Socorro

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  1. Quote:
    Originally Posted by EvilRyu View Post
    ...The only thing right now I dont like about the alpha slot is that it doesnt help all ATs the same. Its for the most part worthless on masterminds...
    I dunno. Using Nerve Tier 1, seems my MM Thugs hit my enemies a good bit more often. Accuracy Bonuses would seem to benefit MMs better than other ATs, so Nerve actually provides a good benefit
  2. Quote:
    Originally Posted by TyrantMikey View Post
    I've wondered for some time now why there's no Wentworths in PI. We spend an awful lot of time there in the upper levels, especially since I19.

    When you need to sell, you have to get to a zone that has a WW. That means:
    • Take the ferry
    • Use an O-Portal
    • Take a Base Teleporter
    • Use the WW teleporter (if you have it)
    It seems to me that we could really use a WW in PI. In teaming scenarios, where downtime between missions seems to be a crucial factor in keeping the team together, putting a WW closer to where we're actually doing missions seems reasonable.
    /Signed

    Even if it doesn't happen, I wish Blueside had a zone like Redside's Capo Diable where it's accessable via Ouro Portal and has a Auction House & University in same Zone. As is, I use the Market Teleporter to go to Steel Canyon most often.

    Even so, a 'central hub' that is accessable via all Transportation modes (incl. Ouro and Pocket D), and has all Stores, Markets & Crafting Houses would be so cool. No sure why the Devs choose to make lower level zones the closest to these - I guess they don't want 50s hanging out in the high level zone for everything else along with most missions.
  3. Quote:
    Originally Posted by seebs View Post
    Go to the search box, hit up/down arrow a few times, it'll bop around to nearby things, including (usually) the crafted enhancement or recipe. Not always next one up or down, especially with procs.
    Sweet! Thanks
  4. Quote:
    Originally Posted by Roderick View Post
    ...Do the default names work with /petcom_name if you've renamed your pets? For example, would "/petcom_name Arsonist follow" make your Arsonist follow you, even if he had been renamed?
    I couldv'e sworn I tried similiar with my Arsonist and couldn't get it to work, while using his name did (as long as he had his name). I'll give it another spin...
  5. A Simple QoL thing. When you drop a recipe into the market then click 'find' to see what the going price is, the display should show the recipe's fully created enhancement bidding prices along with recipe's prices (not recipe only, as it currently does)

    Right now, you have to re-type in the Recipe's name to see the enhancement value. I'm pretty handy with backspacing to the base recipe name, but even so, I could see this being a good simple QoL feature for all Marketeers.

    Finally, if there's a way to do what I'm suggesting already without reeinterining Recipe Name in your search box, tell me how, please.
  6. Socorro

    travel powers

    My 3 lvl 50 Mains, with Sprint and Ninja Run turned on, have run and jump speeds of 60+mph (my MA/SR Scrapper, with Quickness, runs at 67mph - and 90mph with Elude on!) and they all can jump higher and further than one would think.

    Ex: I like to use the Wentworths in Steel Canyon cuz it's right next to the University for easy buying, selling and crafting. After crafting, I'll leave the University, run toward the building toward the front and right (as you exit), Leap Once, land on building top, Leap again toward Wents and after 2nd landing I'm only a few steps from the Entrance.

    It's plenty good for a travel power.
  7. I recall Lord Xenite planning an Ironman 'homage' using a PB. Xenite, if you have a looksee here tell us how that went.
  8. Quote:
    Originally Posted by borg_minion View Post
    Hi,

    I know that bots/traps can get to the soft cap for defense. Is that the same with thugs/traps?
    My Thugs/Traps MM is about 43% to smashing/lethal when I have Personal Force Field/Combat Jumping/Maneauvers/Scorpion Shield up. It's 46% when I have shield drone out, which can survive longer than expected if you down get in the middle of mobs too much (but I like to do that)

    Also, with all the MM resistance/defense uniques slotted (using gangwar for the extras), along with PFG, Maneuvers, and Enforcer's leadership, my Pets are Softcapped to some types - don't remember right now. I'll edit when i have a look later...

    So, yes they can.
  9. I don't have 2nd Tier Nerve Radial yet, so I know that didn't contribute, but I had very good defense already (via IO slotting, having all special MM def/resist uniques slotted in gangwar, plus Personal Force Field and Maneuvers running)

    My pets had decent accuracy already (Thugs had Soulbound Allegiance full purple set, other pets have full IO sets as well), plus I run Tactics.

    Here's a sample number: Leiutenant Accuracy without Nerve: 1.62. With: 1.92

    Yeah, I wouldn't have thought the above would have made that huge a difference either, but I know the difference between personally faceplanting twice and completing the same mission with only thugs dying a few times. *Shrug* I dunno... like I suggested, maybe the programming dice just rolled well for me.

    My MM can cruise thru just about anything at +8, but those Arachnos were giving me some problems (and Peacebringer mobs do as well *snicker*). I'll try these a few more times to get a good feel.

    Regardless, due to pets conning lower than just about everything they fight, I suggest Nerve Incarnate slot to any MasterMind and give them some Accuracy to offset it.
  10. Yeah, encountered this a while back. I've got a macro to make my Arsonist not rush off and get killed as often. It's tied to his name, 'Matchwork', and so it doesn't work well when one of my non-Arsonist thugs becomes 'Matchwork'.
  11. So, I just recently got my thugs/traps MM to 50, and I could plug along at +8 fairly well against most enemy types, but Arachnos was giving me fits. I had this mish in RWZ full of Arachnos that was causing me more than one hospital visit (and I refuse to lower the difficulty - sometimes overcoming a challenge is part of the fun).

    So, mid mish I get a Shard Drop that enables me to convert for the last piece to get my Tier 1 Incarnate. I figure the Nerve would boost the accuracy of my Pets, so I immediatley select that and slot it, and look at my enchancement window to see the results - it was a pretty significant jump.

    So, I reset the mish to see what difference it would make. And what a difference - I slaughtered those Arachnos like it was spider hunter season! I seriosly couldn't believe an global enhanced accuracy boost would make that huge of a difference, although with Tier 1 pets at level 48 and Teir 2's at level 49 I guess an accuracy boost to better hit higher conning mobs might make some sense. But that much...wow!

    I'm gonna test this some more, but basically I'm wondering if it's really that good or if I just had a lucky mish run. Seriously, Teir 1 Nerve seemed to turn to the mish from very difficult to a typical one, bordering on easy. Has anyone else experienced this jump in effectiveness by having Nerve slotted?
  12. I tend to play one character at a time for extended periods, so I don't have many alts. I now have 5 50s.

    My first 50 was a MA/SR Scrapper named Mrs. Smith (intended to be a female version of Agent Smith from the Matrix). Started her in spring 2008 and got to 50 in about 3 months.

    With HEATs unlocked, I immediatley started a Peacebringer, Socorro. She also took about 3 months. She was then my main/badger for months where my goal was to load her down with as many purples, accolades, and other uber-stuff as possible.

    Finally started getting a little tired of her and decided to give redside a try. Started a SS/WP Brute, Kimber Lee Luster. With a few starts and stops she finally also got to 50. I'm guessing it took 6 months.

    During those lulls I also pushed the first character I ever made, an SS/Inv Tanker, Eliakim, to 50. She was started at CoH launch and I got her to around lvl 8 then before taking a 3 year hiatus. Playing her off and on after resubbing, I guess it took about 4 years to get to 50.

    Noticing my trend towards 'punchy' characters (and female), I decided to do something really different during the short spells when I wasn't playing any of the above. So I started a male Thugs/Traps MM, Jack Caleb. Playing intermittently, I just got him to a few days ago, then I robbed my PB of all her Purples and Loaded him up. Probably took about a year for him

    Since level 50, I've changed Mrs. Smith to male and renamed him Tanhauser. I also changed my Tanker Eliakim to male but kept the name.

    With Incarnate/end game stuff coming, I see playing the above 5 (4 really, I likely won't play my PB again until they get a buff and/or customization) for a long time, thus it'll be a real long time before I get another 50
  13. Yeah, I'm able to chug along perfectly well using vet power attacks, which I suppose is a gift horse. Even so, I'd rather use my Thugs MM's pistol attacks to supplement my minions instead of Sands of Mu, Black Wand etc, as Pistols are more thematic. But Vet Attacks hit much harder and cost zero slots - it's a no brainer which to use. As I'm approaching 50 I'm getting two of the attacks anyway to slot purples in but I haven't needed them in forever.

    I'm have no problem with MM attacks being weaker, but I shouldn't feel like I'm shorthanding myself for picking them at all
  14. Quote:
    Originally Posted by RaikenX View Post
    they won't as they are not, as previously mentioned, a global BONUS and more akin to a global SO, or perhaps HO'ish in the case of alphas that affect multiple stats. The combat attributes window shows bonuses and penalties applied to your powers via buffs and debuffs respectively, be they from your own powers, teammates powers, or critters. The alpha slot doesn't apply any sort of bonus to you but works more as an "inviso-slot" to all of your powers...or at least all of your powers that normally accept the particular type(s) of enhancement.
    Just to confirm for anyone that hasn't seen it yet. I got my 2nd Tier Nerve Radial (that gives 20% bonus to defense-based powers) and you can indeed see the results in the combat window. Ex: my Energy Defense sits at around 33% in the window and it bumps up around 36% when I slot Nerve Radial.

    This is because my Defense rating in the combat window is a direct result of my powers, which is what the Alpha enhances. Other displayable items, such as global recharge and accuracy, are not a direct result of powers, per se, and thus will not effect their numbers in the combat window. (hasten would seem to be an exception, as it does enhance global recharge, which is viewable in the window, but remember that the Alpha doesn't boost globals, but rathers individual powers' stats. Thus, Alpha spiritual would boost Hasten Itself's Recharge, but not Global Recharge, and only the latter is viewable in the combat window).

    Bottom Line: it's not cut-and-dried as to what changes in the combat window you'll notice when you have an alpha slotted; some things you will notice - some you want, all depending on the particular powers the Alpha is boosting
  15. I can see the bonuses when hovering over powers in the enhancement window - thanks for that tip. So, even though these bonuses aren't 'global', for certain bonuses I should expect the see the effects of them in the combat window were applicable, correct?

    Ex: I have Energy Defense around 30% when I have all my toggles on. If I get the 2nd tier Nerve Alpha (with defense bonus) I should see this percentage go up in the combat window due to the powers that produce that number having their effects enhanced. Sound about right?
  16. My Peacebringer. Hate doesn't apply, but I can't bring myself to play her anymore. Loved her for quite a while and lavished gifts on her (lots of purples and other killers IOs), but finally decided to quit ignoring the obvious:

    1) Solo she wasn't the best performer, even though she was pimped out to the max. +0/+4 settings is about all she can handle without constant faceplanting.
    2) Being on teams... Yes, I teamed a fair amount (CoH has lots of nice cordial people), but I often felt like the redheaded stepchild, tolerated by most, annoying to some, but allowed to come along anyway.

    I solo a good bit as I have odd playing hours, so my new main is a solo friendly Brute (chugging along at +8 easily and collecting shards like candy) and is very welcome on teams. Wow...if only my PB felt half as fulfilling.

    I won't delete my PB - there's too much history. But I'm currently robbing her of all her IO sets (which of my other alts will get her last 4 purple sets...Hmmmm)
  17. Quote:
    Originally Posted by Irish Fury View Post
    I had the same question about my brute. With a high base recharge such as yours, the effect is hardlly noticeable. My base recharge without hasten was 62.5% and I only saw a 1 second improvement in hasten's recharge time. If you pull up your enhancement screen and look at a power that you have not slotted for any recharge, you will see the 33% extra rechare from the alpha boost. The alpha abilities act as enhancements to you powers, they do not fuction as set bonuses.

    I will say that once I slotted the 2nd tier, it was more noticeable, as more of the boost ignores ED. It cut my downtime on hasten by about 5 seconds.

    Hope this helps.
    That does help. I was aware Alpha bonuses weren't global bonuses in the same sense as set bonuses are, but I guess I didn't realize I was at the ED cap on key powers, but maybe I am. I'll take a look at those later today. The advantage of those second tiers certainly shows now.
  18. I got the Spiritual Uncommon for my Brute (Recharge Bonus). Without it, I already have high recharge (77.50% - 147.50% with hasten). When I slot the Alpha Spiritual, I'm not noticing any extra recharge (I even timed the recharge on a few powers with my comp's clock), nor can I see any of its effects in the combat window or power info.

    So, what do you think is happening? Am I not timing things right (hard to see how I could be messing that up, but maybe...)? Am I at ED Recharge cap (all of my powers are slotted with IO sets of some kind, and I didn't think global recharge added to the ED cap)? How can I tell?

    I'm going for Nerve Uncommon 2nd tier to get a defense bonus and see if that's noticeable (or viewable in combat window), but basically I'm wondering if something is wrong or if these bonuses just down show up that much on heavily IOd toons.

    Finally, I know I have the Alpha slotted correctly, I see its Icon in my active powers lists.

    Suggestions? Musings?
  19. Quote:
    Originally Posted by Irresponsible View Post
    We still don't have it as bad as Defenders by a long shot.
    On teams, a Defender's contribution is unquestionably one of the best an AT can offer.

    Solo; Defenders have soloed AVs - has anyone done that on a PB...Evar????
  20. Just to chime in that I'm in full agreement that PBs need a buff of some kind.

    My all-Human PB was my main for almost 2 years. In that time, she was stacked to the gills. 6-full Purples sets, Numinas, LotGs, Miracles, all Useful accolades... you get the idea. She was very powerful and had her moments.

    I started really noticing differences, though, when the ability to radically adjust you toon's mission difficulty came about.

    My Uber-PB had trouble soloing +0/+4 missions. I solo alot - and really wanted to tackle giant mobs others were doing. Yeah, I could keep it at +3 or so, but those large mobs are a big lure...

    On teams (yeah Khelds are team ATs, I know) her stats (via Cosmic Balance) went thru the roof. But one day I ran a couple missions with a team and a Tanker and Scrapper started with that 'KB Whining'. I'd long sinced learned how to handle my KB; Running to the edge of mobs for Solar Flare (and only getting half of the minions you normally get by doing so), positioning so I'll knock in to walls... Even so, you're gonna have a stray mob go somewhere on occasion no matter what you do.

    I'd leveled up several other toons to 50 and all of them could solo better than my pimped out PB (3 do +8 easily). None them of them cause whining when on a team. Disclaimer: by far most teams were fine with my PB, but then I was always overly careful with KB. Either way: extra careful or risk upsetting others...after a couple years it can simply start to grate a bit.

    So, my PB is now in retirement. I've gutted 2 of her purple sets for my alts, alont with all the other good IOs, and my MM is probably about to get the other 4 purple sets.

    PBs:
    * Can solo, but other ATs not nearly as tricked out as her can do it better
    * Can team, but requires extra care most ATs don't have to worry about...and you *will* run into whiners at some point regardless.
    * Do not have Dev priority, evidenced by no ability to customize power colors, longstanding bugs like the Cysts issue, etc...

    None of the above is a huge deal, despite the tone of my post, but this is a game I play for fun, and other ATs, all things considered, is simply more fun to me. I'll never delete my PB, and if someday the AT gets some real love, I may bring her back out of retirement (likely getting all this IOs my other toons stole from her
  21. Socorro

    Vigilante Woes

    Yup, one more who 'misunderstood'! I don't really get why we can't do vigilante tips in the Rogue Isles (unless it's some tech reason - and if so, fix it!). My Vigilante Brute would prefer spending more time there hunting down the 'uber baddies' in the Isles than in Paragon.

    Oh well...
  22. Yeah, this has come up before. I'd really love this - I signed it then and I'll sign it now

    /signed
  23. Quote:
    Originally Posted by Samuel_Tow View Post
    Ninja Run. I have seen numerous people use that to replace their travel power, because it's "good enough," it never runs out and you get it at level 4 for doing nothing more than existing. This gives those who have it the potential for two extra power pics and possibly a slot pick or two, which is NOT something to scoff at.

    Yes, it's true that Ninja Run isn't better than any of the four "real" travel powers, but it's good enough in most situations. Good enough to make an actual travel power pointless except for concept or as a luxury. You don't NEED a travel power with Ninja Run, whereas someone without it does very much need one if they want to get anything accomplished.

    Right now, people seem to hold Ninja Run as the bottom line of what they want, and expect each subsequent booster to outdo that. This SCARES me to death for the future of this game, because we're already half-way down the slippery slide of buying performance. Ninja Run itself is a step too far, I do not want to see anything else that even comes close to that and, ideally, I don't want to see any more powers in booster packs ever again.
    Yup, guilty as charged. Ninja Run, especially if you also have Swift, Hurdle, and Combat Jump (which just about all my alts do), is more than good enough. Level 4 running 40+ mph. Level 50 running and jumping 60+ mph and able to jump complete over two story buildings... Ninja Run is *more* than good enough.

    I've got several alts that do away with travel powers and pick up other, more 'useful', powers.

    On that note, the same goes with veteran attacks. Black Wand, Sands of Mu, Nemesis Staff... They're too powerful.

    My lvl 50 Brute has no Ranged attacks - she doesn't need them!
    My lvl 40 MM has no attacks slotted whatsoever -- he doesn't need them!

    Vets attacks more than suffice - they actually do more damage than many standard attacks, and I seem to hit plenty often with them (I guess global accuracy bonuses apply).

    Toons that take travel powers and Melee toons that take ranged attacks feel a bit gimped to me, because I have free alternatives that are more than good enough to replace them, leaving me free to take mule powers for LotGs and extra slots to get more Recharge and Defense toward the softcap. Those 'extra powers' make a good toon much much better than most people realize.

    And soon, we'll stack incarnate abilities on top. Powercreep has happened, and I even though I take advantage of it here and there, I don't think it's a good thing for the game and won't complain if it's nerfed or gutted.
  24. Quote:
    Originally Posted by Feycat View Post
    Within a considerably limited pallete, yes
    I dunno. Some species can be incredibly diverse. Look at domestic dogs and cats...Okay Red or Blue isn't allowed for them, but lordy the diversity... How about Orchids for some remarkable differences.

    Khelds are beings made of Light, whick can literally be any color, and there's just no in game reason, least of all 'species', for keeping them one color.

    I'm fine with limiting PBs to 'Bright' and WSs to 'Dark' for thematic reason, but any color within those large range of choices is acceptable to me.
  25. Quote:
    Originally Posted by Feycat View Post
    Because Kheldians aren't a powerset, they're a species.
    Yeah, and all members of a species and/or race look exactly the same...