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Posts
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Quote:Right. Try playing an Empathy Defender like a Storm Defender, or a Rad Defender like a Forcefielder. It plain out won't work; they're too different.One thing to understand - the powersets can give a very different gameplay feel within an AT. So "Which AT do you enjoy" isn't going to give *quite* as precise an answer.
Although the differences are most obvious in the buff/debuff and control sets, it's true even of some Scrapper and Tanker builds. Your MA/SR Scrapper will play pretty differently from Spines/Dark, for example.
I find a lot of different ATs and powerset combinations fun. One thing that really makes a character click for me, though, is when I can marry a concept, name, and look to the powersets I've chosen. When that all comes together, I find myself enjoying powersets I previously thought bland.
If I were choosing a combo for you, I'd make a bunch of babies that sound interesting, and try to come up with name/concept/costume for each. Something will sort of coalesce into a great character -- and it's not always easy to tell in advance which that will be! Once that happens, you're on the way to a "main" or a character you'll talk and write about for years. -
The times I've attended, a big bunch of Tankers gather and, after a certain amount of chatter, split up and run Task Forces or Trials, although very hard AE missions are also sometimes chosen.
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Aside from minor quibbles with specific slotting (why does Fire Shield have way too much resistance slotting and Tough not enough?) I guess I don't understand what you're trying to do with this build.
Certainly you should play what makes you happy and not let my carping detract from your fun, but I find it weird that you invest heavily in +recharge and 3-slot hasten, then don't slot ED-capped recharge into Build Up, Fiery Embrace, and most -- maybe all, I haven't looked too hard -- of your attacks. All that expensive global recharge is just getting you back to where cheap frankenslotting could have had you.
Similarly you have very little end reduction in your attacks (especially the Obliteration and Ragnarok sets) and some of your key powers are underslotted (boy could Blazing Aura use a sixth slot with end reduction) and even under-enhance Stamina, and then buy all the special +endurance IOs to try and make up for it.
I can see the defense-oriented set choices. Maybe there's no better way to do it -- I haven't tried to get defense on a Fire Tanker yet, myself. But you're giving up a lot, it looks like, and paying premium prices to do so. I don't know if what you're getting makes up for it. -
Quote:I have a question about "closing in on the ticket cap."I like to run solo Lt farms. Of course, with the changes in I16, it will take some tweaking, but let's just assume that you're running AE missions and earning close to the ticket cap on each mission, if you aren't exceeding it.
I've run AE missions as a level 50 Scrapper or Tanker, normal diff and invincible, some apparent boss farms, some apparent LT farms, and some general missions.
I never get anything like remotely close to the ticket cap. I might get 300-900 tickets for a whole mission. Sometimes I get to the end of a 4-5 mission arc (where there should be a higher ticket bonus) and get... 86 tickets as the bonus (not counting kills).
The 52 bosses give better tickets per kill, but it takes significant time for my IO-ed out, soft-capped, MA/SR Scrapper to kill each boss; I don't see how it's so effective over time.
I can grind and thrash my way to 5000 tickets or so for a gold roll but it takes me a few nights.
Now I am doing this solo. Are you guys using fillers to get these big hauls of tickets? I don't want to use fillers. Heck, I don't really want to farm, per se. I just haven't been able to figure out how some folks are hauling in "the ticket cap" in one mission. -
The linked article seems to have a cynic's view about the "expected" behavior of MMO players, which makes the following baffling misunderstanding all the stranger:
Quote:WHAT freakin' place is he playing where you can "oust and replace" a game master? In my decades of experience, it's more like "No one, under any circumstances, will agree to be game master, because then they don't really get to play. Once you find a game master you'd better not "oust" him or her because you'll never be able to "replace" him or her. You use whatever game master you can wheedle into doing the work, o you just don't get to play, period."This authority and arbitrariness is simpler to navigate when you're playing D&D with some friends around a table -- the GM is a pal of yours in whom you've put your trust for a few hours, and if she doesn't deliver the promised fun, she can be ousted and replaced. -
My Shield Defense/Battle Axe Tanker is finally 22 and gratefully slipped out of yellowed DOs and into his waiting IO rig.
But I'm inexperienced with both sets.
A leveling build will be important to me, as I won't be coat-tailing or power-leveling. Eventually I wioll get all sets-and-soft-cappy with him, but for now, I'd be fine using plain Ios and maybe a little cheap frankenslotting, so don't worry about the slotting, I can handle the basics.
What I'm really having trouble with is wanting all the powers at the same time -- patience is hard.
I use SuckerPunch's online planner, normally, which does not currently support shields (although I just saw today he's planning an update! Yay!) so I will just give you the basics here:
Lev 22 currently
CJ/Super Jump
Hurdle/Health/Stamina (at 20)
Beheader/Chop*/Gash (I wanted an attack chain of sorts, not sure if I'm keeping Chop in the final build, but I like the animation and I do like having ST attacks)
Delfection/Battle Agility/True Grit (slotted for health only so far)/Active Defense
...and I JUST picked up Against All Odds at 22. Boy was it a hard choice with Build Up, Swoop, and Phalanx Fighting also available.
Ultimately I want Tough and Weave at some point, and I'd like all the area Axe attacks. And Shield Charge is coming up soon!
I can probably skip most or all of an ancillary pool in favor of fitting in Tough/Weave, and I think I could skip One With The Shield.
Any advice on how to cram this together? I'm basically looking for power order and maybe opinions about the powers. It can be torture having so many good options, but it's sweet torture.
I didn't see much about this combo recently, so I hope I'm not repeating a recent thread. Thanks in advance! -
Hint: Put in your bids for your purple set now, and bid kinda low. While you gain those last three levels, your bids will sit there and snap up any low-priced purples. You have a significant chance of getting bargains, and any bids that don't fill you can always pay full price for when you've hit 50.
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Just logged in again (many hours later) and within seconds got mapservered. Guardian. It's sort of playable if I wait through it, but it's damned annoying. It's pretty frequent.
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I play mostly on Guardian (a West coast server) and have no idea if this happens on other servers.
I have just recently started getting short "Lost Connection to Mapserver" interruptions frequently. They occur for a few seconds at a time every few minutes. I'm not crashing out. As far as I know I haven't changed any equipment or settings lately.
My connection speed (Comcast cable) sometimes degards and drops connection -- but that's not what this porblem is, because I'm used to tabbing out and looking at my connection speed when i have a problem (to see if it is indeed dropping me). In this new problem, the speed is always perfect when I tab over and check right after getting the Lost Connection to Mapserver msg.
Is this happening to others? -
Did you perhaps import your keyboard/graphics settings from another character, and this got carried with it? It's the only thing I can think of.
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It's all good. Some folks like alien parasites, some don't.
Me, I'm with Ripley. -
Quote:Skul is a rare mini boss in a dungeon called Stratholme. He's been in Stratholme since Stratholme came out. Stratholme was in World of Warcraft from the beginning. (I do not know Warcraft lore enough to know if Skul existed in the standard, older Warcraft games.) WoW and CoH released in the same year (2005). Therefore, their Skul is older than our Skuls. :x
Besides, would you rather have one boring single solitary Skul, or would you rather have whole heaping zones full of Skuls? I'd rather have zones full of Skuls!
COH: The game was launched in North America on April 28, 2004
WOW: The game was released on November 23, 2004 -
In badly-designed games, one class or archetype is "the best." This game isn't perfectly-designed, but it's well-enough balanced that there is no generalized "best" AT.
What's exciting or interesting to you? That might help you nail down what AT you'd be happiest spending time on. -
I'm saying that many of the players who take these sets either flat-out don't take the ally powers (the ones that "do the user no good") or, if they do take them, don't use them on their teammates. Hence "least used" powersets.
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I don't know what powerset is the most seldom taken on new characters, but the least USED set would be any of the ally-only buff sets like FF, Sonic, Thermal, and Cold. I'm lucky to get buffed at the start of the mission these days; sometimes it's the last time I see that icon all night. People TAKE these sets, but they hardly USE them.
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Quote:When I was in Latin class long ago, we students worked out a translation of our own: Devora Stercum Perique!One of my blasters cry is"Stercus, moriturus sum!"
It means "Excrement, I'm going to die!"
or somthing along those lines
Devora: devour, eat eagerly, in the imperative (I order you to do this)
Stercum: human waste
Peri: perish or die, in the imperative
-que: suffix meaning "and"
Feel free to spam this in Cimerora. -
Quote:I don't want to sound like a build snob -- and I think all Tanker sets can be made quite effective -- but I am a little surprised to see anyone rank Willpower as equal to Fire for survivability. I mean, Willpower is a pretty strong set, it has a good reputation, and since it offers no real offensive bonuses, it should be stronger for survivabilty than Fire and Shield, which offer big offensive advantages.IMO the best tanks in order of survivabilty without IO sets are:
Granite
Ice and Invun
then in no particular order WP, Dark and Fire.
I'm not even a big proponent of Willpower, and I'm not particularly attracted to it. I'll admit my only Willpower character of significant level is a Scrapper, not as strong as a Tanker. But the numbers indicate it should be pretty strong, and the reports I read consistently agree with that assessment.
Have you tried a Willpower Tanker to approximately the same level as Fire? -
Willpower is very strong and "simple" to play...except...the OP mentions "No really a tank is supposed to hold agro and not work like an underpowered scrapper."
Well, WP does have some trouble holding aggro (more than other Tanker sets anyway) without working pretty hard to take advantage of gauntlet.
IMHO the toughest three Tanker sets are Stone, Invulnerability, and Willpower. Ice and Dark follow not too far behind, with the note that a well-built, well-player Dark can do incredible things with Dark Regeneration.
Since you already have a Dark, have ruled out Stone, and want to hold aggro easily, I'd say that narrows it down to Invulnerability and Ice.
Of the two, Ice will require a little more thought to play, but will hold aggro best of all. Either will be a monster with IOs, but an IOed-out Inv should be the second toughest build in the game (after a Granite Tanker, even one with yellow SOs, heh). It might be worth noting that once you're tough enough, extra toughness is wasted, and outside of extreme duress, you might get more out of Ice's fabulous aggro control. -
Quote:This got lost in the shuffle.Only current question: Should I take Obsidian Shield or Dark Regeneration first?
I would take each as soon as it's available, frankly; I find myself facing Ruin Mages before level 11, so I don't hesitate to take status protection early.
However, if it's a choice between the two, Dark Regen. More things do damage than mezz. Dark Regeneration is your armor, your fortress, your angel, your place of peace. -
Just look under the hero's name for the Iron Eagles super group tag.
That's the only way *I* can tell if a character is undefeated. -
Quote:Well, think of it this way. What's the point to advancement? You know you'll get to 60, 70, 80 pretty fast -- in fact, you'll work specifically to do so; that's the point of a level cap rise.Why do I want the level cap to be raised? Because I want more things to do with my top-level favourite toons, I want to progress them further. I especially want more powers for them. More enhancement slots wouldn't hurt, either.
Once there, you're...here. Same place, and you got there quickly.
But...
All the players who "finished" their characters just had them all "UN-finished." They now have to go back and progress all their 50s further in order to be "completed," top-level, fully-enhanced, ready-to-do-anything senior superheroes. The level cap rise took them backward to a relatively weaker state.
That's one reason the response seems negative. You want to nerf every 50 in the game.
So to speak. -
Ad Astra nailed it in the first reply, like a sniper blowing someone's head off the moment he sticks it up out of cover.
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Quote:It looks like you don't understand what "random" means.I hate that feeling, that sadly I experienced all to often...
I actually have my to hit rolls to print at the chat box, and I confess I smile when I see all of my attacks are pegged at the 95% chance to hit probability; after all I well go out of my way to ensure ultra high accuracy, for what good is to hit very hard, if you never hit?
What I have seen at times, is the game random number generator is much less than random, and seems to get easily stuck at certain number areas. I notice when I am missing like 75% of the time, despite I have a 95% chance, I immediately go to my chat box and scroll up to check on my rolls; only to find that I been getting rolls beween 90 and 99%, and thus I am missing about 75% of the time, since the game does not afford me the other 89 chances, for whatever reason. On other occassions, but much more less frequent thant the stuck high, it has been stuck low, and all I can do is crit anything that gets on my way, which I must confess is quite gratifying.
In the past, I have challenged the random number generator and had asked for ways a player could kick free the "stuck" random number generator, such as having the means to apply a seed, or something you could do to generate a new random seed.
Unfortunatley, too many players, simply say random is random, and your luck is simply bad, and therefore there are no problems, the game is perfect.
While I accept that ramdoness is inherently "random", still statistical principles and trends tend to be consistent, so if I have a mathematical chance to miss 5 times out of 100, I should only miss 5 times in a one hundred roll sample.
But when I miss 20 times out of 100, its indicative of a stastistical anomaly or a problem.