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Posts
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My fellow forumites have covered most of the important stuff. Keep them in mind (The forumites and the stuff
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The community here is fantastic. Whenever you decide to create an AT (Archetype, our term for class) or powerset that you've never played before head down to the specific forums and ask around. You'll get tons of helpful advice from the experts there. -
This is probably the least resource intensive (And therefore most likely to ever happen) option. Creating an inherent car/motorcycle/jet power that only functions as a style adjustment with an attributed travel power would be far less time consuming than trying to reanimate EVERYTHING to fit someone leaving Super Speed on while having it customized to include a Corvette.
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Quote:^This. I have the same problems with Tanks and their lower damage. I'll gladly trade the extra survivability for the sheer SMASH that is a Brute.Why dont you start in praetoria so you can roll a brute and still team together from lvl 1? Can have most of the surviveability of a tank, and if you find tanks slow, playing chase the fury bar might be a nice mini game for you.
Just about any Brute'll do in this case but you might wanna avoid Energy Aura and Super Reflexes. Like all Defense based sets they have a nasty tendency to die suddenly. That fades out as you go through the levels and especially once you get some good set bonuses but the lower levels can be a bit painful. Shield Defense, on the other hand, may be a bit less rough since it benefits from Against All Odds.
Personally, I recommend Stone Armor. It's the toughest of the tough and its well known disadvantages are far from crippling if you're willing to build and play in ways that negate them. If you want comparable toughness without all the extra hassle pair your favorite primary with Invulnerability instead. Can't go wrong there.
Quote:At this time, my husband is contemplating either a sonic/fire or a radiation/fire blaster. He has suggested doing a corruptor, but I'm leaning towards some sort of tank or dominator. Thoughts?
I'd definitely suggest a Corr though (Somewhere, Silas just got that smug look on his face). The Blast/Support nature of the AT works really well in duos. If you decide to go Stone Armor for your Brute have him roll up a /Kin and you can pretty much forget about any of the penalties.
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Quote:On the flip side, you can't just kludge a fix to satisfy anyone who complains.I assume that this and the quoted post will be deleted, but anyway....
Do you know that there are certain frequencies of light that can cause epileptic seizures? Or that these seizures can be induced even in those that normally do not suffer from them given the correct frequency and color of flashing lights? Obviously not, or you would not have made the comment, your point of view or not. Headaches, minor to sever, caused by certain combinations of light color and frequency of animation are only minor symptoms. The same thing that causes some to have a headache could cause worse in others.
By being concerned about and correcting these problems NCSoft would only be being civically responsable. Just because someone with a "disability" is in the minority does not mean you can just ignore them.
I seriously doubt anyone would be totally uncaring toward those who are affected by these sorts of effects, particularly if they've seen them first hand. But making major alterations to some or all of the powers would require a significant investment on the part of the design team and isn't guaranteed to eliminate the issue.
In short: An option to suppress the effects is a much more elegant solution. And when you're talking about computers in any regard, elegance is always better. -
To answer the OP directly, no. There hasn't been a distinctive in-depth discussion about which duos are particularly (in)effective. That being said, there's no time like the present
As the others have said, the combination of damage and support really can't be beat. But since every AT can do some sort of damage and support comes in a lotta flavors it can be difficult, if not impossible, to nail down exactly what's best. Still, there are some general connections that can be drawn.
Tanks of all sorts pair well with Blasters. Blasters have the damage that Tanks lack while Tankers provide Blasters with the protection they need to avoid tasting the pavement. Generally speaking, this combo benefits from an AoE focused Blaster like Fire/ or Elec/ since it allows the duo to leverage the aggro cap to their full advantage. -
Quote:The Level Shift and Incarnate Shifts are only applied by having Tier 3 or higher abilities equipped in the slots.If the powers were allowed because of some lack of level shift, which I actually thought was due to the unlocking of the slot, not maxing it
As for the situation, only the Level Shift provided by the Tier 3 Alpha ability would be in effect. Tier 3 Destiny and Lore apply Incarnate Shifts which are basically level shifts that only apply during Incarnate Trials. -
Quote:I've seen this before. I get the spectacular glowing fists and all the other effects but my character doesn't even twitch.Speaking of Kheldian power bugs, I've been working on leveling up my all human PB and I noticed that about 50-60% of the time, the animations for radiant and incandescent strike just.. don't play. I mean, the sound effect happens, and the damage works normally, but I don't move at all. It's extremely annoying and I do not like it one bit.
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Well after some testing everything seems to be working normally. Gonna have to go back and test this against Knives again to see if I was just imagining things.
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Haven't checked the logs; I'll do that next. Every time it's happened I've been up against Knives of Artemis so I'll try it with some different enemy groups and post again a little later.
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Hey fellow Khelds. Wanted to report what seems to be a disturbing new bug and see if anyone else was having the same issue.
I've always had a bind setup to drop form and use Stygian Circle. You're probably familiar with it. It goes as follows:
Quote:That drops Dwarf, activates Stygian Circle, switches my powers tray back to the ones I use in human form, and finally loads my human form binds file. It's always worked just fine in the past. But all of a sudden STYGIAN CIRCLE ISN'T RETURNING ANY OF MY HPs!!!SHIFT+TAB "powexec_toggleoff black dwarf$$powexec_name stygian circle$$goto_tray_alt 1$$bind_load_file_silent "C:\Program Files (x86)\City of Heroes\Character Binds\WS Files\human.txt""
At first I thought it might be a problem with the bind but then I noticed that both Essence Drain and Black Dwarf Drain were behaving in the exact same way. As long as I'm engaged in combat they'll animate properly and apply any other effects to a target (i.e. Damage) but won't heal me at all. Has anyone else been seeing this? -
Looks like I'm in here a little late (Nothing new about that
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The others covered a good deal of what I would've said. I agree with Bill about the Performance Shifters. I'd stick one in Stamina and call it a day. Achilles' Heel procs, on the other hand, are golden, plain and simple. Leverage 'em as much as possible.
As for that comment about PBs not being able to do what Warshades can, ignore it. Check out my guide for the reasons why as well as some further advice. -
If by "power pools" you mean Ancillaries then no, VEATs don't have access to hero Ancillary pools at all.
And going Rogue wouldn't be enough to unlock them anyway. You have to go full hero or villain to gain access to Ancillary/Patron pools respectively (You also have to complete the Patron arc to unlock the Patron pools). -
Quote:Double checked that. You're right; Weave does provide a considerable amount of Defense when slotted with Red Fortune. The roughly 4% that I was talking about is the unslotted value. My badActually, Weave with 6 Red Fortune IOs (level 50) slotted provides 5.91% defense, plus an extra set bonus, so over 8% to ranged defense total, close to 9%? It's a good chunk, that's for sure.
Two things to consider though. That Defense only applies in Human. Also, getting the full benefit from Red Fortune requires six slots. That's a lot for any toon but especially for a Kheldian that uses their alternate form(s) on a regular basis. -
Probably because the Participation mechanic as a whole is proprietary. Any statements made about it would have to go through marketing to ensure they didn't unveil anything that might benefit a competitor.
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Quote:Wow, my apologies for not answering you sooner. I haven't taken a look at the guide in quite a while.hi,
for a long time I didn't make a PB but then finally did and I'm like... why'd I wait so long! I love it! I love the options and the shape shifting! I have to say slotting effectively can make my head spin... I'm still working with that lol. My question is this... ancillary pool skills such a fight, concealment etc all offer defense which is why most other ATs take them, but in a PB you only need def in human form (but then you can use your human for skills in light form)... so how much defense do I need in my ancillary skills? If I'm in human form my PB shields provide all DR and no def. So should I take weave, combat jumping and stealth? If that is done it consumes a lot of slots. So how does a good PB work around this? Just wondering... and I have nothing better to do since the server's been down all day... thanks =)
Frankly, if you're not planning to be in human form a lot (And I mean A LOT) taking pool powers that provide Defense isn't really a worthwhile move. The bonuses they give are pretty paltry overall (Weave provides the most benefit at somewhere around 4% fully slotted). And, as you pointed out, getting the maximum out of these powers requires slots that would probably be better spent elsewhere.
My personal build makes use of Smashing/Lethal Defense IO bonuses. To do that I leveraged a few expensive sets and several cheap ones to get to 30.5%. While certainly not as effective as a softcapped character it gives me a lot more breathing room, especially when combined with all the potent self heals. I'd recommend taking a look at some set bonuses and seeing what you can do with those instead. -
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Quote:Check out my guide (Linked in my sig) for the answers to questions 1 and 3.PB - lvl 30
1. How should I level? Tri-Form? Dwarf/Human?
2. How should I slot? 3 slots per power as I level? What should I slot in each? End Reduc? Acc? Dmg?
3. 3. When should I take each power?
Question 2 is...complicated. With Khelds slotting depends much more on personal preference. As others have said, focus your slots on the powers you use the most. Then fill in the others as priority demands. As for what enhancements to use, we'll need more information. Are you planning to use SOs, generic IOs or sets? What's your budget like? -
Unless it was changed during my break from the game, Praetorian characters won't unlock EATs of either side. The reason being because they reach level 20 prior to setting their alignment as either Hero or Villain. Thus, when the game checks to see if it should unlock Epics it sees a Praetorian alignment that doesn't meet its requirements.
But that could all be old news. -
Quote:Agreed. It's a shallow concept based around the idea that bigger is inherently better. While it's true that having more players, gear, levels etc. involved does lend a greater degree of scope, it can also lead to frustration when those things aren't so easily acquired. And considering the new trials are a pretty radical departure from the majority of previous content there's bound to be some backlash.Change is change. There is nothing superior about content requiring 16 people compared to content that you can do with 3-4. The idea that the numbers have to go higher to provide something new is short sighted and will very likely drive people away.
So the question is how can the Devs provide the challenge the Incarnate system has to bring in order to justify its rewards without rattling players' cages too much? Only time will tell but the answer is critical to the future of the game we all love. -
Quote:The Orbital Lance warning, and the massive red targeting reticle that comes with it, isn't new. It's been around since i18 or 19 when the entire Praetorian faction was revamped to fit the new lore. Players unfamiliar with it obviously haven't been messing with any of the arcs or TFs that involve them. As for the Nova Fist, it definitely tells you to get away from Marauder. Does that not indicate a nasty PBAoE is coming up?My only complaint about the new trials so far (I've done a mere one Lamba and zero BAF) is the lack of information. You have not even the slightest guess of what's going on short of having teammates that have already run several and feel like informing the team. Gigantic red letters "War Walker powers up it's Orbital Lance!"... OK? So what? What does that mean to me? (To that end.. I still have no idea. Same goes for Marauders Nova Fist or whatever it's called. I just know it one-shots my tank...)
Just a little help and extra information would go a mile towards overall team entertainment and success.
I'll admit there is a lack of info in-game but there are two Dev written guides and a few great player written ones as well. The Incarnate Trials are a major departure from the usual CoX content style. They fall more along the lines of what you'd see in other MMO endgame stuff. The initial difficulty, lack of know how and appropriate abilities to guarantee completion are all things players of those other, more traditionally designed, MMOs are familiar with and expect.
For the time being it sucks but bear in mind that this is probably a one time thing. Once players have the new Incarnate abilities and the associated level shifts the Devs won't be able to make enemies more difficult just by giving them a significant level advantage. No doubt they'll find a way but it won't be as frustrating as the current, "All enemies are +3 at the minimum. You fail." -
It's funny you bring this up. I was on an ITF with a WP Tank yesterday and she, like you, was having a tough time. At some points she was fine but there'd be times when she'd go from green to red in almost an instant.
A lot of it has to do with the way Willpower works. Its primary means of survival is +Regen so you've got a lotta stamina when it comes to most encounters. Enemies just don't have the damage necessary to bring you down.
Cimerorans are great at that kinda thing. They've got big spike damage (Especially the lieutenants and bosses) so they can kill you before you have a chance to regenerate any significant amount. Add to that the fact that your actual Defense against Smashing/Lethal is limited and they're reducing it with every successful attack and it's easy to see why you're struggling. It's not really your fault. You've just come across a weakness in your chosen set.
But there are some things you can do. Building for more Smashing/Lethal Defense is always good. Heightened Senses provides some debuff resistance so they won't be able to flatline yours as easily as others'. Enhancing RttC's -toHit will help as well. It'll combine with any increased Defense to make you even less likely to get hit.
In terms of actual play, be sure to use your mitigating powers often. Footstomp, Air Superiority, KO Blow, anything to keep that Centurion or Praefectus from hacking you up. Romans are tough; they were designed that way. It just so happens that Willpower suffers more against them than other Tanks. -
Celebratory post for breaking 1,000 views! WOOHOO!!!
Thanks to everyone who's checked out the guide so far and I hope its been helpful to you. I know I haven't updated in a little while. Been distracted by RL stuff. I hope to finish the extra sections soon so keep an eye out. -
Ill/Emp would be a great partner for your friend's PB. Illusion brings a lotta control via distraction and other non traditional means of CC that mesh well with a Kheldian's versatility. Combining it with Empathy will give you the means to control, tank, heal and buff. You'll both be plenty capable of adapting on the fly. Only problem is the lack of significant debuffs. Normally it won't be a big deal. You'll only really notice it when you come up against AVs and the like.
Shameless Self Plug: Tell your friend to check out my guide (Linked in my sig). It's designed to give prospective TriForm PBs some general guidance and there are some great comments that bring up alternative methods as well. -
Glad you enjoyed and even more glad you decided to stick with your PB
It's tough to figure out what works for you as a Kheld because there are so many different options. My Peacebringer is, by far, the character I've burned the most respecs on. I've tried everything from SOs only to high recharge IO builds and everything in between. I finally settled on 30% Smashing/Lethal Defense because, like you, I found the toon to just be too damn squishy a lotta the time.
On the subject of what to take when you're looking for extra powers, the possibilities really are endless. Frankly, I don't use most of the extra stuff I picked up but it comes in handy sometimes and it fills up my traysHope you can find just as much enjoyment in your PB as I've found in mine. Just wait until you start getting compliments from VEATs on TFs. It's oh so satisfying
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Night Widow: Melee powerhouse with great ST damage, guaranteed crits from Hide, and decent AoE potential. But because the attacks are so fast activating it's easy to suck down your blue bar quickly. This can make long fights against hard targets difficult as you're left winded before the job's done
Fortunata: An excellent blend of control and damage. Primarily a ranged focused variant but can be viable in melee if built for it. ST damage can be a bit lackluster as there's a focus on AoEs. Mind Link is on a longer (+100s) recharge so its more difficult and more expensive to perma.
Bane: Closely related to Stalkers, they've got guaranteed crits from Hide and an "Executioner's Strike" as well as some nifty utility in the form of debuffs and pets. Unfortunately, their ranged Defense is higher than melee Defense unless IO'd for it. They also lack a click power to boost their Defense overall (i.e. Mind Link, Elude, etc.)
Crab: A ranged, AoE focused variant that features some excellent survivability. Has the potential to play as a pseudo Mastermind with a possible six total pets. ST damage isn't great compared to the more melee focused branches.
All of the VEATs suffer from a total lack of resistance to Defense debuffs. So, while its difficult to get hit in the first place, a single debuff can lead to cascading failure.