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Quote:Het, sorry for the hijack. I was happy to see this statement, but after trying to calculate it myself, I find myself having trouble with the math on this.A Shield tanker, with Weave, is only about 2.5% short of the soft cap with standard SO slotting so yes you can get there without Weave if you invest in moderate IO bonuses. With Weave all you need is a Steadfast Unique.
Let's take melee defense just to simplifiy.
Deflection 15%, SO slotting x1.56 = 23.4
Weave 5%, SO slotting x1.56 = 7.8
Phalanx Fighting 5%, can't be improved = 5
Steadfast Unique = 3
23.4+7.8+5+3 = 39.2.
What am I missing? -
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Quote:That's going a bit too long IMHO. Some of the sets you'll use cap at 40 anyway, and others are just as good at 40 as they are at 50 for your purposes, so I started slotting for some defense bonuses around then. And of course he's talking about set bonuses; do keep your defense slots filled with something even before you're ready for sets.I didn't start slotting for Def untill I hit 50 then my tank went for being good to awesome.
Quote:And with Perma rage My Inv can survive everything my Stone tank can plus tear through mobs on his own really fast.
This has been my experience as well, and I usually bring it up in threads complaining about Tanker damage (hope I don't sound like a broken record!). -
I am hoping creative costume gurus might take an interest in designing a particular look that I'm having trouble with. I have a design worked out, but I'd rather not show it for now, in the hopes of drawing out fresh and better ideas as to how to get the look. I will show my attempt later in the thread if there's any interest.
The concept is simple; executing it in the costume creator is harder than I expected.
A kid wearing a colander on his head. Yeah, a spaghetti strainer.
He either gets his mental power from the colander, as if it were magic, or thinks he does. The rest of the costume should be relatively "clean" (not crusted with doodads) and if possible, naive or idealistic.
If you can come up with anything that portrays this concept, I will be very happy. This isn't a contest or anything, I'm just soliciting ideas and creativity.
Thanks for taking the time to read, and for anything you care to share. -
Quote:One of the hallmarks of the superhero genre is the uniqueness of the characters. Each has a distinct name, look, powers, style. Some teams with similar uniforms or similar powers have declined in popularity while the mixed teams of very different characters thrive.I doubt I would quit the CoH over it, but I don't want to see it happen here.
I really don't want to play in a game when I look down the street and 6 or 8 characters have the same name.
In other genres, we know in our heart of hearts that if 007 goes down, somewhere there's a 008. If Sgt. Rock takes a does of Nazi lead, Sgt. Smith or Sgt. Jones will be called up from the replacement pool. If the Shaolin priest fails to dodge, or chooses to stand still and accept death, his temple has a dozen earnest acolytes in training.
But there's only one Professor X, by God, and the world needs him. There's only one Dardevil -- if he perishes, no one else will help Hell's Kitchen. There's only one Dark Knight between Gotham and mayhem.
And that's part of the reason we're here. -
Quote:I didn't downrep you, but I am curious why it's fun to farm with an 8 person team but not "with a 4 person team to really make money fast."To the no less than 5 people who downrepped me for posting that I miss the AE:
Grow up.
I have never said anything against how anyone else wants to play the game (Well, against PvPers once or twice I suppose), and I think it's quite immature to want to dictate to others how they should play. "Farmers are lame ROFL!" is not an argument. Me farming does not impact you, but you want to take it away.
The sad thing is I could still farm just as efficiently as ever. It's just not fun anymore because I'd have to do it by myself, dual boxing. Or at most, with a 4 person team to really make money fast. -
It's a pretty big game with a lot of things going on; it seems like something one could miss if one wasn't intently following every development.
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Alien GUI. Get Jeff Goldblum to bring over his Powerbook.
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SR had some of the most complete mezz protection back before new sets were added, and before the change that lets defensive toggles stay on while you're mezzed. It's the combination of the later toggle suppression rules and the new sets tending to have some exotic mezz types added to their protection that makes the older sets sometimes look incomplete, that's all.
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Your confusion may stem from the fact that the Suggestions forum was moved into the "For Fun" section; it used to be outside that section. If you never go into that section and tend to skip over it on the index, you could easily completely miss the existence of the Suggestions forum you remembered seeing in the past.
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I'm flabbergasted by the speed of your accomplishment, SP! A thousand thanks.
Now, on to the carping!
Well, some minor buggy things, anyway, which you might already know about. But just in case it's useful to you:
When you select a pool and select a power IN that pool, you can unselect the power but apparently never change the pool without reloading.
The initial two powers in a primary (the ones you can take either of at level one) seem to sort alphabetically. This doesn't really impact use, since both powers are correctly selectable at level one, except that the order the powers appear in on the character creation and power selection screens is fixed and that's NOT alphabetical. So, for example, the Shield set normally has
* Deflection
* Battle Agility
but your planner sorts B before D:
* Battle Agility
* Deflection
It's just jarring to see that.
That's minor stuff though. Overall, a great and needed effort! -
Here are some brief and incomplete driveby comments:
Why the 5 Doctored Wounds in HPT? One of the main points to that slotting is it recharges well, but HPT doesn't need recharge. I'd slot 3 heals and save two slots, or slot up the resistance. RTTC doesn't need recharge either (unless you PVP, I guess.)
Why the 5th slots of Reactive Armor? 0.625% increase to F/C defense (the rarest of the 3 main typed defense categories) might not be worth the extra slot, and the AoE def is redundant, WP is a typed defense set.
Same logic for the 5th slots of Seredipity.
I am digging the Adjusted Targeting dual in Follow Up, that's thinking a little outside the box.
Lastly, I'm not sure how much good Hasten and lots of global recharge bonuses will do you. A Claws/Willpower Scrapper is perhaps one of the characters that benefits the least from global recharge (which is not to say it has NO benefit, just that it might be worth more to you to invest in recharge for other alts).
Willpower gets zero use out of recharge aside from RTTC getting detoggled in PVP (and only in PVP).
It's nice to have global recharge for your attacks, but Claws attacks come back quickly, and there's a point of diminishing utility somewhere. You'll get well-slotted Spin back up in 4.5 seconds already; recharge can shave that down, but one or two attack animations is all you can squeeze into that window before you're ready to Spin again. I chose Spin because it's one of the best PBAoEs in Scrapperdom, but the same is more-or-less true of your other attacks.
More recharge is good, but if you're calculating a very precise attack chain, you already clearly know how much recharge you need (and you can ignore me on this); if you're not, you may find it's not worth a lot of effort and money to tie up your slots for recharge when you could be slotting for other things. -
Quote:My own Inv tanker doesn't have Hasten, even though I use it on a lot of characters. Maxing out my primary powers and pools for mitigation and then having enough attacks was more important to me. Hasten is helpful especially for Dull Pain's recharge, but if your defense is high enough you may not use DP as much, and, although this doesn't apply to /Elec, in my case (/SS), the Rage power also has an end crash like Hasten. Two crashes really yo-yoed the endurance bar too much for my comfort.Well, after one evening of flying around with the raptor pack I'm convinced that SJ at 44 is waaaaay too late, so I shuffled a few things around.
Thanks for the replies so far, the sixth Reactive Armor set was an oversight because CallMeAwesome's guide only used two passives instead of all three and I just automatically put that set into my third passive too.
This is how my plan for lvl 50 looks now (lvl 14 at this time). I moved one slot from Dull Pain into Lightning Rod, which gives me 6 slots for the three "big" attacks and 4 slots for the small ones.
The sets I used in my attacks and defense powers aim for "please, be cheap at wentworths" so they are subject to change
I would like to get either Conserve Power or Focused Accuracy (although the +to-hit from Invincibility could be sufficient ?!) plus Physical Perfection for more regen/recovery, but I have no idea what powers to drop for those. One passive resist power seems obvious, but I don't see what the second power could be. Perhaps Hasten ?!
I have a level 40 character with no travel power who uses the jetpack. I've been trying to stick with that decision, but I feel like the weakest link on teams, and I always feel a surge of pleasure when I switch to a character with a real travel power, so I know what you mean. I'm sure other players enjoy it; I thought I could do it, but apparently the speed and freedom of movement are too important to me. -
Yes it's the 60 month veteran award. I don't use Mids and can't answer the other half of your question, but I'll bet it's been addressed on the Titan forums.
Ah, here you go.
If I understand what I'm seeing, it looks like he intends it to be selectable in case you have the vet power, and trusts you to know better than to select it if you don't? He didn't seem to regard it as a bug. -
The only thing I look at is what kind your powers give you, before you slot any IOs. If you have even a few percent of typed, go with typed defense IOs. If you have positional, go with those. If it's mixed (pretty uncommon if it exists at all), which is higher?
IMHO, trying to soft-cap from base zero defense consumes so much of your attack slotting that it would hamper you in-game, with every attack -- much more often than you'd be hurt by any situation that would make a difference between positional or typed.
If you have zero defenses at all, I'd be inclined to go with positional -- you can control that in every encounter, but you can't change an enemy's damage type. -
"The problem with making resistance bonuses more widely available on sets is that someone could abuse them to make a character literally somewhat more powerful."
Sorry for the confusion, guys. I was just trying to be humorous in pointing out that is one replaced all the debt reduction percentages with equivalent resistance bonuses, you still couldn't pile up enough resistance to be more than "somewhat" more powerful. -
Quote:Does that ever work?Obviously this topic is very controversial so please if you don't agree with farming on any level don't post about it
I don't mean to come across as hostile, but I always am sort of brought up short when I read someone say "you can only speak if you agree with me;" it just seems sort of like giving orders.
For some reason I see that a lot on message boards these days. It wouldn't occur to me to say that, even if I thought that random people on the Internet would actually obey me.
Anyway, sorry for the hijack, please continue. -
Quote:Level 47 at -1 is level 46? Wouldn't it be better to leave them at 47 where they have a chance to drop purple recipes?My Spine/SR had been hanging on to a lvel 47 Banished Pantheon mission, not really touching it except for badge purposes.
Now though? Set for 7, no bosses, -1 level.
MOWING ZOMBIES LIKE NO TOMORROW!!!! Making tens of millions per run, resetting, MOWING ZOMBIES AS IF MY LIFE DEPENDED ON IT!
Full. Of. Win. -
Someone gave me negative reputation for this?
When the answer turned out to be in the Open Beta forum? Specifically, the forum for imaginary "what ifs" that may or may not ever come to pass? The forum that, even if I looked there and read the info, I still couldn't be sure it had made it into the live build anyway, until I saw it in an official I-16 release note -- where it turns out not to be posted?
And after I thanked the people who helped me?
Sheesh. -
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My thoughts (as someone who knew nothing about the beta; most of this is brand-new to me):
LOVE the new super-sidekicking. One of the biggest irritants to getting a team going was setting up the levels acceptably -- completely a non-issue now, just throw out the invites (after asking nicely!) and you're rolling. And no frustrations about some low level pubbie refusing the SK offer and soaking you for exp.
Expanded difficulty looks great too. I didn't see any reference to the old confusing setting names, Invincible, Tenacious, Villainous, etc. Did they remove those terms entirely and just replace them with "enemies are +1 to your level," etc.? So no more "wait -- is Tenacious harder or easier than Rugged?" discussions in chat? Cool!
Power Customization: Surprisingly, I am getting less use of this for existing toons than I expected, because a lot of my concepts were built to accommodate the pre-existing colors and animations. For instance, I have a Sixties/Seventies Blaxploitation homage Martial Arts character built around her infamous "lead-filled platform boots." She's not going to be turning any of her kicks into punches using the new MA animations. Similarly, I have a character using the Rad set to represent chlorophyll, plant pheromones, pollen, and "green forest energy." She won't need to recolor Rad.
So on existing toons, I am mostly using Power Customization to turn off or tone down effects; taking the flashes of light out of Martial Arts kicks (as much as the options allow, anyway) and finally turning off that weird circling curtain of light associated with Invulnerability's Unyielding power.
I'm sure NEW toon concepts 3will be born which will be better suited to exploiting the customization features. As a matter of fact...<runs back to the drawing board> -
I believe they pointedly do not permit the "no SKing" option to keep people from bridging and power-leveling lowbies. If you just want to fight harder or higher-level mobs, the whole team can still do so using the greatly improved difficulty controls. So the only reason left to want a "no sidekicking" option is to be against higher level mobs while your buddy is not, for greater exp and inf rewards at much less risk. That's what they wanted (rightly) to end.
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Here's a thought -- come to one of the Tanker Tuesdays. There's threads on the various servers and dates in this forum, Player Events, and in the calendar items (also showing at the bottom of the forum index) so you can find when they're coming to your server(s), or just make a baby tank on the server they play on next.
Meet a whole bunch of Tanker enthusiasts, see them in action (if they ever stop chatting and actually run a mission!) and maybe a taste for tanks will rub off on you! -
Maybe you're thinking of Defender Dark Blast. Most of the set (including the first two powers) does "ToHit -9.375%" for varying durations, according to City of Data.
Dark Melee does "ToHit -5.625%" with most of its attacks.
City of Data hasn't been updated in a while, I think, but that makes it more likely that these are not newly changed values, if you think about it.