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Posts
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Joined
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Quote:The ability to fire three rounds a minute in any weather and stand to the enemy and fig...wait, sorry wrong manual.
Here's the basic breakdown:
A hami tank needs 10+ points of kb protection - if the tank has it built into his set, he's gold, otherwise 3 kb IOs or Acro with a kb IO.
Taunt.
A ranged attack helps keep aggro - Nem Staff isn't optimal, but I've seen it work simply by upping the dmg inflicted ups the Threat, but to the best of my knowledge, it doesn't transfer Gauntlet.
A semi-decent buff team of 2-3 emps and a kin. The emps spam +regen on the tank and CM on everyone, the kin spams SB on everyone.
The tank should know a spot where he's going and coordinate with the Green targeter as to which mito they're to going first. Also, if a hami tank is in a place where they're getting hit by 5 greens and not moving (gently) to knock that number down, then you need a backup tank. Also the tank really shouldn't run like a trackstar around in the goo - pick a good spot (not under a green) and stay there. Your support team will not follow you around, figuring it's better to let you die and a competent tank replace you.
For my DA, it was all of the above, except I was probably closer to the Hami than any other tank I use, because its self-heal is an AoE attack.
Thanks for the information Enri. Right now things are pretty busy for me but I'm looking forward to finding some time later in the month to try my hand at tanking Hami.
Right now I've got several level 49+ tanks that I'd like to throw at the task. The Fire/Fire isn't set for it, but three should be able to do it with the proper support. Eventually I'll have a 5th tank to try in the mix as well.
Thanks for everyone's input so far. -
But.
But.
But THEY don't want to HEAR about how close beta works.
They just want the info they ask about.
NAO!
We need to stop bringing reality into the conversation, it doesn't work. -
Quote:Personal opinion would be that open beta starts no later then July 20th, but personal opinion does not equal reality. Open beta will start when open beta starts, whenever that maybe.How are they going to begin opeb beta on the 27th of July or 3rd of August and still ship a finished product in time to hit store shelves by Aug 17th? This isn't justa normal issue, they actually have to have it done and as bug free as possible in time to ship out in box form. I'd think they would need to have Beta wrapped up and be confident with their final product no later than the first week of August in order to have in in stores by the 17th.
Now I would assume they will continue beta after that point because it is a game that is updated regularly and they will still be bug searching and doing minor tweeks after it ships. I just can't imagine them shipping out a boxed version that is still full of bugs and hasn't completed the beta phase. Maybe I'm wrong.
As Roderick mentioned you don't have to have the final release of GR, you'll need something on the disk that will point you to the the right location/patch of whatever is the current version of GR/CoX. When I originally received both CoH and CoV boxed versions I still needed to download the then current version of the game. I doubt that it would be much different once GR goes live. I could certainly be wrong, but past history has used that kind of procedure. -
Chuckle. Closed Beta Police? Someone should use that for a toon name.
FYI there were well over 200 views on this thread before I bothered to add my first post, so no, no one was racing to make a comment. I also tried to keep the tone light hearted to set a tone that would discourage anyone from "jumping down the OP's throat".
When I had time I added my follow up post to give some conjecture about when the OP might see some information not included in the Closed Beta.
As a closing thought, if the OP does know about the Closed Beta format and still asked the question it could be construed that he was trying to get someone else to break the NDA and "spill the beans" so to speak.
Take it as you will. I'm certainly not the Closed Beta Police. More like a guy walking by going "Dude? What where you thinking?" -
My bad on the incorrect wording for build switching. I'm just hoping the advice I've given helps your build in the long run.
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I'd also like to add that if you don't get into closed beta you'll get the information when we get into open beta.
Since it's been announced that GR will be released on August 17th we can "guess" that there will be at least a 3-4 week open beta. Maybe more, maybe less. I would be surprised if it was 2 weeks or less, but we'll know better once it starts.
So given that supposition you could "guesstimate" that open beta would start no sooner then July 20th and probably more likely July 27th. Who knows they could start open beta later on August 3rd for all I know.
The dates suggested are based on the Dev's propensity for doing releases on Tuesdays.
So in the end you'll probably find out about Kinetic Melee no later then the beginning of open beta sometime this summer, unless they change their minds and not release Kinetic Melee for some strange bizarre reason. -
Since I'm not in closed beta I couldn't tell you.
IF I was in closed beta I still couldn't tell you.
Anyone in closed beta probably won't tell you as it breaks the NDA(Non disclosure agreement) for being in closed beta and would pretty much lead to them NEVER being allowed into closed beta EVER AGAIN!
Should you get into closed beta you shouldn't tell us as it would violate the NDA you agreed to by logging into closed beta. See above consequences concerning talking about stuff outside of closed beta.
Was that pretty much what everyone else was thinking? -
Go to any trainer and click on them. There will be an option to "switch builds". This can be used to create two versions of the same character with different focuses. Go check it out.
You could have one build PvE focused and the other PvP focused.
You could make one build Solo focused and the other Team focused.
You could make one build normal play focused and the other Hamidon tanking focused, etc.
Lots of options between the two builds. -
A respec starts you back at level one and allows you to reallocate both powers and enhancement slots up to your current level. It's not quite the same as when you originally "trained" your toon at each level. The respec will have you pick the powers level by level first, starting with your level one powers, and then go back and do the same with the enhancement slots.
If you don't want to go with a respec yet, you can always switch to your "second build" at the trainer and rebuild your toon that way. You wouldn't be able to use any of the enhancements that you've already slotted in the first build. Hope that makes sense. -
Quote:Chuckle, yes you have confused yourself.
So basicly 3x Single Origin is good but a Forth wont get as much from it,
Then I could use 3x Single Origin and then a Dual Origin to get more out of
it?
So if I have this right 3x Single Origin = 58.5
If I add a Dual Origin to it instead of just another Single Origin that would
give a better boost espechily if I can add x2 or x3 Dual Origin's along side
the x3 Single Origin correct?
Waitr now I hav confused my self @_@
In the case of Quick recovery, adding in a fourth Endurance Modification of any type, be it SO, DO, or TO wouldn't get you much in return. DOs have half the bonus of an SO so it would help even less then putting in a fourth SO.
To further confuse things: the percentage of 58.5% for 3x SO enhancements only applies to "Schedule A" enhancements. Endurance Modification falls into that category. There are also Schedule B, C and D enhancements that provide less of a bonus. For example; Healing also falls into "Schedule A", where Defense enhancements and Resist Enhancements fall into "Schedule B" etc. So when you go to slot them you'll see what "Schedule" they fall into.
The important thing to remember: In the case of any specific enhancement, be it damage, healing, defense, resistance etc, adding in a fourth enhancement of one type into a power gives you diminishing returns.
It's best to use those enhancements slots in other powers where you can get more bang for your buck. As always, Invention Set IO's will be an exception to this rule. -
Thanks for detailed response Nuclear, it certainly helps.
Has anyone successfully used either a Dark or a SD tank for Hamidon aggro? If so, how did you make it work? -
I'll try and make this simpler, I hope.
We'll look at what you mentioned you've got slotted for Quick Recovery
2 Single Origin (SO) Lvl 30 Magic Resolution of Grey bumped up to ++
2 Dual Origin (DO) Lvl 30 Magic/ Mutation and Natural enhancements also bumped ++
2 Training (TO) Level 30 enhancements bumped ++
- Single slotted the SO gives you an approx. 36% bonus to the baseline of your power. That takes your recovery from 30% to approx. 41%.
- Single slotting the DO would only grant you approx. 18% or around 1/2 of the SO's bonus.
- Single slotting the TO would grant you approx. 9% about 1/2 the strength of the DO.
(So once you can slot Single Origin enhancements at level 22 you should never slot DO or TO enhancements as they are a waste of inf.)
Your current slotting gets your Quick Recovery from 30% to 60% and the Enhancement Diversification (ED) cap. With four slots you could use SO's and get the same 60%, but unless you're going to use Invention Sets it's not worth it. And now I'll try and explain why.
So, here we go back to ED. We'll go with straight level 30 SO's Endurance Modification for Quick Recovery.Using one level 30 SO End Mod. in Quick Recovery gets you from 30% to a touch over 40% recovery bonus.
This is the same effect that occurs when you try and slot 4 or more of any kind of enhancement, although it gets more complicated with IO sets. So again for powers like Quick Recovery, Fast Healing, Health and Stamina any more then 3 enhancement slots is considered a waste unless you're going to use Invention sets. You need to use those slots elsewhere, like your attacks.
Adding in a second SO gets you from 40% to a touch over 50%
Adding in a third SO gets you from 50% to around 58.5% so not quite the bonus you've already seen. ED is starting to show itself.
Adding in a fourth SO get's you from 58.5% to barely 60%, a very sharp drop off. This is where ED really kicks in. The fourth SO only gained you around 1.5% to your recovery compared to the third SO that gained you around 8.5%. And this continues.
Adding in an additional 5th SO gets you to 61.5%, adding in an additional 6th Endurance Modification SO gets you to 63%.
So those three additional enhancements takes Quick Recovery from 58.5% to 63% for a total gain of 4.5%.
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Can you get away with taunt at stock range for taunting the mitos or taunting hami?
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And for those that aren't aware or didn't read this earlier in the thread: you need to be a minimum lvl 38 for the Sewer Trial.
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I've been having fun over the last year or so helping out as a tank on Hamidon raids. I'm typically on the yellow aggro team either with my Stone/Stone or SD/SS tanks. But I've got a few questions still.
I understand that you need to have the taunt power with some range to it, a good amount of kb protection(10+), a self heal is helpful, and a judicious usage of Essence of the Earth, aka EoE inspies can be quite key.
On the Yellow Aggro team:
The strategy for tanks is Taunting the Antibodies at full range with one tank to each mito. Use the EoE's if necessary. Once your mito is down turn off any taunt/taunt aura's and help with the "green" team, etc. What is considered the minimal range on taunt that is "acceptable"? I would think that having +hp, +regen is important. What is the minimal hp/sec that can survive a single Antibodies' attacks? Anything else?
Hamidon Aggro:
Never done it. Want to do it. What are the keys? I would think the need for taunt, 10+ kb protection, and your standard mez protections are a good start. A team with a couple of Emps and Kins so that you can get +regen, CM/Fort? What would you want on your Hami Aggro team for your tank? What are the other keys? How much regen are you wanting to keep?
Beyond my questions is there anything else that would be helpful to know if you're a tank on a Hamidon raid as part of either the Yellow or Hami Aggro teams? What tank would you NOT want to take on a Hami raid, and why not? -
Most of the advice given here covers the PvE side of the game. I certainly have very little knowledge of the current PvP game myself.
I suspect you'll have greater luck asking your question(s) over in the PvP forums. -
Quote:If you haven't already, you should take a look at the Enhancement Diversification link I gave you earlier. You'll see that the 4th-6th slots on FH and QR are giving you very minor bonuses with those additional Healing and Endurance enhancements. Which is why those slots would be better put to use else where.Okay I understand now, Stacking is not the same as combining.
I am mostly using at this point 'Joule' named enhancements and where
combined (i;e 25++) as well as 'Hermes' 'Grey' 'Mutation/Magic'
enhancments.
I tend to use one of each for powers Enhancement slots, i;e:
Fast Healing:- 1 Grace of Joule Lv30++
- 2 Grace of Joule Lv30++
- 3 Li Tieh Kuai's Candle Lv++
- 4 Training: Healing Lv 30++
- 5 Training: Healing Lv 30++
- 6 Headband Lv30++
- 1 Resolution of Grey Lv 30++
- 2 Resolution of Grey Lv 30++
- 3 Shoulder-piece Lv 30++
- 4 Nectanebo's Work Lv 30++
- 5 Training: Endurance Modification Lv 30++
- 6 Training: Endurance Modification Lv 30++
to keep them up dated with my Level.
You'll also find that Single Origin Enhancements, like Magic's Resolution of Grey give you the best % bonus. The Dual Origin and Training give you less of a % bonus comparatively. It's best to use the Single Origin if you're not using Invention Enhancements. -
Enhancements are divided up into a number of categories. Single Origin, aka SO enhancements would be the higher end ones you'd get from the Magic Store.
Invention Origin, aka IOs, are the crafted versions that are typically stronger in strength then the equal SO.
Set IO's give you some nice bonuses beyond the enhancement's core values.
The wiki has a longer explanation here.
Enhancement Diversification, aka ED is a diminishing return on the bonuses that enhancements will give you once you start slotting 3 or more enhancements of any one type in a given power. -
You can download the Mid's planner here. I believe it is Windows only, so it won't work with Mac or Linux as far as I'm aware.
I take it you're just planning on slotting in Origin specific SO's then, not worrying about IO's? -
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It would help if we knew what kind of enhancements you're planning on slotting in the powers as well. If you can add those to your planner that would help. As for the minimal in Resurgence, again that depends on what you're hoping to do with it if you're looking for set bonuses, etc.
There are three respecification trials that you can run that will allow you a respec, but only once for each trial. The levels for those are 24-33, 34-43, and 44-50.
You'll also get free respecs occasionally with new issues, possibly with the upcoming i18, and you'll also gain some Vet respecs as well. There are also respec recipes that are very rare as well. -
Hm.... first of all, you really need to balance your slots better between your primary and secondary powersets.
Willpower's taunt aura is weak compared to the other sets and needs help in two areas: A. the Taunt power, and B. attacks that will generate the gauntlet effect. So if you want to be something besides a large bag of hit points you need to work on both of those. If you're not hitting things or taunting things you will NOT hold aggro. A taunt in RttC will help some, but not enough.
Unless you're going for specific set bonuses some of your primary powers will hit the ED cap with three slots: Fast Healing, Quick Recovery, Health and Stamina are the ones that leap out at me. WHY are you putting 6 slots in each? I will occasionally do so for specific set bonuses, but you've got better spots to put those slots, LIKE YOUR ATTACKS!
6 slotting Resurgence? Unless you're planning on dying often I wouldn't use any more then the default slot that comes with it. The exception to that would be if you're shooting for a specific set bonus.
I suggest you read through a few of Heraclea's WP guides in the guide section to get a better idea of what I'm mentioning.
I would imagine built correctly your WP/Dark tank will be quite capable, but right now I think you're going down the wrong path with it. Hope that gives you a bit of the feedback you're looking for. -
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There have been a number of threads suggesting a force field defensive set. A few of those threads can be found below, including one I had started. I believe there's a few more that I couldn't find. Once the argument was put forth that Force Fields = Energy Aura I had to reluctantly agree. (Although part of my original idea was to try and avoid the typical tier 9 crash and go with a cross between Ice's hibernate and Stone's Granite Armor. )
Personally, I would love to have an alternate animation for Energy Aura that would look like a FF bubble once EA gets proliferated.
http://boards.cityofheroes.com/showt...ht=force+field
http://boards.cityofheroes.com/showt...ht=force+field
http://boards.cityofheroes.com/showthread.php?t=184102 -
This is the build I'm working towards on my Dark/Dark. Right now she's sitting in the low 30's on defense and does very well.
It looks very similar to _Deth_'s build.
Eventually I'll get her finished.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Interruption: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Dark Embrace- (A) Reactive Armor - Resistance/Endurance
- (5) Reactive Armor - Resistance
- (17) Reactive Armor - Resistance/Endurance/Recharge
- (19) Reactive Armor - Resistance/Recharge
- (31) Steadfast Protection - Resistance/+Def 3%
- (42) Steadfast Protection - Knockback Protection
- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (7) Kinetic Combat - Damage/Recharge
- (15) Kinetic Combat - Damage/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (7) Kinetic Combat - Damage/Recharge
- (17) Kinetic Combat - Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance
- (5) Reactive Armor - Resistance/Endurance
- (19) Reactive Armor - Resistance/Endurance/Recharge
- (40) Reactive Armor - Resistance/Recharge
- (A) Recharge Reduction IO
- (46) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Eradication - Damage/Recharge
- (9) Eradication - Accuracy/Damage/Recharge
- (9) Eradication - Accuracy/Recharge
- (31) Cloud Senses - Accuracy/ToHitDebuff
- (31) Cloud Senses - Accuracy/Endurance/Recharge
- (40) Cloud Senses - ToHit Debuff/Endurance/Recharge
- (A) Reactive Armor - Resistance
- (11) Reactive Armor - Resistance/Endurance
- (11) Reactive Armor - Resistance/Recharge
- (40) Reactive Armor - Resistance/Endurance/Recharge
- (A) Mocking Beratement - Taunt/Range
- (13) Mocking Beratement - Taunt/Recharge/Range
- (13) Mocking Beratement - Taunt/Recharge
- (15) Mocking Beratement - Recharge
- (A) Endurance Reduction IO
- (46) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Jumping IO
- (A) Miracle - Heal
- (33) Miracle - +Recovery
- (43) Numina's Convalescence - +Regeneration/+Recovery
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (21) Endurance Modification IO
- (A) Multi Strike - Accuracy/Damage
- (23) Multi Strike - Damage/Endurance
- (23) Multi Strike - Damage/Recharge
- (33) Multi Strike - Accuracy/Endurance
- (42) Multi Strike - Accuracy/Damage/Endurance
- (42) Multi Strike - Damage/Endurance/Recharge
- (A) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (25) Touch of the Nictus - Accuracy/Endurance/Recharge
- (25) Theft of Essence - Accuracy/Endurance/Healing
- (34) Theft of Essence - Accuracy/Endurance/Recharge
- (37) Theft of Essence - Chance for +Endurance
- (A) Touch of the Nictus - Healing
- (27) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (27) Touch of the Nictus - Accuracy/Healing
- (34) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (37) Touch of the Nictus - Accuracy/Endurance/Recharge
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (29) Eradication - Accuracy/Damage/Recharge
- (29) Eradication - Damage/Recharge
- (34) Rectified Reticle - To Hit Buff/Recharge
- (37) Rectified Reticle - To Hit Buff
- (A) Kinetic Combat - Accuracy/Damage
- (46) Kinetic Combat - Damage/Endurance
- (48) Kinetic Combat - Damage/Recharge
- (50) Kinetic Combat - Damage/Endurance/Recharge
- (A) Gift of the Ancients - Defense
- (33) Gift of the Ancients - Defense/Endurance
- (43) Karma - Knockback Protection
- (A) Performance Shifter - EndMod
- (36) Performance Shifter - EndMod/Recharge
- (36) Performance Shifter - Accuracy/Recharge
- (36) Performance Shifter - EndMod/Accuracy/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (39) Kinetic Combat - Damage/Endurance
- (39) Kinetic Combat - Damage/Recharge
- (39) Kinetic Combat - Damage/Endurance/Recharge
- (A) Gift of the Ancients - Defense
- (43) Kismet - Accuracy +6%
- (A) Reactive Armor - Resistance
- (45) Reactive Armor - Resistance/Endurance
- (45) Reactive Armor - Resistance/Endurance/Recharge
- (45) Reactive Armor - Resistance/Recharge
- (A) Gift of the Ancients - Defense
- (48) Gift of the Ancients - Defense/Endurance
- (48) Gift of the Ancients - Defense/Endurance/Recharge
- (50) Gift of the Ancients - Defense/Recharge
- (A) HamiO:Lysosome Exposure
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 0: Ninja Run
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