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Posts
2019 -
Joined
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Quote:Although cross server teamage would be awesome-sauce, my money is on a Boomtown makeover.
I'll go with this guess too. The first pick by itself said little but the second one kinda clinches it. Also, the New Boomtown will have a TF with Apex as the starting contact. -
I found someone in game to do a test with.
He reported that with Pain Bringer and Power Boost, his buff from Pain Bringer was 4.07%/s.
I calculated it should have been 4.095%/s without Power Boost and 5.67%/s with Power Boost. Meaning Power Boost does NOT affect Pain Bringer.
<---- I am now a sad puppy.
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Does anyone know off hand if the +Heal in Power Boost affects the Regeneration in Pain Bringer?
And would it therefore be worth it to take Hasten and lots of recharge in order to get Pain Bringer as close to permanent as possible? -
Maybe we're getting .... weapons and sheaths options for backs!
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Note the OP is talking about low levels. Try those mishes at +0x1, with one Protector Bot, and tell me how it is.
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This is what I think. Skipping pets on a mastermind is like making a Blaster and then skipping all those annoying attack powers.
First tier pets at low levels do about 50% of your damage. There's two of them, each does about what your own attacks do, and there's only one of your Tier 2 pets. Plus, as mentioned, they provide 50% of your Bodyguard mode.
How would you like to take a Brute or Blaster, and then say "I'm going to reduce my damage by 50%, and reduce survivability (hit points, defense, whatever.) by 50% too."
No? Didn't think so.
Take the pets ASAP. -
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Quote:Gauntlet is the Tank Inherant. It provides a taunt AoE effect for every attack a tank does. It's not considered to be as strong as the Taunt power, but it can still be effective as a taunt.
Do all taunts have the -Range in them? Or is it only Tankers' Taunt? Serious question... -
Quote:my chain for my Fortunata was Dominate -> TK Blast -> Subdue -> repeat and of course throw in Aim when you can
I just respec'd my (new) Fort for the required 24 respec, and pretty much this.
Aim -> Subdue -> Dominate -> Mental Blast plus Psi Tornado and Psi Scream when there's a big enough group to make the AoE worth it.
I have Stamina but no travel power, and the basics from the secondary (Maneuvers, Mind Link, Indomitable Will, Foresight). Can tank for a bit, esp w/ Mind Link, and dishes out the damage. Good times. -
I my defense, I was referring to Acemace's post in this thread here.
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Quote:I'd say for ease of use change the red No to a Red X and the grey No to another symbol. Perhaps also make the orange No an orange frowning face. Ideally all symbols would be different.
But other than that the basic idea would be useful? Get rid of Origin and replace it with some icons relating to team/invite status?
Making more unique icons would be fine with me, I was running low on ideas as I did this.
On Mission Map: maybe a little door icon, since so many instances are "door missions."
Also, what's the difference between a team leader on a full team (who can't invite you) and a team leader on a less than full team (who can)? I didn't see that one listed.
Some thought should go into making sure the pop-up help is useful too, if it's too cryptic it might end up needing more work. -
I'm going to agree with this, although for slightly different reasons. I'm not color blind, but I find the color coding to be rather non-mnemonic and difficult to remember and work with, and there's no help available.
I applaud the dev team for making changes to the Find Member window, but I think it's not quite there yet. At risk of showing off my very meager Photoshop skillz, I'll post up some ideas how I think it could work better.
First, I'll note that the current Find Member window has a near-useless column, the Origin. I have no idea why this would be even slightly relevant to selecting a team member. There's even pop up help for it.
Voila:
What I would suggest is to remove the Origin column and replace it with icons that duplicate the color coding, and those icons could provide a somewhat more mnemonic indication of the status.
In addition, pop up help could be provided on the icons, so memory challenged folks like myself could just mouse hover over the icon to be reminded what it means.
I think the icons and the pop up help would also obviate problems for folks with every sort of color blindness.
Here I've mocked up an example with bad Photoshop skillz::
Next imagine that you can get short pop-up help for each of these icons if you mouse hover over them.
OK, I think that does it. Color blind folks and general UI mavens are free to comment. -
Quote:Black Scorpion and I are looking into the badge and checking if it requires OLD versions of the entities as opposed to the new ones.
While you are looking at badges, could you look at the Vandal badge? It's for villains who defeat 25 Hydrants, 25 Mailboxes, 25 Newspaper stands, and 25 Pay Phones in Mayhem Missions.
I'm not seeing any progress on the badge on several toons. Is it awarding? Or just not showing progress? Thanks if you have time to look into this. -
It's also nice, while leveling, to take one or two pistol attacks for yourself. Adds damage at low levels while you only have a few pets. This speeds killing speed and leveling, and gives you something to do as well.
Later you can respec out of the personal attacks if you don't need them. I've found starting around level 24 is a good time to consider this. -
Could be, my DS isn't high enough level to notice. You might want to /bug that, just in case.
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Quote:I noticed when I started adding more powerful IOs to my Summon Demons power that the diminishing returns of "enhancement diversication" was kicking in much earlier than I expected, with the "cap" looking to be set at 60% rather than the usual 100%.
Damage Enhancements are a "Schedule A" enhancement. The first cap occurs at 70%.
http://wiki.cohtitan.com/wiki/Enhanc...iversification
Quote:I also noticed that although I hadn't added any resist enhancements to the power, the enhancement management screen showed me having enhanced resist... to the same amount as the damage.
I'm pretty sure this is a known bug. Look for it to be corrected soon-ish. -
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Question: If someone who is a brand new subscriber buys GR, is the full game included? I'm pretty sure the answer is yes, but I thought I should make certain, lest I misinform others about this.
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Yeah masterminds with big pets on a small (tunnels) mish are a real pain. Well, not real, but it's annoying.
Masterminds are inherently great solo or on teams. We have pets, and team buff powers which work equally well on the pets or teams. It's an inherent force multiplyer even if you have only half a brain.
As for which combo, any will do. Ninja tend to be squirrely, and Trick Arrow is really slow to start. I'd avoid both. I like both Robots and Demons, but I can see how maybe you might want to avoid them the very first time (second time, go for it).
Thugs are good, Mercs are ok and would be fine to start with, Zombies are fine. For secondaries, Dark, Pain and Thermal are probably the easiest to get the hang of. Any of those will just about instantly make your team and you pets stronger.
Take one or two of your personal attacks too just so you don't get too bored, but don't go hog-wild with the personal powers either.
Pets and the better secondary powers (in CoH, secondaries are very strong and should be treated like primaries) are what you need. -
Also, /Pain Domination would be good solo as well as on teams. If you want AoE right away, go Demons or Thugs, they have more AoE early. Robots are all single target until level 32.
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This is a rare bug that shows up periodically. When it happened to me, I
1. Did the dismiss first. ("I'm outta here")
2. Then logged out and logged back in. I could then resummon and control them normally.
If you log out and log in with out the dismiss, the minions will reappear. You have to dismiss first. Make sure you don't resummon while they are still there. -
Quote:I'm guessing Mastermind isn't for me. I nearly rolled a scrapper for my first toon but I figured it would have the 'noob' class stereotype. However, if it's less frustrating than Mastermind, I'm all for it now.
Thanks for the help anyway.
That's a bummer because MMs can be fun and rewarding. Robots/Traps in particular is a strong build once it gets going.
You did make some mistakes. Triage beacon is the weakest type of heal available, and the recharge is huge. It's pretty much a "pick last" power for Traps imo. Aid Other, from the Medicine Pool (available anytime after level 6) is a better choice imo.
Caltrops would have been better too, it causes enemies to run slowly, take damage, and then flee the area, meaning they spend a lot less time attack you or the bots. Acid Mortar is also a great power.
You also picked all, or none, of your personal attacks. Neither of which is a great idea. It's better to pick one or two personal attacks, and save some picks for the secondary, which does provide a big boost for ya. A bit of damage from you, plus some mitigation from your secondary, would have been a big boost overall.
Lastly, I see you slotted for damage, but didn't mention Accuracy. MM or Scrapper, slot for Accuracy first. Get two Acc in there (especially before Single Origins), then start slotting for damage.
Good luck. -
Quote:And still, I think /EA on Brute is more unique than on Stalker. /EA and /Dark are the only two sets that give Brute an unsuppressed stealth so that alone gives /EA a good reason if you want to play a stealthy Brute.
This too. I don't think we should necessarily try to change the fundamental themes of Brute EA. It's OK if the EA set doesn't quite live up to WP or Invul as a pure tanking set. But I also think EA is clearly under-performant in many regards and needs a boost, even if it doesn't get boosted all the way to WP's levels.
I think the first thing would be for us to agree on what's broken and then how it should be fixed. I'd like to see some thing done with EA that doesn't make it exactly the same as every other melee set.
For example, EA already has a theme of Endurance Reduction and +End, but that's kind of lack-luster, imo.
Invul has +ToHit (in Invincibility) and SD has +Dam (in AAO), both of which boost damage. Therefore:
What about some +Recharge for EA? To me, "energy efficiency" also means "runs better" or "purrs like a kitten," which +Recharge could represent. Also, I really like the global recharge on my Widow, and I can't think of any other melee defense set that provides global recharge, so it would be unique to EA also while indirectly boosting damage too, like Invul and SD do.
This is of course in addition to obvious performance boosts like adding more Def Resists, which I think has to be done no matter what. -
Quote:And the other set grants unlimited endurance and unsuppressed stealth: Energy Armor.
Hmm, Drain Endurance gives +25 End, but you have to wait until level 28 to get it. Whereas Fiery Aura gives you Consume at level 20, which means you could conceivably use it to Skip Stamina. So which Brute secondary really gives you "unlimited endurance?"
I'm not trying to pick on you, I'm just confused by how you see "unlimited endurance" in Energy Aura. Personally, having to wait until your late twenties or later for a Power Set to get good means it isn't good. I'd like my powers to provide some performance while I'm leveling, not at the "end game," which CoH really doesn't have.
Quote:This is all a call back to how this set was originally designed, as a Stalker set. I had to be kludged together quick to replace Ice Armor for Brutes in the initial release, and has been festering ever since...
The Devs really need to give both sets a very detailed once over. I'm pretty sure it could actually still be brought up to par without breaking the Cottage Rule... but it certainly isn't there now.
I do totally agree that on paper at least there's a big difference between EA and other sets. EA appears to have modest defenses and low resists, and it takes quite a bit of time before it even builds those up. It doesn't get any "extras" until very late. By contrast, Invulnerability and Fiery Aura both get self-heals before level 4, and Dark Armor gets a self heal at level 16. Willpower gets Regen, +HP and +Recovery by level 16.
Whereas Energy Armor just plods a long getting small bits of Defense and Resistance and nothing extra to show for it. The "extra" it finally gets is Stealth at level 20, which is counter-intuitive for a Brute.
I don't know if moving the level at which a power is available breaks the Cottage Rule but I think moving some powers around might be needed to provide some more performance for EA in the early levels. This and buff the individual powers as well, many are far too weak on their own. The passive resists in particular need the Invulnerability treatment.
My 2 inf.