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Posts
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Joined
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The buff you get from BF is bigger than the buff you get from Empower.
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Ambush farms require a bit more mitigation than old school farms as you have the aggro cap of mobs wailing consistently on you, and by the end of the run the ones left standing are the bosses.
Merely being softcapped with 35% S/L res won't do the trick in my experience. Then again, on alphashifted level 50s I farm on +4/x8 only, as powerleveling is my goal and tickets an afterthought ; your mileage might vary on lower difficulty or bosses off.
I like to cap resistances with oranges and use Rebirth +regen, converting the insps left to reds. If you don't have Rebirth +regen, balancing oranges, greens and reds can do the trick, although I found the process clunky enough to significantly lower speed. My bind-fu is weak however, it's possible that if you set it up right it could be smooth. -
My night widow with 1445hp and 265% regen could solo +3/x8 (+4 technically, but as she has a level shift with the alpha slot, it's closer to +3) vanguard, arachnos and all that jazz before getting Rebirth, with the occasional green or orange insp here and there. I won't claim I never ever died, but I don't think it was more than once per 3 or 4 kill all missions. I have low tolerance for deaths.
A tanker on SOs would admittedly have lower regen, but higher HP. That widow regens 19.2 hp per second, a SR tanker on SOs with 3 health enhancements in Health would regen 14 hp per second. The tanker can also have additional mitigation from his secondary, or, well, from teammates. Also keep in mind enemy damage and player HP scale down favorably for the player - not to mention the specific foes you're fighting at level 22 are easier than the ones you fight at level 50, unless you pick your battles. -
I doubt we'll see a significant raise (~20%+) in LoTG prices, but you can quote me on that if I turn out to be wrong.
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I got into building beyond 45% and up to 59% on defense alts recently and found the increase in survivability to be significant (in any kind of content, as many foes have some kind of tohit buffs).
I don't play a shield/SS specifically, but having experience with shield and SS on tankers as well on other ATs and with FM/SD, for itrials I definitely like tanker SS much better than scrapper FM and agree with your analysis. FSC often hits a mere 2 or 3 targets due to the huge size of war walkers, Foot Stomp ends up much more efficient.
Rage crash doesn't necessarily render you useless. Damage procs still work, so does aggro. You can spam Jab for -res, and use any clicks (AD, Hasten, etc.) during the crashes. -
Speaking strictly from a performance point of view:
I'd play scrapper SS even if Rage became BU.
I'd play nothing but scrapper SS if it gets a direct port (even assuming no crits at all). -
I'm gonna side with EvilRyu (!) on that one. As always he's using hyperbole but the gist of the point, that regen isn't as survivable as other secondaries given the same investment, I agree with. I don't feel like arguing for it though.
That said, even feeling that way, if it gets an aggro aura in Integration I'll definitely play it on brutes. With more and more content becoming heal/HP/regen based (Apex BM, towers in BAF, Nova Fist in Lambda, Keyes pulses/disintegration) and with defense being so easy to stack with buffs, insps, incarnate powers or even IOs, it can be an interesting and different alt to play. Plus, with SS/Fire being so dominating for damage output and */SD for survivability, I now accept any melee character I make that isn't either one won't be a top performer and that leaves me freedom to play more stuff.
So, in answer to the OP, yes, I'm stoked. Wouldn't touch regen on a scrapper, mostly because of the lack of aggro aura thing, but on brutes it might just be fun. -
Not interested until we get a proper low/no FX option for Energy Cloak. I want to see my costume, pretty please.
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Scorch - Incinerate - Scorch - Cremate is a solid attack chain that is merely a few points below Cremate - Incinerate - GFS (which is the best FM attack chain).
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I will never understand how can people complain about losing access to controllers/masterminds on non-paying accounts once CoH:F goes Live and not complain about losing access to the whole game on non-paying accounts right now.
Don't get me wrong, it's moon logic either way, but doing one without the other is even more baffling. -
"After 4PM Est" isn't "any time of the day". Not all of us are americans.
Also, your own sig kind of shots down your "all done under 15 minutes" argument. Might want to edit either the post or the sig... -
Quote:Hmm, yes, that makes sense. Thanks!
I thought the reason for the confirmation was obvious. The devs intended people to use the lfg system to find their trials. Since they would be doing other things while waiting for enough people to form, the green button thing is there to remind them and give them a chance to finish stuff up. Most folks have given up on the lfg system though.
The way we actually play is so far from the way they anticipated we'd play I forget all too often about the later, hehe. -
Hmm, interesting numbers about incarnate XP here. I stopped tracking it after the first few times, but I used to get ~15% per BAF and ~40% per Lambda (on Judgement/Interface ; Lore/Destiny would be slower obviously). On my newest incarnates it seems like it takes forever.
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Not sure if this is the same thing, but I've had some issue for 2-3 days now with medium/long recharge powers being recharged not going off even though they're shown as recharged and my netgraph shows a steady 250ms ping (which is usual for me).
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I don't have strong feelings for or against the cottage rule, but those against it here make some good points.
As for the arguments that defend it... As often, I can't read most of them.
It is interesting how different the forums get once you ignore just a select few yesmen. Signal-to-noise, signal-to-noise... These boards should really implement a 2 or 3 posts per user per thread limit. -
I'd be fine with the current rewards if these TFs could be started solo, but as I'm such a nice person I'm willing to settle for 4 players to start.
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For me, it's a toss up between the Ninja Run pack (yes, I'm going to call it that) and the Mac pack. I like the extra power pick and travel power as soon as level 4, I also enjoy the TP to mission and find myself using the Valkyrie cape all the time.
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So that is why I can't get on any trial nowadays with the LFG system (I could, before I20.5). Heh, all people I know who tried to lead open leagues simply thought it was bugged and switched to closed leagues.
Whoever thought making a 5 minute timer without a big, bold warning to everyone on the league that there is such a timer going on is a sane idea is, well, a bit out of touch with how people actually play.
Actually, so many things baffle me with the trial system. Having to wait for an unknown amount of time until the leader starts so we can press the green button - seriously? I don't even get why this needs a confirmation to start with, the game never needed anything like that before for TFs and such and it worked fine, but if we really have to, can't we get "click here to be ready" or "vote to start", like, you know, every game released in this millenium? Maybe this is some moon logic at work thinking that while the leader is recruiting, we'll socialize or maybe discuss trial strategies. In the real virtual world, people watch TV instead while wishing it'd start already. -
Every character can be fun, so it makes no sense to bring that up. Same with the "they do good enough, really" argument.
If the game is more balanced so that ATs are close enough in power:
- people who are on the fence between power and fun/concept get to choose based on fun/concept alone.
- people who already play the currently weaker ATs get to see their character become a little bit more powerful, are more appreciated by other players and get more team invites.
Everyone wins. -
Quote:I have to say I'm not seeing the logic. The less players there is, the better these players have to play to complete the trial successfully.
I'm sure the Devs are well aware that certain groups and players would try to see just how few people they really need to put up with to get through the trials, so they put a handy cap in place to ensure that players are required to, well, actually play.
On a standard 24 men PUG BAF, I'd say easily one third to one half of the League is close to dead weight. The more players you have, the less each of them has to actually play, to the point that people can actually leech and still get rewards just fine. One of my friends actually pushes that to the extreme by using his defender with a debuff on auto while he plays another account doing another activity entirely on a different server. -
If stalkers did about ~20% higher damage than they do now, lack of AoE or not, squishie defenses or not, I'm sure there'd be plenty more people playing them.
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Quote:That I do, well, the very first part. It often ends up with 2 stars or 1 star (I rank 1 lowest 5 highest) with player notes such as "yells in Lambda", "insists on using choke points", "cries too much", "is being generally annoying" and so on.
You're "supposed" to use the trials to see how other people play, and use that as a basis for inviting them to supergroups, or private global channels that have superseded supergroups (because of hero/villain teaming).
In a team of 8 you'll end up with maybe one jerk. In a league of 16+ you're much more likely to end up with multiple jerks, and whereas they'd likely shut up if they were alone, once there's two or more they validate each other and proceed to be annoying during the whole thing.
In trials, I have met maybe six or seven players I'd like to play with again, whereas I've shitlisted ten times as much people.
Bottomline, I'm socializing less than ever since I20. Whereas with I19 I used to TF a lot with friends, we filled the gap with PUG people and I explained to them how it worked and generally cared about them having a good experience, now I just trial without saying a word and care about my teammates so little they may as well be reality show participants.
Quote:There's a common perception that City of Heroes is "dead" because there aren't hordes of people roaming the streets hacking wolves to pieces. -
Quote:I agree with this post so much I can't think of anything meaningful to add. This is, simply, truth.It's my experience that being forced to do the BAF over and over to get my Incarnate gear does nothing to encourage me to socialise with the other people I team with.
I go to pocket D and say 'Blaster lf BAF' and wait for an invite. I'm surrounded by strangers, and my mood is tbh impatient and grumpy. I want to get it over with, so all i'm doing is scanning the broadcast for 'BAF forming pst' and the like. I'm certainly not there to chat or make friends.
When the trial starts, stopping to have a natter is the last thing anyone does.
And when it's done, it's 'gj all tx for team' and everyone logs out.
it's my experience that SOLOING encourages me to be more sociable because it allows me the time and opportunity to pasue whenever i want and chat in the various channels I'm a member of.
Sociability in an MMO isn't having your avatar stood next to another avatar firing off powers. It's communicating with other people. And it's my experience that PuG trials discourage all but the most basic specific goal-driven communication, ie 'team A to South' or 'To me' and suchlike.
Eco. -
My testing was so limited in scope (1 run for most pets) that I'm not comfortable posting any numbers, but for cimerorans specifically, using a SS/fire brute, out of three runs I got
+285 DPS (no PVP -res proc, no Interface, Tactics off)
+260 DPS (no PVP -res proc, no Interface, Tactics off, Lieutenant dies near the end)
+369 DPS (no PVP -res proc, Reactive Interface 75% dot 25% -res, Tactics on)
That said, that was before Cims got reduced... So ignore my previous comment, most likely. I glanced through the patch notes (too) quickly and didn't see a reduction to Cimerorans. -
Quote:Personally, I find both options have their strong points. The added damage on a brute is very nice ; on the other hand, the tanker can push S/L res very close to 90% with Cardiac, Barrier and a Shield Wall as well as having generally high resistances to everything but psi, and Bruising plays well with teams, Reactive Interface and Lore pets. It's also probably easier to build for the S/L softcap or something without sacrifices on the tanker.
Yes, I need to give in, but to which? Hmmmm.
Ultimately, I settled on the brute (the tanker sits unused since months) because I pop inspirations like it's candy and taking care of survivability through insps is easy enough, but I think the extra mitigation you get from being a tanker has its worth for a no insp playstyle. Even now with T3/T4 incarnates *and* insps, I occasionally die a bit more than I'd like on my brute soloing +4/x8 arachnos (that dreaded psi defense debuff!), whereas I remember my I19 tanker having much less difficulty in the same situation. Both are built for the same amount of defense (~20% positionals), so the main difference comes from the max HP, heal and resistances.
It sounds like I'm trying to push you towards the tanker. I don't know. Honestly, I'm having more fun with the brute. As great as Bruising is, it can sometimes feel like a drag to have to use Jab to maximise -res, and the sheer DPS the brute can pull off is fun. Then again, I haven't played the tanker lately nor ever gave him a proper maxed out build, so I should probably do that at some point.