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All you need to do is to record a demo of your character(s) using their powers - it doesn't matter where or when. The only important thing is that attacks and other powers that affect mobs (Debuffs, end recovery powers, targeted heals, etc.) are recorded hitting the mobs.
If you need to know anything about recording demos - take a look here for a primer: http://www.cityofheroes.com/community/demorecord.html -
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Well its nice to have a showcase for the special FX alone, many people overlook what the FX team can do, it will take out the anticipation of what things can look like but you can get to have it taken out ingame anyway. With the amount of hardwork involved, Ill be tempted to vote for it "when its completed" and not before
I dont know how you do show all the effects as one toon or in what way other people assist you, but I have a lot of toons high level and would help as long as I dont have my toons shown. I love anonymity and rp a bit.
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It's done with "simple" demo editing (Actually not all that simple with all the current bugs in demo playback). Basically I take an in-game demo of someone using all the powers from their sets, extract all of the animations, power FX and reactions and insert them into a stock template that I've created with Spad and Statesman under the Atlas statue.
Then it's just a case of playing back the modified demo, recording it with Fraps, editing it together in Premiere, exporting the video uncompressed and then re-encoding it with Staxrip to get a reasonable file size.
It takes me about an hour per powerset, give or take.
Simple
Currently I'm looking for Brute powersets that aren't already covered by one of the Tanker or Scrapper sets, Dark Armour for Scrappers and I'll shortly be starting work on Stalkers. -
I'm working on it - see here: http://uk.boards.cityofheroes.com/sh...;Number=910007
I've almost finished Scrappers, I just need to finish up SR and get them uploaded somewhere. -
All tanker powersets are viewable here: http://www.spad.co.uk/showcase/
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It depends.
I know that's a poor answer, but it really does. If you're Defence based, Aid Self is great and you can manage with one Interrupt in there. If you're Resistance based then you'll probably need two. With a combination like invuln it's hard to tell, really only you can tell - it depends on your build.
When it comes down to it, Aid Self will add to your survival more than Tough, but only if you can fire it off (see above), otherwise it's somewhat useless in combat.
Run some tests (on the test server if need be). If you can reliably fire off Aid Self, then it's the best choice, but if not then go with Tough, because while it may only protect against S/L, at least it's always on and doesn't have to worry about interrupts. -
See also:
http://uk.boards.cityofheroes.com/sh...;Number=902730
Not sure if this counts as Creative or not, it certainly took a fair bit of [censored] about to make it look right, so it probably does.
Anyway, should you visit http://www.spad.co.uk/showcase/, you will find videos detailing all of the active powers available from the various powersets in City of Heroes/Villains. Currently only the Tanker powersets are available, however, I've almost finished the Scrapper sets and I'm also working on Brutes (although they've been less then forthcoming when it comes to providing Demos). My ultimate aim is to include all powers from all sets and maybe the APP/PPP/Temp powers as well.
After reading a request for something similar posted in the Tanker section of the boards, it occurred to me that there isn't anywhere where you can go to really see how any given powerset looks or acts without actually levelling it or knowing someone with that set who has.
So that's my aim - anyone who wants to make a Toon but can't decide on the powersets can now get an idea of how all the sets look and work. It's not perfect, some of the reaction shots aren't quite right for various reasons (Knockup/Knockback is a [censored] to fake in demos), but by and large they're as accurate as I can make them.
Comments and criticism are, of course, welcome - as are suggestions for future additions and improvements. If you'd like to help out, please see the threads in General Discussion for Scrappers and Brutes and keep an eye out for other ATs in the future.
Thank you to everyone who has supplied material for this, you've made my life a hell of a lot easier.
Finally, many thanks to Statesman for taking so many hits for the team (Watch the videos and see).
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Keeping mobs for endurance purposes? As an Ice or Fire?Way less important than defence for an Invuln.
[/ QUOTE ]However, Ice gets defence boost from mobs around it just like invul (well, except that EA is a clicky instead of toggle)
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A notable amount as well (11% ish depending on slotting) from the full 10 mobs.
[/ QUOTE ]And stackable, three times with the right slotting.
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Ah, but only 9.5% of it is stackable -
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Keeping mobs for endurance purposes? As an Ice or Fire?Way less important than defence for an Invuln.
[/ QUOTE ]However, Ice gets defence boost from mobs around it just like invul (well, except that EA is a clicky instead of toggle)
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A notable amount as well (11% ish depending on slotting) from the full 10 mobs. -
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x number of runs = depends on rare
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I'd say, what, 10 runs for a LotG +Recharge?
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If that's a rare, then a level 3 in Atlas Park last week got really lucky
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He got amazingly lucky when you consider that the LoTG set is only available from Lv25 up -
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People who have it are sometimes harder to defeat - so the answer is "maybe"
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But if you don't take Aid Self you get two extra other powers that you can take. -
Fire/Fire hasn't been FOTM since the GDN & Burn nerfs, but it's still a very viable combination - especially since the improvements to Healing Flames - it's just that you can't use Burn as an "I Win" button.
I'm only able to offer advice from an Ice/Fire perspective, but I've taken all of the attacks apart from Fire Sword & Breath of Fire. Though if you can fit Fire Sword into your build without sacrificing anything, then there's nothing wrong with doing so.
Fire Sword Circle & Greater Fire Sword offer the best Burst damage, with Combustion & Incinerate dealing more damage over time. -
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Tanks can solo, if you are more into getting the attacks over the primaries you will solo okay at probably half to 3/4 speed of a scrapper. Team tanks tend to be a bit shielded up to take on greater mobs better. However you said "gather a team" which is better than "enter a team", this is because teams made arent necessarily balanced in your ATs favour as in, "dont expect assistance" and missions set arent necessarily well balanced for the average level of the team. Then ofc there are players that spread in a mission as though each one of them is capable of being "point".
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Soloing as a team tanker is usually dreadful between levels 12 and 30ish because you're taking defensive and pool powers to shore up your Tanking capability. Scrankers don't have this problem, of course, as they'll take their attacks much earlier.
That said, once you're past 30, you should be perfectly capable of soloing at a reasonable rate - even before that most well-built tankers should be able to cope on Unyielding+ post SOs. -
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I know there is a post on all tank teams in another thread and that aint so bad unless all tanks bring foes to the 1 itty bitty icetank
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It's possible, but not recommended unless the team knows what it's doing. When you've got two people trying to control aggro, it's very easy for mobs to get "lost" and end up with a free reign over the rest of the team.
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to be honest, i dont see why people keep coming back to fire/ice being 'overpowered'. even with a damage buff to /ice, fire/ice would still be lower damage and lower survivability than ice/fire, inv/fire or stone/fire...
overpowered my [censored]
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For the same reason that people still think regen is overpowered, because at one point in the past it was. People have a funny way of assuming that what they were told at one point is always true, to the extent that they discard contradictory statements. Never really understood it myself, but it certainly seems to be the case. -
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Sometimes being a tank in teams is not fun, with out support at least. Beyond that I think every one should be responsible for there own safety - if you pull too much heat be prepared to take the pain .
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I don't know, I always try and save people from their mistakes, as long as it's not apparently that they're just being reckless. -
I suspect it's more that the number of players on the EU servers who:
Speak English
Read the forums
Read the Tanker section
Have a /Mace or /Ice Tanker
Actually "care" enough to participate in what often seems to be a futile process (i.e. Trying to get changes made to powersets)
Is pretty low - I can only think of 5 or 6 people off the top of my head who read the forums and even have the sets. -
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Now first, stop talking about the 50% softcap.. thats only even lvl minions , wich i hardly .. ok wich i never see with my tanker
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Well not really, no. The 50% Defence softcap is fixed even since they modified the ToHit calculations to make 1 Def = 2 Res (More or less). See here http://uk.boards.cityofheroes.com/sh...;Number=349211 and here http://boards.cityofheroes.com/showf...Number=5759413
As all mobs have a 50% ToHit and the basic ToHit formula is "NetToHit = Accuracy * (BaseToHit - Defense)" then any Net defence above 50% is worthless as the ToHit will always be 0 (Well, 5% as you can't get below that).
So, even up to +4 AVs, you're looking at 48.3% being the soft cap (2.9*50-48.3=4.93%) and below that it drops down to 45% for an even level minion (1.0*50-45=5%). Obviously, ToHit & Defence buffs and debuffs will affect your actual values, but basically that's it. YMMV. -
An additional consideration here is that Ice Patch is not directly comparable to Weave. Not because of the oft nebulous comparison of Damage Mitigation, but because on top of said Damage Mitigation Ice Patch also effectively holds the mobs it affects.
This means that other people in the team a) don't have to worry about AoE/Cone damage from the mobs and b) don't have to worry about the mobs running off (and subsequently returning out of taunt to wreak havoc).
Solo they may be comparable, but in a team you have to look at the additional benefits that IP provides to the team as a whole, rather than just for you. -
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plus, it's the ultimate FU power in PvP
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Ah yes; "Can you kill me in ~30 seconds? No, well I'll just hibernate then and let you regroup and then we can try the whole thing again 30 seconds later". -
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... I've got to ask, and I'll probably regret it, but why do you need Aid Self on an Ice Tank. Especially with Recharge Bonus, Hibernate and Hoarfrost are up so God damn fast.
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You don't need Aid Self, but it's extremely handy. It gives you a ~40% heal when properly slotted, more with IO bonuses, and because of the Defensive nature of Ice Armour it's pretty easy to fire off without being interrupted.
At best Hoarfrost is only up every 120 seconds - you can get Hibernate down to ~30 but you can't *do* anything while hibernating (attack, taunt, move) and it's not something you can use just to top up your HP. Aid Self fills that role and has been shown to be much more effective than Tough (Also 2 pool choices to get) in keeping you alive. -
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Learn to team...
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...with the right powersets. -
Firey Melee: http://spad.no-ip.com/hosted/cox/firemelee.mkv
Stone Melee: http://spad.no-ip.com/hosted/cox/stonemelee.mkv
You may need the Matroska Splitter and/or FFDShow if you're using Windows Media Player.
Both videos are approx 3Mb - I'll get the rest of the Tanker Secondaries done in time, but Fire & Stone were easiest as I already had high level characters using them.
Edit:
Xvid/Avi versions here:
http://spad.no-ip.com/hosted/cox/FireMelee_xvid.avi
http://spad.no-ip.com/hosted/cox/StoneMelee_xvid.avi
They're slightly larger (3.5Mb each) and the quality isn't quite as good, however.