hmmm... A character who runs the Apex trial without an alpha slot equipped, would that be a (50,-4,0) character or a (46,0,0) character?

    Edit: Actually, I think it's better expressed as just (level, level shift) and the level shift is content dependent as well as incarnate slot dependent.
  11. I went for regeneration on a granite build. I only tried to get enough recharge to cancel the -recharge of granite. I didn't worry about getting debuff room on the soft cap.

    It's intended to be used in and out of granite, but tough isn't slotted because I can't afford to leave it running. It is such an endurance heavy build.

    http://www.cohplanner.com/mids/downl...3EFF010A12ED0E
  12. Quote:
    Originally Posted by Arcanaville View Post
    By the way, anyone actually reading the descriptions of anything, or is stuff just happening too fast for that sort of intelligence-gathering? I did try to make it a point to generally give clues as to what the critters did in their descriptions.
    On the spawned enemies, I read before attacking. With the ambushes, there's really only time to read if I'm cooling my face against the ground.
  13. Quote:
    Originally Posted by Arcanaville View Post
    you don't want to stand still too long and let them gang up on you. Movement is a significant weakness for the critters if you can use it to your advantage, because they can't.
    That's what I found trying to fight Dr. Murnau's first ambush. The swordsmen moved fastest, so I could smack one around, run to the other side of the room, wait for them to catch up, and then smack that one around a little more. I got him down to around 40% health before deciding that I really did need to get moving.

    Running away also allowed me to figure out just which of the enemies was Radiation, which was impossible in the crush of all of them at once.
  14. Well, I tried it with my Shield Defense/ Kinetic Melee tanker at -1x1 (bosses on, AVs off because I don't have the damage output to solo Siege as an Elite Boss on this character). I got as far as the Necrocaster Disciple before being defeated. I don't know if this was the Gun Drone pets or an auto-hit dark aura, like Chill of the night. I might have been able to get through that by using inspirations, but I doubt it. Because of nerve, I was still looking at 10% to-hit chances. But I think the largest problem for me is that I'm just not used to trying to find targets in groups that large. I knew I needed to take the Necrocaster down, but I couldn't find it.

    Pulling to the door spread the groups out enough that I could actually tab target through and find the Necrocasters. Fighting on the ramp and platform let me fight one Mastermind at a time, for the most part. I think, knowing what I know now, I could do this fight without being defeated.

    Note for Forward Commander: Cryo-bullets are very pretty.

    The Fight with Necrocaster went well until I discovered that the Necrocaster Void had... Soul Transfer, I think it is. Trip two to the hospital.

    The Chaos Enchanters went down pretty easily, aside from the Ninjitsu version of Elude. I just had to wait that out. Major Decoy, however, would never have made it past the Terror. For parts of the fight, the Chaos Enchanters would just wave their hands at me outside of melee range, seeming to do nothing.

    This fight... Maybe without defeat, if I used enough break-frees before taking the Void down.

    I shouldn't have been surprised by Necrocaster's Soul Transfer, but I managed to live through that one, even with the Netherstalkers and Netherfrosts. I found time to heal during fights by turning on Ninja Run and just leaping around and regenerating.

    Then I discovered that the fight with the Netherfrosts had taken long enough for Soul Transfer to recharge. (It probably didn't help that I discovered a Chaos Enchanter that had been wandering off alone somewhere and stopped to defeat him.)

    At this point I decided it was taking too damn long so I tanker stealthed to the doctor.

    A Patrol Happened by during my fight with the Doctor and I decided that, since I have somewhere to go tonight, I'm done with it for now. I might try again later.
  15. MajorDecoy

    Your Top 5

    Quote:
    Originally Posted by FredrikSvanberg View Post
    1: Finally I would finish off all the old stories and unresolved plots in CoX, and then reveal CoX2. It is a new game set "on top" of the old one, using crisis zone tech to keep them apart. The new game has a rebuilt Boomtown with all new stories and problems, but the old Boomtown is still there, just a flashback away. Bright Astoria looks good now that the undead armies have finally been defeated, but the old Dark Astoria is still available, and something sinister is surely brewing under the surface of the new area. You don't build a house on an ancient cursed burial site unpunished. The details of the new game isn't really important, it would just be a way to modernize things and make it shiny, but most importantly the old game would still be there, available through flashback sequences. You wouldn't lose your existing characters and new characters could still go back to do the old zones and contacts and task forces whenever they wanted. It could move the stories of some zones forward without losing their histories.
    I really hope the mechanics of City of Heroes II are different enough that they can't just put the old game in that way.

    Honestly, I like this game, but there are lots of things they could do better if they're making a new game.

    I'd certainly hope that City of Heroes II is different enough that I couldn't use Major Decoy, that Invulnerability/Super Strength just wouldn't make sense in the new game.
  16. I want to chase off mothra with a fly-swatter.
  17. Quote:
    Originally Posted by StratoNexus View Post
    No toggle, no mez protection tanker build is kind of outside the realm of the norm, don't ya think? I know I would not want to give advice out based on that kind of build. Fun and interesting, but not a good representation to hand out advice from in the general sense.
    I wasn't trying to hand out advice strictly from that character, but there are far more IO slotting options for Single target attacks than for Targeted AoEs, and since the character in question was Fiery Aura, I figured that AoE damage was not going to be lacking at all. However, I will admit that I might be undervaluing AoE damage.
  18. Yes, it's a concept thing. If there were two powers I would never recommend skipping in Invulnerability, it'd be Unyielding and Invincibility.
  19. Quote:
    Originally Posted by dave_p View Post
    I should point out, I'm speaking from a lvl 50 perspective. If you're relying on your vet attacks at 50 (other than for the odd ranged attack or Rage crashes), I think you might have some other issues. While leveling, if you're over-reliant on IP, I can see being a bit hesitant on using FT on a tough boss. When I was leveling my Stone/Ice tank, I'd sometimes drop all my armors (prior to Granite, which I rarely even use any more, but that's another story), and just fight w/Rooted + Ice Patch and be perfectly safe. On those occasions, I might consider FT on bosses as being risky. A fully mature tank should never be afraid of an upright boss for a few sec tho.
    Well, this is a very slow maturing build I'm playing. And I don't really consider it a tank, but the damage is too low to call it anything else.

    http://www.cohplanner.com/mids/downl...2DE22FAE78E68D
  20. Quote:
    Originally Posted by dave_p View Post
    FT... if you're not using this as your boss "killer", well, I guess Burn is available, but damn, it's gonna take a while for any hard targets to go down w/o your best DPA attack. And as Aett points out, grab an epic hold and insta-hold that boss who's not flopping. Anyway, one boss not flopping isn't bothering any of my tankers.
    I went 16 levels fighting bosses without Freezing Touch. I upgraded from lieutenants after I got a couple slots in Air Superiority.

    I suppose the reason I'm not terribly reliant upon Freezing Touch is the fact that I've got the Blackwand and Sands of Mu, and I'm very reliant upon knock-down for damage mitigation.
  21. I'd rather have the boss flop around too. And yes, when you get an ancillary Hold, you can definitely stack them, but you do have to go from 28 to 41 with just Freezing Touch.
  22. Quote:
    Originally Posted by Aett_Thorn View Post
    Between Frozen Fists (for bruising), Ice Sword, and Frozen Touch, you've got your single-target attacks fairly set.
    But when you're using Ice Patch for Damage mitigation, you can't use Frozen Touch on a boss.
  23. But with Fiery Aura as a Primary, he's got no shortage of Damage and there are more IO sets available for single target attacks than there are for Targeted AoEs.
  24. You might consider Frost. Yes, it does more damage than Ice Sword, but it's DoT, and with a set like Fire, you've got a lot of DoT already, I think the burst damage of Ice Sword has a better chance of being more useful.