Sailboat

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  1. Quote:
    Originally Posted by Emberly View Post
    Why would WoW raising their level cap in any way affect CoX? Nobody looks at CoX and thinks "Oh my God, the level cap is thirty less than WoW, this game is a piece of ****."
    Quote:
    Originally Posted by Tyrak View Post
    There are people who do.
    Quote:
    Originally Posted by Tyger42 View Post
    Alright, nobody with an ounce of sense.
    Right. Why remake the game to cater to people who probably can't figure out how to make the credit card payments successfully? They'll just ask the credit card company to raise their credit limit.
  2. It's worth noting that no amount of reasonable effort by the developers can keep ahead of the players, especially people who spend a LOT of their free time playing the game.

    A smallish game company working 8-hour days can't keep up with 100,000+ people, some of them playing 16-hour days. And if they could keep up it would still start to feel the same after obsessing about the game for as long as we have.
  3. While you're leveling, do some in Dark Astoria from 21-29 or so. Large crowds of Banished Pantheon on the streets, fairly close to each other. They're vulnerable to your lethal damage, they're slow, and get slowed further by your Spine poison, and they drop arcane salvage that's very valuable these days.
  4. Sailboat

    Making A Tanker

    I have tons of Tanker concepts. Sometimes the rationale for making that particular concept as a Tanker is simply the availability of the powersets -- there are no Axe Scrappers (so far).

    Sometimes the driver behind the concept is wanting particular powerset combos, sometimes it's pure concept, sometimes it's costume-driven.

    L'Oriflamme: named after the Oriflamme, the "golden flame of France," the banner the French Kings rode to war behind. Fire/fire/pyre Tanker. As soon as I thought of the name I knew she had to be fire/fire; although she predates the Fire sets being ported to Scrappers, something about being the embodiment of kings riding to war makes Tanker feel more appropriate anyway.

    In the old days she did well enough, relying on teammates when spawns got too big. I still want to IO her out and see how she fares in modern content, AE and ITF and STF, that sort of thing. The offense is nice, the sturdiness used to be decent even for team tanking, but I'm aware it's not the most rugged Tanker combo (and rightly so, given the offense).

    Ironclad: Another one that was name-driven. I'm a Civil War buff. As soon as I got the name (yay!) I knew I had to make a Tanker; the question was, what sets? Stone was (and still is) the hardiest; but the look wouldn't work. Fortunately you can do metallic skins very nicely and the shiny Invulnerability graphics don't detract. A clouds-of-steam aura at level 30, some rust on the extremities, and a cannon muzzle mounted in the chest (the "ring" chest decoration, tinted black), and the look is done. Super Strength works for the set (a hand weapon would be weird) and the Hurl power can serve as my cannonball, with a little imagination. Recent changes to Inv have made the character much stronger defensively; with (significant) IO investment, this guy can face anything any other character can face. I bring him, or the next one on the list, out for the nastiest content.

    Easter Island: Stone/Fire, of course. Wanted a tough tanker to protect my friends during heavy fighting. In the medium-old days, post-GDN but pre-IOs, that meant Stone. Fire was the best area damage available for a primary that needed no mitigation from its secondary. Once I decided on the powersets for these game-mechanic-driven reasons, I found a concept to fit. I like the concept, though, and the character gets compliments, so it worked out well (I have to like the concept in order to keep playing the character for long).

    The Last Minoan: I like knockdown; I have a few characters with it (including the SS tanker above) and wanted MORE knockdown. Some thought led me to Shield/Axe. The double-bitted axe reminds me of the labrys, the double-bitted bronze axe that was the symbol of the Minoan kings of Crete. The labrys gave its name to the labyrinth, home of...the Minotaur, of course. I hadn't used any of the rather generous selection of horns the Devs gave us in the character creator. Time to make a minotaur! Gotta be a Tanker (no Axe for Scrappers, and need to be tough; I don't like V-side as much). No figure-8 Minoan shield type in the creator, but a round Greek Hoplon will do in a pinch.

    The Sewer Knight: As soon as I saw the manhole-cover shield option, this concept was born. Pipe wrench and bucket helm (he cut slots in an actual bucket) complete the accouterments of this escaped mental patient/vagrant in his fight for justice!

    So far the last two are still young.

    I like Tanking for several reasons; it's nice to help out the team, for example. But another determinant is the way people are allergic to the star. I wind up forming teams a lot and setting the missions and cajoling the group along; it's sometimes easier to also be the point man / main Tank myself, although if I find a decent player I can delegate that role.

    Lastly, I feel strongly that defensive powers are more superheroic than offensive powers. We can already kill someone from space and destroy entire cities; what we can't do is shrug off the effects of modern weapons. Durability is the quintessential super-power.
  5. It's worth adding that the ability to finish a character is valuable. Aside from allowing one to fulfill "completist" urges, this means that a level 50 you stopped playing four years ago is capable of playing alongside a brand-new level 50 made last month. Even without "purples" or IOs. The older character might need a respec to get up to speed, but surely will have a free one banked after four years, and can be tricked out and ready to roll a few minutes after the player finishes deciding on the build.

    A level-50 from WOW's early days would require a lot more catching up to hang with the 85s.

    "If some other MMO jumped off a cliff, would you jump off a cliff too?"
  6. Quote:
    Originally Posted by SoulTouch View Post
    Who ever said anything about teaming? And tbh are you speaking from experience? Do you/Have you played the EU servers at all.. Specifically Defiant? I'm not complaining here as I have my 3 account's and I play on both but all i'm saying is sometimes it just bothers you knowing your playing on a server with a small population when you can be playing on a server with a much larger population. Like I said in my previous post some people prefer the small/family feel to Defiant. Many also don't.
    If you're not teaming, the only reason I can think of to want to be on a heavily populated server is to have more people to spam with fill requests when you're farming. Otherwise there's no effect, is there? Unless maybe you just like to hang out at the train and watch people pass by, but you could do that on an alt on the other server or something.

    The market is cross-server, so being on Freedom doesn't increase the supply of IOs or salvage.
  7. Quote:
    Originally Posted by Shadow Wail View Post
    Other than purple IO's what are these ways to up your 50...I'm a bit slow at 8 am? BTW I never laid my hands on a purple! When I said this on a Dr. Kahn TF the team laughed and said I don't farm enogh...lol...go fig!
    Yeah. See, if they raise the level cap, you'll get there immediately -- some people get from 1-50 in four hours, so you'll hit ANY new cap immediately -- and be right back where you are right now.

    On the other hand, you've never gotten a purple. Purples are hard to acquire, they're a long-term goal that will take time and effort to develop...giving you something to do.

    So your own words show that the Devs' plan for no level cap raise, and using purples to provide long-term goals, is working much better than a level-cap raise ever could.

    Great news!
  8. Quote:
    Originally Posted by Novapulse View Post
    IIRC they will have a system in place in Going Rogue to further develop LV50 characters without raising the level cap.
    Which I hate to see. One of the very best things about COH is that you can finish a character. I reeeeeeeeeeeeeeeeeeeally don't want any more "stuff" to have to get on my 50s.
  9. Sailboat

    dual blade

    Quote:
    Originally Posted by HeroLight View Post
    thanks for the replies. I just got the power unstoppable. seems really harsh for only 3 minutes and then u go all the way down in end and hp...

    seems a harsh drawback for being the final power that gives you the 90% resist like the other tanks.
    What?

    Only a few other Tank sets can get to 90% resist and none of them is as strong as you are when you're running Unstoppable. Only Granite can get to 90% smashing/lethal resistance -- other than Invulnerability with Tough; a few sets can get 90% to one exotic resist like fire, but generally lack the other defenses of Inv.

    Invulnersbility WITHOUT Unstoppable is probably the second-toughest Tanker set overall; WITH it, you're unbelievably strong for 3 minutes, then the penalty sucks, it's true. But if you're thinking you have to run Unstoppable to be on par with other Tankers you're thinking about it wrong.
  10. Crane Kick is the second highest burst-damage attack (after Eagle's Claw) and the second-hiughest sustained DPA attack (after Storm Kick).

    And AVs don't get knocked back.

    Use it as a finisher if you can't be bothered to fight near a wall.
  11. It's terminological confusion, even among the game's text.

    The Fear enhancements enhance an effect called "Terrorize" which causes the "cowering with a skull image over the face" effect.

    Arctic Air's descriptions say "fear", but it's really an "avoid" effect like Caltrops.

    That doesn't mean it's bad -- the foes trying to run out are not shooting you and they're waaaaaay slowed down. AA is good mitigation once slotted up. But it's not a "terrorize" effect.

    The game text is similarly sloppy about stun/disorient and particularly immobilize/root (also used for power animations that prevent movement)/snare.
  12. Lately I've been seeing Fire/Dark Tankers suggested as fun builds. I don't have one myself, but you have two self-heals and two end regaining powers and Burn plus a single-target immobilize. Plus a damage aura, and Fiery Embrace plus Soul Drain.

    Seems like a different sort of tank with a lot of things to think about during fights.
  13. I guess I don't understand why the proposed activity is called "farming." Farming involves processing enemies in bulk per hour to maximize reward over time invested, right? Typically it would be done to even-levels if you're 50 (some folks would even prefer to farm 47s for purple drops because it's faster to kill them, although the non-purple drops would then be possibly-less-valuable 47 IOs instead of 50 IOs).

    Is this a tickets-per-hour thing in AE? I'm less familiar with that, and maybe the +2/+3 bosses give more tickets?

    If that's not it, I'd say you want to fight +2/+3 for the challenge and perhaps for the greater rewards per foe, but I don't think I'd call it "farming" per se.
  14. Quote:
    Originally Posted by Nintova View Post
    As the MT, the team DPS members should be assisting me ( if Melee ) or targeting me ( if ranged attack ) so that we burn down our targets quickly and efficiently.
    I've stopped doing that. Particularly when I'm "main" tank. It's actually safer for the squishies to target through a Scranker-built tank than a main tank. The Scranker is usually concentrating on a target to bring it down; assisting players will focus on that target and make the process more efficient while at the same time being assured the Scranker is monopolizing that target's aggro.

    But no so on a main tank. The main tank is looking around the battlefield a lot, not always picking the best target for the ranged attackers (which is often a mezzing LT on the fringe of the spawn and not the boss in the middle, anyway) and frequently switching targets to distribute gauntlet aggro. Ranged players would distribute their attacks across several foes if they were assisting me at such a time.

    Also, when I am main tank, I sometimes deliberately (while attacks are recharging) or accidentally (when using the tab key) select nearby foes not currently engaged. Assisting players would draw in new aggro on themselves that I had not yet aggroed -- because I don't attack everything my cursor hovers on or toggles through.

    Aside from special situations, I think it's best if ranged players made their own targeting decisions and learned to work with the main tank and allow him to concentrate spawns and lock down aggro. Both roles learn more about enemies and about cooperation, both roles have more freedom, and accidents are reduced.

    There's still that lone Defender who, just as the last enemy hits the ground in a spawn, furiously stabs the tab key (or "target_enemy_next") and spams out an attack...the tank watches as the blast sails off into the distance, followed by the Defender eating the alpha from a previously un-engaged group. But you (as the tank) can't do much to prevent that.
  15. Quote:
    Originally Posted by Mallard View Post
    I believe the correct rendering is "The target is held helpless while being slowly crushed by the vines."
    That's the most elegant way to put it...also the least typing.

    Quote:
    Originally Posted by Healix View Post
    Since 'helpless' is a description of how they are being held (therefore an adverb), shouldn't it say
    "The target is held (verb) helplessly while being slowly crushed by the vines."
    I think helpless is an adjective describing "target." It's just in an unusual place -- although that's a traditional placement. One could offset helpless with two commas if one wanted to clarify:

    "The target is held, helpless, while being slowly crushed by the vines."

    (Similar to standard constructions like "the mother watched, distraught, while her child was wheeled into surgery." Not "distraughtly.")
  16. I think the early Axe attacks switched positions too, or was that just names?
  17. In the Beta section there is a discussion of Rad Blasters in which it is asserted that Defiance needs to hit to give you the damage buff.

    Is that true?

    My only extensive Blaster experience is with a /Devices Blaster. He can get a Defiance boost by dropping a Trip Mine even if it never goes off...so I just assumed that usng a power grants you the buff.

    If you do need to hit, why do some of the /Devices powers buff you even without a hit check? It seems weird that there would be separate code just for those powers.

    Please enlighten me!
  18. Quote:
    Originally Posted by Umbral_NA View Post
    It's just completely lacking in any kind of support or mitigation beyond "you're dead" (which, while being excellent mitigation, is rather useless against an AV that will take longer than 3 seconds to kill)
    Although Dark Melee is an exception in that its debuffs do affect an AV (albeit at greatly reduced effectiveness), I would have said that most sets do not provide mitigation when fighting an AV. Sure, I guess the sword sets get Parry or equivalent; that's great. And I guess Claws still has its secondary effect of recharge and end reduction.

    But knockdown, knockback, stun, hold, and many other forms of secondary mitigation are useless against AVs -- and Fire still gets its damage against them. So I consider Fire slightly more valuable when fighting AVs, not less.
  19. Quote:
    Originally Posted by Umbral_NA View Post
    I wouldn't suggest attempting to softcap */regen or */wp (unless you're packing a sword primary) simply because the costs to your damage capabilities are enormous.
    And rightly so. Remember, folks, soft-capping /SR is "easy" not because IOs cost less for SR but because hitting the soft cap doesn't gut your offense. But defense is ALL you've got if you're /SR. Soft-capped /Regen would be much stronger defensively because it defends at the soft cap BUT ALSO has the strength of a mature /Regen. No IOs will give an /SR the power of Reconstruction.

    You could soft-cap a /Regen but you cannot have everything; you'd have to really weaken your offense. That's a fair tradeoff; many players won't want to do it.
  20. PS: Isn't there some kind of rule requiring that puppy threads include pics? I might have to report this thread....
  21. Quote:
    Originally Posted by Ericsonx View Post
    Well, we've had Bell/Bella, our black lab puppy just over 1 month now, and boy is it a shock to have to remember how to treat/train puppies when I havent had to do it for nearly a decade. At least Bell, unlike Liberty RIP, is calm when going on car trips, she looks around a bit, then lies down on the seat. Liberty was a barking nut. Bell still is a bit of a cryer in her crate though at night, in fact, she's crying/barking as I write this, but its still too early for her to be let up for the morning as she was let out earlier for a midnight pee.

    We're also still working on the "no biting/nipping" thing, so, its slow going, she is cute but a bit of a pest, and I still haven't brought myself to bury Liberty's ashes, so, its a upward process, hopefully Bell will start to become more of a "good girl" soon, cause some days its driving my mom quietly mad LOL. I do appreciate all the support I was given when Liberty died, even if some posts and hopes did make me keep crying my head off.
    For the crying-in-crate thing, try the old trick of getting a cheap old-style mechanical clock that ticks loudly and wrapping it in enough towel or blanket material that it's cuddly. Put that in her crate to keep her company. When you get home, don't rush to let her out of the crate and make a big fuss over her freedom -- just wander by after setting down your stuff, taking off your shoes, washing up, whatever, and casually open the crate and keep going. The goal is to make leaving the crate routine but not an OHMYGODNOW reward issue.

    For the biting/nipping -- you want to encourage her to play-bite nowadays so that you can teach her the limitations she'll need to observe as she grows up -- here's a fabulous article on that:

    The Bite Stops Here, by Dr. Ian Dunbar
  22. Sailboat

    Info on teleport

    Teleport has strengths and weaknesses.

    It's fast when crossing long distances. It's good for opening the attack if you want to appear in melee without being seen and attacked as you run up; conversely, it's the hardest travel power to use for quick escapes (unlike Super Jump or Flight you can't just "kick off" and worry about where you'll land later; you have to swivel your view around to teleport back the way you came).

    The "falling out of hover" problem happens less as you become more experienced at placing the target circle quickly -- you really learn to make up your mind and "go!"; if you dither, you'll plunge out of the sky.

    I bound the thumb button on my mouse to teleport (mouse mapping does not replace the keyboard command, so I can use either the keyboard button in my power tray or the mouse button). It's easy to thumb-aim-leftclick and leapfrog across the city.

    If you team, Recall Friend is a very useful prerequisite.
  23. Quote:
    Originally Posted by Amy_Amp View Post
    The biggest not talked about mitigation aspect of /elec is the shock animation your targets go through after you hit them. It's not a lot, but if you keep tossing out blasts you can slow down incoming damage.
    Don't hate me for bringing this up, but I could swear I've seen it said -- maybe even in a post from BackAlleyBrawler -- that the electric dance targets do is only an "idle" animation...in other words, they only do the shock animation when they would otherwise be standing around, and it does not actually delay or prevent any attack animations; it's just eye candy.

    Can anyone confirm my impression of this?
  24. Quote:
    Originally Posted by rian_frostdrake View Post
    well, if he/she is a seraph, fire/fire would fit, since the root of the word for seraphim references something brightly burning and fiery.
    My angel concept is built as a Fire/Fire tanker with the fire swords.