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I briefly mentioned this in another thread several weeks ago, but wasn't sure if anyone had really seen/read it. So with that thought in mind, I'm restating it in it's own thread with hopefully a little more fleshing out.
Concept: A NEW zone or zones that, for a limited time period, are set to PvP mode. During that time, heroes and villains fight over control of the zone. Once the PvP time is up, the "winning side" will take control of the zone till the next event. During the controlled phase, there would be specific content shaded towards the zones alignment, including badges and possibly a task force. (You want the zone badges, you better help get it to your side.) There would also be content during the open phase (PvP), just like in the normal PvP zones.
Details: I admit I'm still a bit sketchy on the mechanics for the PvP game that would decide the zone's controlling side. That's mainly because I keep going back to either a capture the flag type game, or strictly a measure of hero vs. villain defeats. I'm not sure either of these would be the best way of handling this. (Sigium had posted an idea here that would work well with this concept and it was in his thread is where I'd initially mentioned my idea as a twist to his.)
- Definitely during the PvP portion, the zone(s) would be auto ex'd/ssk'd in a similar fashion to the AE missions.
- I'd start off with the events happening between 3-4 weeks after the previous event. With the time between set randomly to make it harder for any one group to "camp" while waiting for the PvP portion to start.
- Of course if it gets later in the 4th week that idea goes out the window.
- I'd have the windows open anywhere between 24-48 hours, but never the same amount consistently.
- The loosing side would be "ejected" in the same manner we get bumped from the Mother Ship raids.
During the control phase I would also want the zone graphics to change to represent what faction i.e. hero/villain that owned the zone. More Lord Recluse/Arachnos presence/placards during Redside ownership for example. I don't know if the game would allow such changes to happen slowly over the course of the Hero/Villain ownership, but that would be a fun twist.
I am by no means a PvP player and really haven't had much desire to join in that aspect of the game, but this would be something I'd be interested in participating in. I don't know if this would even be feasible giving the game mechanics as they stand. I suspect this would really be 3 zones in one, not just one zone with three different "flags".
Please add in comments or suggestions for refining this idea further. Sigium, I hope you don't mind my mentioning your "Hero Zone" concept here. -
Although it maybe a bit too similar to Axe for your tastes, I've got low level Ice/Mace that I'm enjoying quite a bit. Instead of Axe's kd/kb, Mace stuns. I believe it was also mentioned somewhere that Mace recently got a buff as well. (read the "baby tank question" thread) I'd say your choices should come down to either Stone, SS or Mace as they all come across as hard hitting secondaries.
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Thanks for the brief teaming Sailboat. It was definitely a lot of fun for the one mission I stayed for. (If it wasn't for the knowledge of how incredible the fresh spaghetti sauce and home made pasta we were invited to dinner for was going to be, I would have stuck around for more.)
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First of all I'd say take a look at Call Me Awesome's guide to Invulnerability as it's great information for your needs.
The first 20 levels: http://boards.cityofheroes.com/showthread.php?t=133483
Invul and the Defensive Softcap: http://boards.cityofheroes.com/showthread.php?t=126983
You can put off RPD till later, but you really and I mean really should have Invincibility at lvl 18. Read CMA's guide to understand why. Resist Elements is considered skip-able by most or only brought in late in the build. I'd move Unyielding into the lvl 8 power as mentioned in the guide as well. You'll also want Dull Pain really early and at minimal 5 slotted for heal and recharge, if not 6 slotted. You won't be disappointed by these changes. Again, read CMA's guide for more info. -
As per Lord Cyclones comment I don't make such assumptions about Pyre being a "no brainer". Again, you're comment seemed to be in response to CMA's dissecting the differences in AOE's available to the various secondaries and as I said, I'd read it incorrectly since you hadn't mentioned the build as being SD/SS/Pyre and I caught it after I had originally posted my note. My bad for not catching it when I read it the first time.
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One tiny note before thread lock occurs.
Badge requirments:
Think of Badging as a hypothetical Albuquerque 30 mile "Fun Run". Yes there were a few people who were able to finish the "Fun Run", and great for them. But when 95% of the rest of the participants didn't finish nor have any fun trying to finish the "Fun Run" it stopped being.... well, fun. So instead of the previously Annual Albuequerque 30 mile "Fun Run", it's been reduced to a 20 mile one. Now 75% of the participants can finish it and are having fun even if they don't, as the percentage of the run they've complete is greater and gives a better sense of accomplishment.
You know. Fun. -
Uhm... Munecaroon, I think you misread CMA's post....
Quote:so you might want to include those in your example below.....
To contrast those sets Fire has 3 AOE attacks, Combustion is a 15' radius PBAOE doing 57 base damage on a 15 second timer. Fire Sword Circle is a 10' radius PBAOE doing 83 base damage on a 20 second timer. Breath of Fire is a VERY narrow cone (realistically nearly a straight line) with a 15' range doing 74 base damage on a 10 second timer.
Quote:
Assuming a time frame of 30 seconds max per spawn as well as some help for global recharge, e.g.Hasten etc.
Shield Charge 20' radius, base recharge 90 sec = usuable 1x per spawn
Foot Stomp 15' radius, base recharge 20 sec = usuable 3-5x per spawn
Fire Ball 15' radius, base recharge 32 sec = usuable 2-3x per spawn
That's just some very rough numbers here...
Ah.. nvm. I see you're saying go SD/SS/Pyre for the toon.... You hadn't mentioned that anywhere in your post. Sorry...
nvm. -
If you search through the last few months of posts you'll see several conversations about fire/? tanks, including a few on this page. The fire primary by itself is considered one of the weaker sets concerning damage taking, but that doesn't mean it can't be a good tank. Adding in Tough and Weave from the fighting pool helps with it's survivability pushing S/L resists up to the 70% range with proper slotting and Weave will give you some starting defense as well. There are some folks who've pushed their fire tanks S/L defenses to the soft cap (45%) with IO set bonuses, and have given themselves some pretty good Nrg/Dark defenses as well.
Some recent threads about fire/? here: http://boards.cityofheroes.com/showthread.php?t=198141
here: http://boards.cityofheroes.com/showthread.php?t=199284
here: http://boards.cityofheroes.com/showthread.php?t=196961
here: http://boards.cityofheroes.com/showthread.php?t=195261
and here: http://boards.cityofheroes.com/showthread.php?t=201283
There are a few more then that, but those are some I'd already linked to. -
I was soloing with my Fire/Fire tank the other day taking on +0x8 groups of Malta, Nemmies and Council Empire. Properly built a fire tank does just fine, just like any properly built tank.
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On top of what Finduilas has said, (if the paragonwiki site is correct) most of the melee attacks of the three groups you've mentioned: Rikti, CoT and Carnies have either a Smashing or Lethal component to them, as well as some of their Ranged and AoE attacks. So focusing on Melee only covers a portion of their attacks unlike focusing on S/L which will also help with the Ranged and AoE attacks where applicable. S/L covers more of their attacks then just pure Melee. If I was working on a Shield Defense or Super Reflex toon, by all means I'd focus on positional. Starting with little positional defense, it's harder to get enough set IO bonuses to cover all three positions and make that effort worthwhile compared to focusing on S/L first, then adding in Nrg/Drk where possible.
As always YMMV. -
Most of the time with typed defense you're mainly focusing on S/L but trying to add in Nrg/Dark and some F/C as well. Most of the attacks out there have a S/L component so not only are you covering a great portion of the melee attacks, but also ranged and AoE attacks that have S/L in them. I don't recall what the percentage of attacks that have those, but I believe it's in the 70% range. (don't quote me on that)
So if you get to the same percentage with S/L defense compared to just Melee defense you have greater coverage against more attacks. -
Threads about fire/fire here: http://boards.cityofheroes.com/showthread.php?t=198141
here: http://boards.cityofheroes.com/showthread.php?t=199284
here: http://boards.cityofheroes.com/showthread.php?t=196961
here: http://boards.cityofheroes.com/showthread.php?t=195261
and here: http://boards.cityofheroes.com/showthread.php?t=201283
enjoy.
It takes a lot of cash and time but you can get a fire tank to the s/l softcap. I've got one that is currently sitting at 19 +% defense to s/l and 70% + resist s/l. Eventually he'll be sitting over 30% def. s/l. He does fine in most situations. Getting Tough and Weave has helped him tremendously. I was running +0x8 Malta and Nemesis missions solo and rarely had to use inspies or healing flames. -
Uhm... from my perspective Aett wasn't being rude, but just reiterating something you'd already been informed of....
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Hey LSK, you're data link doesn't seem to be working...
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Quote:Why should I when there is more than sufficient "flexibility" to get a start on set bonuses 15 levels earlier?
Since when has it been a challenge to have fully enhanced shields before level 50? I'd guess most tanks do by level 30 or so. By the 30s, a character has enough slots to take care of the basics--and after all, players 'made do' with just SOs for a long time, so I don't see why you think frankenslotting is essential. If anything, throwing a few set IOs into the mix will only make it easier, not more difficult.
The difficulty of the game hasn't changed much since the SO days, so I honestly don't see the need for the kind of "hyperslotting" you're suggesting.
I've got a level 32 Ice/Axe tank who's slotted with a mix of set IOs and common IOs. Shields fully slotted, Stamina, Hoarfrost slotted to the "right" enhancement levels, attacks just a slot or two shy of fully slotted. What exactly is the big advantage frankenslotting would give me over my current slotting?
The big advantages I see in NOT waiting until 50 are that you can start getting set bonuses sooner, and that you don't have to replace all those set IOs you've used to frankenslot until level 50.
Now, I can see the advantage of waiting until 50 if you're going to heavily invest in purples, but for the average player it doesn't make sense, IMO.
I don't know how the "no sets until 50" mantra got started, but frankly, I think it's complete BS.
Pretty much ditto..... The difference between lvl 50 set IO's and lvl 35 set IO's isn't large (but yes, they can add up), but by going with the lvl 35's you have some flexibility for exemping down and still receiving some set bonuses without sacrificing all that much. As always YMMV. -
I don't expect much from the Force Feedback proc on my Stoner, but every little bit helps to overcome the -recharge in Granite, plus I get the little bit of little bit of +runspeed with FF double slotted. Both wins for a Stone Armor tank. Small wins, but wins non the less.
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On top of that if Rylas takes the slot the Steadfast -kb is in on the Plasma shield, moves said slot to Fire Shield and switches the -kb for the Steadfast unique in Temp Protection he gets an additional recovery boost for the same IO's and slots. (Ending up with the pairing of one Steadfast -kb and the def/resist unique in Fire Shield and the second Steadfast -kb in Temp Protection.)
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What are you hoping to do with the tank? More hp? More regen? More Recharge? Softcapped defenses? etc.
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Invulnerability is second only to Stone in survivability as it is..... with tough you can cap s/l resist to 90%, and you can soft cap s/l defenses with weave and some IO's pretty easily.
Adding in more would be........ pretty unnecessary IMHO. -
I went with the FF +recharge in Fault on my stone/stone for both the recharge and the bonus speed I got from two slotting FF. You can put multiple procs in any power, just not multiple of the same one.
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It looks better in some ways, but not so much in others.
Just looking at your endurance costs of these three attacks: Whirling Axe, Cleave and Pendulum. Right now using them ONE round costs you 34.4 endurance.... Yikes. You seriously need to change these. Oblit's are great for damage and for the s/l bonus, but are horrible on end. redux. Changing them to Multistrike's alone changes your end cost for a single round of attacks to 23.01 end giving your recovery at least a chance to catch up. That's a savings of over 11 pts of end. per round of attacks just in those three and you don't loose a lot on your s/l defense.
If you can find a way to get a Numina's +rec/+regen Unique, grab it along with a heal and put them into PP. Get a Miracle +rec and heal and stuff them in your health. Without the addition of the Atlas Medallion and Portal Jockey Accolade those will push your recovery to 3.29 end/sec. The addition of those two accolades will send it to 3.62 end/sec recovery. This is compared to the 2.78 end/sec you're currently getting (not including what you'll get from the P.Shift proc).
Adding in the Freedom Phalanx and Task Force Commander accolades will push your total health up by 370 ish points and shift your regeneration from 21.8 hitpoints/ps to 25.8 hitpoints/ps. It's not huge, but every little bit adds up.
I'd take two slots off of combat jumping and put one into build up and use Guassian's 6 slotted. (nice defense bonus!)I'd take the second slot and throw it into Weave for more defense. Again, I like taking Gift of the Ancients for the rec and +end bonuses, but YMMV. All of this pushes you're s/l defenses to over 31% and gives you more then a + 2 end/sec recovery. -
Additionally, changing out all the Scirroco's acc/dmg for dmg/end will help immensely. You're biggest end use is in attacks. For defense IO's I like the GotA's as you can get +rec and if you 4 slot it +end. Not a fan of Manuever's for tanks, not worth the return vs. end cost (IMO). Prefer to 4 slot Reactive Armor in the resist powers for the s/l bonus. Multistrike works well in Fiery Aura. Don't have time for much more of a break down, but that's my quick 2 cents worth.
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Dynamic Respecs? As my wife would say: OOOOOOOHHHH! SHINEY!
I've had times where I wanted to go back and change a single power choice on a character, but held off because I didn't want to go through the full respec process. Early in a characters life I can always use the second build for that, but once I've started set IO'ing I generally don't like using a second build to do that.
Nice idea. -
Where/how are you seeing the Defensive Debuff Resistance being enhanced Caulderone? Or are you going off Derangedpolygot's comment?
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I'm only leaving the default slot in and still trying to decide between the LotG +7.5% recharge or the Cystoskeleton. As far as I'm aware you can't enhance the defense debuff resistance.
City of Data backs that up here: http://www.redtomax.com/data/powers/...se.Grant_Cover saying that the resistance ignores enhancements and buffs.