Vitality

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  1. Quote:
    Originally Posted by Jagged View Post
    I think thats what you meant to type
    Or...

    Dog = Your personal slave...dogs will "love" anyone...even people who beat them...so don't feel to special. You have to take them out to ****...have to clean...feed on a schedule because they are too dumb otherwise.

    Cat = Actually have to treat like a member of the family to gain their respec. Clean themselves. **** on their own.

    (and before you say it...you shouldn't need an animal to protect the household...you should be doing that)



    With that said...I like all animals...cats and dogs alike.
  2. Quote:
    Originally Posted by ClawsandEffect View Post
    I think them creating this pet is opening the door to an animal-themed mastermind set.

    Think about it. What was always the response from the devs whenever someone would request an animal themed MM primary?

    "We'd like to, but we don't have a 4-legged skeleton to use for it."

    Now they do.
    I hope it's this...and not just more pets.
  3. Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(43), Numna-Heal/Rchg(43), ResDam-I(43), S'fstPrt-ResDam/Def+(46)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 2: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(7)
    Level 4: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 6: Fast Healing -- Mrcl-Rcvry+(A), Mrcl-Heal(11), Numna-Regen/Rcvry+(13), Numna-Heal(13), RgnTis-Regen+(15)
    Level 8: Indomitable Will -- LkGmblr-Rchg+(A)
    Level 10: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(40), Numna-Heal/Rchg(42)
    Level 12: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(15), P'Shift-EndMod(17), P'Shift-EndMod/Rchg(17)
    Level 14: Boxing -- Empty(A)
    Level 16: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(40)
    Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 20: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
    Level 26: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(27), Mocking-Acc/Rchg(27), Mocking-Taunt/Rng(29), Mocking-Rchg(29)
    Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(46)
    Level 32: Super Jump -- Winter-ResSlow(A)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(48)
    Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-%Dam(45)
    Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(42), EndRdx-I(42)
    Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(45), P'Shift-End%(45)
    Level 47: Hurl -- Mael'Fry-Acc/Dmg(A), Mael'Fry-Dmg/EndRdx(48), Mael'Fry-Dmg/Rchg(48)
    Level 49: Strength of Will -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(50), RctvArm-ResDam/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(21), Numna-Heal/Rchg(34)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(19), P'Shift-EndMod(19), P'Shift-EndMod/Rchg(21)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  4. You definitely need more net end gain per sec...even with three performance shifter procs. Spamming Footstomp and KoB along with the Rage crash gets pretty costly.

    Your defense may look good on paper...but that's with stealth activated...which loses some of it's defense bonus...while also being a terrible power for a Tank. You want enemies to see you. 41.6% without it is good...but you may want to look to build it to the softcap without stealth.

    You also do not have Taunt. On a WP Tank...Taunt is almost needed to do your job. With stealth and no taunt...you won't be holding any agro.

    While Incarnate abilities may boost your potential...you still have to plan for 1-50.
  5. Quote:
    Originally Posted by SuperOz View Post
    ....so let me get this right. The OP is angry about not getting a pug pet when one wasn't advertised, it never was considered and it didn't turn up?

    ...am I on the PS3 forums for virtual pets or something....?

    wanders off to look around back of the forum....



    S.
    To be honest...I think them creating this pet is opening the door to something ridiculous. I think they will be creating other types of dogs and pets just to make some money. It's going to water down the "seriousness" of this game.

    People will be having dog shows and what not.

    Mark my words.
  6. Quote:
    Originally Posted by Twigman View Post
    That would be fun. stomp/ground-pound, and bolder fly up and fall on all the opponents causing KD.

    ground pound should be a little like donkey kong ... LOL
    They should use the Whirling hands animation for a massive ground pound.

    (similar to what Vanden has in his avatar)
  7. Quote:
    Originally Posted by Pyro_Master_NA View Post
    Makes more sense when you stop to think the OP seems t be remembering perma hasten from pre ED days, when perma hasten just meant perma +70% rech anyway.
    They said they played the game for 5 1/2 years...they didn't say that they haven't played in 5 1/2 years.
  8. Vitality

    The future sets

    Quote:
    Originally Posted by Kelticfury View Post
    Really? You gonna hit the baddies with your brain? Left and right hemisphere boxing gloves? Psychic armor makes sense though.
    You really have to wonder how some people that play this game have no idea about psychic melee.
  9. Vitality

    New Archtype

    Quote:
    Originally Posted by Leo_G View Post

    Either you're too full of yourself to realize this or you have no imagination. That said, although I support the idea for such an AT because it can provide new and unique tactics/playstyles, it wouldn't be something I'd personally play. I'm still seeking my melee/(de)buff character concept. There are so many ways you can make such a combination work well and the ranged/armor AT really is no different.
    The fact that you can already make these builds in game by correct building and slotting proves that you do not have imagination. Not me.

    Just because a Dual Pistols Blaster can't actually take Super Reflexes...does not mean you can't build for defense and play it off as a Dual Pistols, super reflexes character.
  10. While the mechanics of the set may be described in the comics...

    ...I have yet to see it used the way it is in CoH.
  11. Quote:
    Originally Posted by Father Xmas View Post
    But the FX were 10x better, at least more, than Heroes. At least superpower fights didn't occur only in the mind or behind close doors.
    Give it a break already.

    Do you realize how ridiculously expensive it would have been having the super fight that you wanted between Peter and Sylar.

    Also...having it behind closed doors was the best way to it...even if you don't consider budget. I mean seriously...who would actually win that fight...and how?

    Actually showing it and having the definite outcome would have watered one of the characters down in one way or the other.
  12. The Atlas Medallion is +End.
  13. Vitality

    New Archtype

    Quote:
    Originally Posted by Grouchybeast View Post
    OP - I couldn't really get a firm feel of exactly what you're proposing, because there's nothing quantitive there. I was wondering if you could put some slightly firmer figures on what you mean when you say things like 'much lower'. Maybe as an approximate percentage of blaster values for the ranged damage, and scrapper values for the res/def?

    - base damage value.
    - damage cap without Fury.
    - damage cap with Fury.
    - ranges.

    - HP cap.
    - resist and damage base values.
    - resist and damage caps.

    If people could see that you didn't have outrageous values in mind, then it might neutralise some of the tankmage objections.
    In my opinion...the people who want this...actually want scrapper survivability with blaster damage.

    I say that because of the fact that you can already make a survivable ranged damage character that doesn't have as a much damage as a blaster and doesn't have as much survivability as a scrapper...yet this clearly is not good enough for them.
  14. Vitality

    New Archtype

    Quote:
    Originally Posted by Bionic_Flea View Post
    I don't see why so many are dead set against the idea. Why can't we have melee/buff and range/armor as long as the modifiers and HP are properly scaled? As many others have said, "tankmage" is already achievable in numerous ways.

    But by having a range/armor AT we could really exponentially increase the variety of characters we could play.
    You just answered your own question.

    It can already be done.
  15. Vitality

    City of Sewers

    Quote:
    Originally Posted by Judas_Ace View Post
    So, what's the point of having anything in this game besides the sewer trial, since that's almost the only thing people are doing most of the time?
    I constantly run an 8-man team that doesn't touch the sewer trial.

    Maybe you're just not looking for other teams hard enough.
  16. Vitality

    New Archtype

    Quote:
    Originally Posted by Warkupo View Post
    Do people actually read threads, or just skim through the first paragraph and then make the same reply that's already been addressed?

    Nobody is allowed to bring up Epic AT's in this thread anymore, starting now, as decided by me.



    *Crosses arms*
    When something being asked for has already been brought up...and the thread still goes on...it clearly needs to be nailed into the persons head more than once.

    That being said...I did just read the OP and replied with the same reply that's already been addressed.
  17. Vitality

    Regen...?

    Quote:
    Originally Posted by The_mini_gunman View Post
    Well let me say that Regen will always been near & dear to my heart, no matter how long & play or abstain from playing. My first character back in i4 was a DM/Regen, and my joy at playing that character was the foundation of my appreciation for the game.

    I've tried out all the secondaries, and I can say that the only one I really don't appreciate it Dark Armor - and even THAT is a result of my personal play style, rather than any shortcomings of the set itself. So it's clear to me that your mileage will vary on any power set or combination thereof.

    Having made those two disclaimers, I think that the real foundation of the issues with Regen is not its imagined shortcomings, or performance when fully slotted out with IO's at high levels.

    I think the bigger issue is that many players enjoy using melee sets that feature weapons. Any set with a weapon redraw will inherently not blend as well with Regeneration as other sets due to the fact that weapon sets have redraw, and Regeneration is very clicky. If you're not an experienced player, you will often be frustrated by the delay in redraw from using your active powers. More experienced players will not have this issue - because they have a better feel for how & when to use their abilities when they will do the most good, require the least attention, and when they will lose the least amount of DPS.

    Alot of newer players expect Regeneration to be an all-inclusive, 100% passive, fire-and-forget set. Once upon a time it was that way, but even back in those days the set had weaknesses that could be exploited - the same as every other set. Back then, when IH was a toggle, hasten was permanent, and Dull Pain was permanent, you would still find yourself in situations where the alpha from a room full of enemies was just a little too much, and you would end up faceplanting & feeling silly.
    I think if any players read over the power selections of Regeneration...then they should not expect it to be a fire and forget set. That's their own fault for assuming that without reading the descriptions.

    Even when IH was a toggle...it still was not a fire and forget set.
  18. Quote:
    Originally Posted by Noble Savage View Post
    CITY OF HEROES is a modern comic book-inspired game for an all-ages audience, so like Hollywood and most mainstream comic book companies, we've embraced the newer, more realistic approach to super-powered fiction. So no, we're not big on "Bif! Bam! Pow!" logos or overly-colorful cartoon characters.
    This...is exactly why I prefer this game over the other.

    I love the modern, real world feel of City of Heroes.

    Glad to see that this is still the main focus.
  19. Vitality

    New Archtype

    Is this not what the Epic ATs were made for?

    The one AT who can do it all?
  20. This IO would make a power work just like Super Strength's Punch...just with a 20% chance instead of a 30% chance...right?
  21. I happen to find them both damn good looking.
  22. Don't get me wrong...it's not that big of a deal.

    However, I would like to see him finish his role as Thor before I see him in a different role.

    But I understand that they need to play different roles to make money.

    It's just easier for me to suspend my disbelief when someone is not in the middle of a trilogy playing a different role...whether it's a superhero role or not.
  23. Quote:
    Originally Posted by Warkupo View Post
    Because... If time is spent giving different animations to jab... then less time is spent... on making powers like jab viable... which is a change I'd rather be implemented first...

    I may have to take Jab on my Tankers, but that doesn't mean I will use it.

    Furthermore, you were asking why nobody seemed to care enough to support your proposition. I was giving you a reason why
    The time you spend here objecting to a suggestion you care nothing about is time less spent on you coming up with a suggestion for making powers like jab "viable"

    I happen to like Jab just the way it is mechanically. I take it and use it on my Brute. It's even better mechanically on a Tank with bruising.

    Also...I never asked why...I just said I couldn't believe I was the only one.
  24. Vitality

    Regen...?

    Quote:
    Originally Posted by UberGuy View Post
    Maybe. I'm not sure what that'd make the power look like at level 28, when you can first get it, for them to be satisfied with us running it full time at its current power at level 50.

    There's also the fact that we're talking about heavily IO'd performance. Arcanaville's Scrapper analysis puts Regen near the top of SO-grade performance. So what's our target here? And is it a target the devs care about?

    Stuff like this is why such dramatic changes to the set are so unlikely.
    My target is to smooth over the "reaction time" needed to achieve goals while still sticking to it's core "click survivability" playstyle by giving it more inherent regeneration.

    Another option could be scaling Integration Regeneration. Where...the regeneration of integration would work as it does now at 100% Health...but it would increase the lower your health is.

    Basically...it would work in the same mechanical way as the scaling resistance of SR works...except it would offer more regeneration instead of resistance.

    I think having the level scaling auto IH or the HP scaling Integration regeneration would accomplish the target being looked for without breaking the playstyle nor the set.
  25. Vitality

    Regen...?

    Quote:
    Originally Posted by UberGuy View Post
    But it would be a much higher survival level, unless either IH was reduced, or other powers were reduced.


    The problem is not that it would outperform them at high levels. It's that it would outperform them everywhere else.
    What about having it work the way Resilience mez resistance works? It get's better as you level...?

    You could still enhance it...but it wouldn't be giving you the healing that it does now when you first get it and enhance it...