Panzerwaffen

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  1. Quote:
    Originally Posted by Call Me Awesome View Post
    No, there's no way to transfer a character from one account to another and very likely never will be as it would be a MASSIVE problem with the gold/PL sellers.
    Does that argument really make sense for two game accounts that are both under the same master account though?
  2. Quote:
    Originally Posted by je_saist View Post
    The developers also consider players who do this to be abusing the system and terms of service.
    You just make this stuff up as you go along, don't you? You have NO idea what you're talking about. Stop acting as if you're some kind of authority on what the dev's thoughts, policies, desires, statements, etc. are.

    In over two years, I've never seen a poster who tries as hard as you to act like they know what they're talking about, and is so consistently wrong with nearly every single thing they say. And, as usual, when you get called out on it in a thread, you'll never show yourself here again, and just wait for some other thread to pop up where you can act like you have a clue what you're talking about...
  3. Quote:
    Originally Posted by Shady Sam View Post
    I ask why granites can survive when INV cant?! with all those buffs there above and beyond the def and res cap and they drop like flies ... why can the 'magical' stone tank survive where others fall?
    Considering I've been on several successful MoSTF runs where a Fire/Fire was main tank, I'm pretty confident an Invuln can handle LR just fine...
  4. Quote:
    Originally Posted by theOcho View Post
    ItÂ’s our policy not to comment on personnel issues but rest assured that we remain as dedicated as ever to the future of the City of Heroes franchise.
    And so it begins...
  5. Quote:
    Originally Posted by Test_Rat View Post
    I mean look at the RSF/STF/BSF now. Teams are highly selective for these already, so it can be expected that tougher challenged will be even more selective.
    Not any team that I've been on.. Including Master runs.
  6. Quote:
    Originally Posted by Schismatrix View Post
    Very true, but does the field's duration get reduced by enemy rank?
    No, they resist the magnitude if they are high enough level above the caster. The effect either works for the full duration, or fails completely if the enemy is too high of a level.
  7. Panzerwaffen

    field crafter

    Quote:
    Originally Posted by Ardrea View Post
    There used to be a handy one-page summary checklist; "IO Memorization Badge Tracker" by MadScientist. It's hard to find.
    I've got a copy of that saved if anyone wants it...
  8. Hopefully this means they're going to drop their tired, unfunny political rhetoric that's ruined the last few seasons..
  9. Panzerwaffen

    Martial Arts

    Quote:
    Originally Posted by ClawsandEffect View Post
    Okay, so smashing damage is craptastic.



    And your solution to the craptastic smashing damage is to go with lethal damage instead?

    BRILLIANT!!!
  10. Panzerwaffen

    Buff Force Field

    Quote:
    Originally Posted by Vanden View Post
    Its other powers need some buffs to be more desirable.

    Detention Field: Becomes a toggle. 1.04% end/s, can only be active for 30 seconds. Recharge time reduced from 60s to 30s.
    How would this be a buff and not a nerf? As it stands, I can apply Detention Field, it lasts for 30 seconds, and recharges in roughly the same amount of time. Therefore I can reapply it as soon as it drops against a hard target like an AV, which is really the only target worth using it against.

    Your change would result in a toggle that would use about 3 times more endurance, would only last 30 seconds, then result in a 15-30 period of downtime where it couldn't be used again.

    No thanks...
  11. Quote:
    Originally Posted by Terminal Velocity View Post
    Luck of the draw for who gets it, I beileve.
    Not if the OP bid more than the other players, which the sales history seems to indicate there.

    The high bidder should always get the item listed at the lowest price.
  12. I guess it must be the weekend again..
  13. Panzerwaffen

    Who to choose

    Fire/Rad or Ill/Rad controller. Which one depends on how much team support you want to be able to provide. Fire/Rad has a bit more versatility, in my opinion, which works better for teams, but both would be great choices.
  14. Quote:
    Originally Posted by DumpleBerry View Post
    Hello yes.

    Organizing teams: Two hours.
    Stage One of the Trial: Two minutes.
    Stage Two of the Trial: Oh hey, it's the purple boss who can't be damaged. No choice but to enter Stage Three...
    Stage Three: Wait 58 minutes for the timer to run out.
    That sounds amazingly familiar...
  15. Quote:
    Originally Posted by LastPhantomZoner View Post
    Has anyone tried this yet? how is it?
    Is it awesome having like 20+ toons working together other then just a hamidon raid?
    Well, if by 'awesome' you mean having to wait for 30 to 45 minutes to get 24 different people assembled & coordinated so you can even start the trial, then taking another 5 (or 50) minutes to complete the first part of the trial, then starting the final mission and getting the broken storm AV and realizing there is no way for the teams to defeat it, and you have to wait around for the remainder of the 60 minute trial timer to run down before you can restart it, then yeah, it is like totally 'awesome'!

    Now imagine repeating that process 3 times in a row, before finally getting the less broken AV, and being able to defeat it, and get your reward of 6 (or 10) merits, and you'll have seen a totally new level of 'awesome'...
  16. Quote:
    Originally Posted by Nethergoat View Post
    Truly, the Flipper is a Hero of the Markets.
    Agreed. The devs should add a huge bronze statue outside of all markets dedicated to all of us hardworking market heroes!
  17. Panzerwaffen

    Knockback IOs

    Most of the information in this thread is either incorrect or misleading, which is not all that surprising, as the way IO's work is pretty confusing.

    First off, all the answers to these type of questions can be found here: http://wiki.cohtitan.com/wiki/Table_of_Special_IOs

    Now, to address some specifics..

    Quote:
    Originally Posted by ThatGuyThere View Post
    ...-KB, specifically.

    If I have one slotted in the power I get at 32, and I exemp to, say, 12, do I get the benefits of the IO?
    As long as the -kb IO is a level 15 or less, you would still have the -kb protection at level 12.

    Quote:
    Does it matter if I exemp below the IO's level?
    Yes, more than 3 levels and you lose the protection.

    Quote:
    The power's level?
    No. You don't need the power to be available for the -kb IO to work.

    Quote:
    Originally Posted by Nitra View Post
    The only IO's that keep their properties no matter what level you are exempt down to are unique sets.
    Actually, this is dependent on exactly how the unique IO functions.

    Some function like a normal set bonus, in which case you will only lose the bonus if you exemplar more than 3 levels below the level of the enhancement. It doesn't matter whether the power the IO is slotted in is available at that level or not. An example of this would be the Steadfast +def unique.

    Others, which function as procs, like the Miracle and Numina uniques, will work regardless of the level of the IO itself, but the power it is slotted in must be available for the IO to function.

    Quote:
    Originally Posted by Minotaur View Post
    If the -KB was from a set bonus (kinetic crash etc) you'd have to have the power to get the set bonus and the IO would heve to be 3 or less levels above your exemp level.

    If it's a straight -KB IO (karma etc) then you don't need the power available, but the IO needs to be the level you're exemped to or less (possibly +3, not 100% sure).
    This is incorrect. All the -kb IO's function just like a set bonus, and the rules are the same for both. Any set bonus is available when exemplared as long as the player does not exemplar more than 3 levels below the level of the set. The power does NOT need to be available at the exemplar level for the set to work.
  18. Panzerwaffen

    Cold vs FF

    Quote:
    Originally Posted by EvilGeko View Post
    I think it's a legitimate target because Force Field, while providing great protection should be brought up to its fellows in other areas such as debuffs.
    That sounds great. I can't see this happening without a corresponding nerf to FF's defense though...
  19. Panzerwaffen

    Cold vs FF

    Quote:
    Originally Posted by Late2Party View Post
    I am of the opinion that this is a silly argument everyone keeps getting into. Find the power set with the most fun extra's for you. They both offer a unique play which is more then buff every 4 minutes..
    Yes, it is a silly argument. Both Cold & FF are great sets. They bring a lot to a team, and are fun to play. This topic has been beat to death many times before, and we should all allow the horse to rest in peace.
  20. Panzerwaffen

    Cold vs FF

    Quote:
    Originally Posted by HelicopterCat View Post


    Uploaded with ImageShack.us
    This. Is. Awesome.
  21. Panzerwaffen

    Cold vs FF

    Not this topic again... *sigh*

    Quote:
    Originally Posted by Rockmar View Post
    Whereas FF only brings 5% more defence than cold unenhanced (defender numbers), mez protection, and repel/knockback.
    Defender FF w/ Maneuvers & slotted with SO's provides the team 44.5% defense to all positions, along with 21.1% Psi defense. It also provides the defender himself with 21.1% defense to everything, along with mez protection for the entire team. Cold under the same conditions provides the team with 36.7% defense, 13.3% psi defense & 13.3% defense to self.

    So, let's take an imaginary 1000 points of incoming damage per second from enemy attacks. FF reduces incoming hits by 94.5%, resulting in 55 points of damage per second getting through.

    Cold reduces incoming hits by just over 86%, allowing 137 points of damage per second to get past the defense. That's about 2.5 times as much incoming damage. Now, if it's fire, cold or energy damage, that will be somewhat further mitigated by the damage resistance Cold can provide, but the majority of enemy damage is S/L, and Cold provides no resistance to S/L damage.

    Quote:
    Originally Posted by Necrotech_Master View Post
    i have both an FF and a cold, and i would choose cold over any FF because of the debuffs, FF in no way will help you kill that AV because it has no regen debuffs, sure nobody will get hurt, but you wont ever kill an AV without regen debuffs if your team doesnt have the DPS
    AV regen is only about 90 hp/sec. A good blaster or scrapper can put out over 200 dps by themselves. If it's not a GM, -regen is largely irrelevant. Especially when any character in the game has access to -regen from the Envenomed Dagger temp power.

    Quote:
    Originally Posted by BasicallyJesus View Post
    You can't find a situation to bring FF instead of cold because there isn't one. FF is largely useless on a team because all it offers is +def(which, at last counting, came from 10000000000000 or so other things in the game) and an incomplete mez resist(which can be taken care of by not being terrible and carrying breakfrees).
    Tell that to the MoSTF teams I've taken my bubbler on.

    Yep, that FF is 'useless' when it keeps Ghost Widow's mag 100 hold from hitting the tank. It's 'useless' when an extra AV shows up when dealing with the patrons, and FF can completely neutralize that AV with Detention Field. It's 'useless' when FF can lock down one of the towers buffing Recluse and keep the tank from faceplanting while the team is destroying another tower.

    Quote:
    Originally Posted by Arbegla View Post
    So, yeah, cold > FF in basically every situation possible.
    Except situations where team survivability is paramount. Like Master TF runs.

    Or situations where there are a lot of status effects getting thrown around. Like Rikti mothership raids.

    Or against enemies with lots of -end drain effects, like those oh-so-rare Carnies & Malta that show up in the later levels.

    There is nothing in the game that can enhance team survivability like an FF defender.