je_saist

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  1. Quote:
    Originally Posted by Invincible_Ninja View Post
    I was looking around Pargaonwiki and i found this trial and the information about the items of power. I would just like to know if there were ever any announcements on if and when it will be returned to the game. It was removed before i joined the game back in 2006 and it looks like a trial that could be very fun for a supergroup to do.
    On the old version of the forums Positron once talked about bringing back discontinued Task Forces by Ourobous. Since there are only two discontinued TF's in the game (Calvin Scott's and CoP) there's not a lot of wiggle room for what could be brought back.

    The subject of moving TF's to Ourobous has also come up before when talk has turned to updating various Freedom Phalanx TF's against in-game current events. E.G. Manticore's not really into going after Crey right about now. Clockwork King has that... romance... with Penelope. Woodsman has been rescued and now sits in Eden for that Trial. It's been suggested that the developers could move the older Task Forces into Ourobous and write new TF's for each of the signature Freedom Phalanx Heroes.

    ***


    As of now now, Items of Power are gone. When they were removed from the game there was a posting from the developers that their purpose was served by Invention Origin Enhancements.

    Since IoP are out of the picture, base raiding as it was imagined is effectively gone. I suspect that Base Raiding will return in Mission Architecture with the future capability to specify your base as a battleground map. Castle's gone on record... somewhere... that PvP is still being worked on. Now that Paragon Studio's has a larger dev team and a larger budget, there could be further workings done to PvP. That being said the really small PvP population, the Tabula Rasa debacle, and NCSoft's new MMO, AION, may very well mean the end of any further significant PvP development.
  2. je_saist

    Quills

    Quote:
    Originally Posted by Garuta View Post
    And exactly how often DO the procs go off? I'd like to know as I've been pondering the same thing.
    ParagonWiki is a bit short on the details:
    http://paragonwiki.com/wiki/Table_of_Special_IOs
    http://paragonwiki.com/wiki/Inventio...n_Enhancements

    According to that Wiki

    Quote:
    Procs that are in continuous powers cycle or pulse on once every 10 seconds.
    And here's a list of proc's that could work with quills:
    • PBAoE Damage Eradication Chance for Energy Damage 20
    • PBAoE Damage Scirocco's Dervish Chance for Lethal Damage 20
    • PBAoE Damage Obliteration Chance for Smashing Damage 20
    • Slow Movement Impeded Swiftness Chance for Smashing Damage 20
    • Slow Movement Pacing of the Turtle Chance for Recharge Slow 20
    • PBAoE Damage Armageddon Chance for Fire Damage 33

    Except for the purple each of these has a 20% chance of activating every 10 seconds.
  3. Quote:
    Originally Posted by IAmTheRad View Post
    This morning:
    1.2mbit connection
    This afternoon:
    256kbit connection.
    This evening (now):
    6mbit connection.

    Upload remained stable at 368kbit.
    Once the new modem comes I'll be running at 15mbit.

    ... *drops an anvil on IamTheRad for a what the heck is this doing in this thread post*
  4. je_saist

    Quills

    Quote:
    Originally Posted by DaveMebs View Post
    Is it worth slotting for the slow to keep the enemies close? Or better to fill it with procs?
    endurance reduction. avoid proc's on constant toggles. They don't go off as often as you'd think they would, and you'll sacrifice aspects of the power that are useful.

    I wouldn't really suggest slotting slows though. Mostly you'll rip through most minions easily enough with ripper, spine burst, and throw spines. Quills will generally just be sucking the last remnants of life out of a mob.
  5. Quote:
    Originally Posted by Vyver View Post
    ................


    .......


    ...

    I must make that now.
    The Devouring Earth have taken over all of Paragon's Dry Cleaning stores! Somebody call Captain ThunderPants!
  6. Quote:
    Originally Posted by Fedor View Post
    *Sneaks off while the Kitteh and Kitteh Girl are distracted.*
    *passes Kitty Girl a box behind the scenes and points at the sneaking Fedor*
  7. Quote:
    Originally Posted by Miladys_Knight View Post
    The real problem with defenders lies in a crappy inherent, slow soloing speed (specifically for those sets with single target ally buff powers), and the AT's concept in the day and age of IOs and loot.

    Many roles that defenders are designed (ie: supposed) to fill on teams are now done as well (or better) by IOs and set bonuses.
    Okay, this statement, I am going to have to contest. Because it's utter tripe.

    I want you to show me any build that does not include Purples or PvP recipes, a build that an average player actually has a shot at making without farming their rear ends off, that beats all of the buffs / debuffs from any Defender Primary / Controller Secondary.

    Show me a build for a tank, scrapper, or blaster that offers the amount of debuffs, the amount of resistance, the amount of mez protection, anything.

    While I bet you can show me some soft-capped builds that have more smash / lethal defense than Cold or Force Field can offer, you aren't going to be able to show me a build that has those defensive buffs and the anti-mez of a Force Field or the debuff of a cold.

    While I bet you can show me some builds that have the recharge rate of a kinetics, you aren't going to be able to show me one that can hard-cap the damage multiplier, boost the movement speed, boost the recover, add mez-protection, and heal as strongly.

    In other words, you are full of manure with that statement.

    And I seriously doubt you could do it even if you could use Purple sets and PvP sets.

    Now, I get the fact that you don't like an archtype that's built to aid teams. That's fine and dandy. Just don't make yourself look like a complete moron because you don't like the concept.
  8. Quote:
    Originally Posted by LostHalo View Post
    Unless if you have Boost Range for around 600'+ like on my AR/EM Blaster (641'). Granted, usage starts to get a little tricky at the most extreme levels.
    I knew I had seen somebody with a 600 foot teleport range before...
  9. LostHalo nailed the response.

    The Tier 9's are balanced for what they do.

    Also, something else to keep in mind.

    In order for a kin defender to take advantage of fulcrum shift... they actually have to be IN THE MOB! I've lost count of the number of kinetics that die every time they FS because they run into melee range. There is an aspect of risk / reward to the power.
  10. Quote:
    Originally Posted by StormSurvivor View Post
    While powers like detention field and sonic cage have some players that will sing their praises, (I love them), there's an obvious presence of players who aren't so fond of them. The most common reason I see in teams is that if the rest of the mob is cleared, they don't like waiting for the enemy to be freed from their confinement.

    So what I ask is, is there any obvious reason why these powers wouldn't be better off as a phase shift-like toggle where you can only keep the enemy detained for up to thirty seconds, but can let them out earlier if you please?
    I'd support changing these powers to toggles instead of clicks.
  11. Quote:
    Originally Posted by NekoAli View Post
    *ties the tire to a tree and gets ready to make a high speed tire swing*
    Tether Tire!
  12. Saving the World is a Trope of RPG's: http://tvtropes.org/pmwiki/pmwiki.ph...SavingTheWorld

    ... and it's one that yeah... sometimes needs to be toned down. City of Heroes isn't really that bad at the trope. Using the Freedom Phalanx Task Forces as examples, you are just saving the City Dam Substation in Positron's TF. You defeat the Clockwork King, whose not really menacing more than downtown Skyway in Synapses TF. You take down Clamor whose trying to bottom out Brickstown's Zig in Sis Psyche's TF. You defeat Vandal whose trying to create an army of Citadel Clones in Citadel's TF. Manticore sends you up against Crey, and while you find evidence of crimes, it's not really world shattering. Then at long last you free the Woodsman from the DE. Yeah, it could be bad if the DE got his power, but not really saving the world bad.

    When it comes to Heroes you only really get into the realm of Oh Kitty Litter, everything's going to DIE when you hit the Shadow Shard Task Forces... and the Lady Gray TF... and the ITF...

    While Rularuu is perhaps justified as a The Worlds in Trouble! experience... It's that every other plan to take over the world originates somewhere inside the physical boundaries of Paragon Cities War Walls. Seriously, as smart as Nemesis is, you'd think he'd figure out that if he just went to say, Nebraska, he could build up an army of War Hulks and take the rest of America during a Rikti Invasion.

    There's hints every now and then about the world outside Paragon... with one of the starting contacts in Galaxy City Hall, Lady Jane from the Dawn Patrol, Hero 1, and so on... and sometimes i hope that the players will get a chance to go to these other locations in the world rather than staying put inside Paragon City.

    I'd really like to see more content that lowers the threat scale... like the Freedom Phalanx task forces... where the entire world's fate isn't hanging on the line.

    At the same time, I'd also like to see Guassian have a heart attack as the Rularuu invade.
  13. Quote:
    Originally Posted by Fedor View Post
    *Stumbles from the tire and collapses in a little sackperson heap between Neko and Saist.*

    No trick... ummm... it's.... it's.......
    *revives and sniffs at Fedor* I don't smell any catnip...
  14. Quote:
    Originally Posted by Fedor View Post
    Noooo! I have catnip!
    Catnip + Nekogirls in Maid outfits = *faints and develops a nosebleed*
  15. ai. Over the past week I got 3 different purples on three different avatars. Two gravitational anchors and a Ragnorak.

    I've also commented before on this recipe drop perspective... here: http://boards.cityofheroes.com/showt...83#post2303183

    Quote:
    I kinda read the thread and went... what's the big deal?. I'm not meaning to be rude or elitist about it...

    It's that from my point of view... I've gone 2 or 3 weeks with my level 50 characters without a single non-AV enhancement dropping. I ran through the Praetorian arc with a 46... then 47... then 48 blaster... and didn't get a single enhancement drop from any of the non-elite bosses.

    If there is a problem... it's certainly been going on longer than I16 has been around.
  16. *looks at NekoAli batting a tire around the room, then gives chase!*

    I wanna bat the toy too!!!!!
  17. je_saist

    Warshade tanking

    Dark and Fire no. Their base resists are around 30% on tanks

    Electric: Yes, it's base resists are 35% and it gets energize. Energize lasts for 30 seconds and has a recharge of 2minutes . With SO's you'll be around a 1 minute charge time, and a little bit of IO work, say LoTG 7.5 in Combat jumping and Weave, and some other recharge sets (like crushing impact 5 pump) and you can get close to, if not at, perma-energize.

    You can also couple the tank with tough and weave for extra protection... which does put the smash / lethal resists of Dark, Fire, and Elec over the Smash / Lethal resists of Dwarf.
  18. Rubber Kitty Buggy Bumper!

    *scrounges around for a camera*
  19. ai, that sounds like a hardware overheating issue.

    also, just because you've run the ati installer doesn't mean that the drivers were actually updated. Did you use the mobility modder tool? http://www.driverheaven.net/modtool.php
  20. Chyll: The reason why some people say go Super Strength for damage is that the power-set comes with Rage which boosts damage. However, what a lot of Super Strength tankers overlook is that Super Strength Needs the Rage power in order to deliver the same punch as other tank types.

    E.G. : First primary attack : Melee

    Jab @ lvl 1 = 6.5 damage
    Jab @ lvl 25 = 18.68 damage
    Jab @ lvl 50 = 30.25 damage

    Scorch @ lvl 1 = 8.06 damage + 3 x .96
    Scorch @ lvl 25 = 23.07 damage + 3 x 2.75
    Scorch @ lvl 50 = 37.37 damage + 3 x 4.45

    Bash @ lvl 1 = 9.60 damage
    Bash @ lvl 25 = 27.47 damage
    Bash @ lvl 50 = 44.49 damage


    ***
    E.G. : Final PBAOE attack

    Foot Stomp @ lvl 38 = 55.78 damage
    Foot Stomp @ lvl 50 = 63.17

    Fire Sword Circle @ lvl 28 = 54.24 (avg) damage
    Fire Sword Circle @ lvl 38 = 70.17 (avg) damage
    Fire Sword Circle @ lvl 50 = 79.46 (avg) damage

    Crowd Control @ lvl 38 = 63.24 damage
    Crowd Control @ lvl 50 = 71.63 damage

    ***

    And the pattern repeats for pretty much every power. Super Strength, as an attack set, is down on every single attack when compared to other attack sets. Thus the Super Strength set needs the Rage power in order to deliver the same DPS as other attack sets.
  21. je_saist

    Warshade tanking

    Quote:
    Originally Posted by HellTouched View Post
    I'm playing a warshade with the idea of tanking on TF's with friends. Is it going to work out? I know Eclipse will do wonders, but when it comes down to a long fight on a single target when I can't afford to drop out of dwarf to trigger it, am I going to get smeared and let the whole team down?
    jack of all trades... master of none...

    Yes, you can tank with a Warshade in Dwarf form. The form comes with a base 37.5% resistance to all damage, and if you cap into ED you'll be pushing 52%-55% resistance to everything and it's dog. You'll also get an HP boost to go along with Dwarf form, and on one of your attacks, Black Dwarf Drain, you get a self heal with a base heal of 187 at level 50. For perspective a Storm Defender's O2 Boost has a base of 176 at level 50. So the chances of a Dwarf getting smeared in a 1v1 fight are pretty low.

    You're actual issue will be maintaining aggro in a group fight. WarShades do better than Peacebringers in this area since the Black Dwarf has 3 attacks and the base 20 second recharging Black Dwarf Mire... but you'll probably still want to slot you're taunt out with some io's.
  22. If you want a damage dealing tank, you'll want one of the elementals: Ice, Dark, Electric, or Fire; or you'll want Shield Defense since it's PBAOE taunt boosts damage.

    Ice is my personal favorite for team tanking. With energy absorption, icicles, and chilling embrace, Ice Armor can be really, really, really hard to pull aggro off of. It's also one of the few sets that can cap Smashing / Lethal defense on SO's (native defense + EA + weave). If you couple Ice Armor with a strong PBAOE set like Fire Melee or Mace you'll mow through most enemies. Ice's aggro capabilities and ability to soft cap it's Smash / Lethal defense is offset by the lack of any resistance offered by the set. Anything that DOES make it through the armor is going to hit for full damage.

    Elec, Dark, and Fire are both primarily resist sets. They largely determine how much damage you take when you get hit. Electric is really the best tanking set. It packs higher resists than Dark or Fire, offers a Willpower like regen with Energize, and offers better mez protection than Dark or Fire.

    Shield is a mixture of resists and defenses. On paper you could soft cap the defenses with SO's... providing you always get the full benefit of team-mates playing close to you. If you have the influence / merits to work with IO's you can soft cap the defenses even when Phalanx Fighting isn't being utilized. The lack of a damage aura though means that Shield defense's aoe taunt doesn't build against gauntlet. My Spines / Fire scrapper can yank aggro away from Shield Tanks on a regular basis... something to keep in mind.

    Personally I'd say that Ice or Elec are your two best options for team tanking.
  23. You're outfits missing something...

    I know! RIBBONS!!!!

    *fires the Orbital Ribbon Cannon, flooding the area with lots of bright shiny fluttery Ribbons!*
  24. mewit. somebody beat me to saying it's a Tailcoat