macskull

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  1. Why would you build specifically for Bloody Bay? That zone's all but dead, even on Freedom. At the very least you should be building for Siren's Call.
  2. Banes are gonna be nice in Going Rogue, assuming HEATs and VEATs can switch sides. Shatter from hide doesn't do nearly as much damage as an AS but it's not interruptible. A friend and I were three-shotting Regens in RV the other day on our Banes - BU/Surveillance/Shatter x2 hurts quite a bit, and then a Shatter Armor afterwards for good measure. VEAT stealth might not be all that wonderful but at the perception cap they'll be seeing Stalkers and dropping them out of hide - I've got a build in Mids for a Bane that I'll probably build after Going Rogue which is specifically designed to see stealth-capped Stalkers and drop them out of hide without any outside +perception. Of course, it's built kind of weird, doesn't have Stamina but has 65% ranged defense, 1600 HP, and 55% damage bonus while running double Assault.
  3. Unfortunately, a group of two or three Stalkers all spiking a target with Spirit Shark from hide can hurt a lot. Go figure that the bad Stalkers are more of a threat at range than in melee...
  4. Quote:
    Originally Posted by Not_Epsilon View Post
    My pain dom is a better emp then mac's thermal.
    True story.

    Oh, but I did get the Rad/Therm IO'd and mostly accoladed to the tune of 1.1 billion inf. I'm cringing when I think about how much the Emp's gonna cost.
  5. Given that you just recently returned to the game, is your experience with a Stalker from before I13, or within the last few days? I'm going to assume it was before I13 because Stalkers are pretty much a joke when solo now.
  6. Yeah, it's making searches by author name very difficult. Funny thing is, this is how it worked very early in the I14 beta before it was changed the the global/tell system it should be using. Just hoping there was some accidental code regression in the latest patch, otherwise I'm not sure exactly what the thought process here was.
  7. People with the fiteklub mentality will try to justify their losing or tying you by complaining about every little thing you do - "You used inspirations," or "You move too much," or "Why'd you phase!?" are common. I'd especially expect people to get annoyed at a taunting phasing Tanker, because not only would such a character be difficult to kill, but they'd make it very hard for opponents to get off damage spikes on the squishies.
  8. Quote:
    Originally Posted by Lackl View Post
    ok, thanks.
    While not what I was originally looking for, the info provited does help a lot. I really appreciate the explanations.
    I think most of us appreciate your concerns. One of the common complaints PvEers have when starting PvP is that they need a specific build to compete well. While some powerset combinations can do well in both scenarios with a similar build, the unfortunate reality is that the I13 changes further increased the difference between PvE and PvP builds. While it'd be nice to go into a PvP zone on your PvE build and do well right from the get-go, such an occurrence is rare.
  9. I can have three out with good overlap under my own power (181.25% global recharge constantly, assuming I remember to drop out of a form to let Hasten fire as soon as it recharges).
  10. * Katie Hannon Task Force - in the first mission, Mary MacComber and her spawn of Cabal don't gradually increase in level as the waves progress (generally starting at 34 and finishes the 10th wave at 37). Basically, the group spawns at level 34 all ten waves, which when combined with the fact that all ATs and especially Controllers have access to their entire secondary now makes the KHTF trivially easy.

    * If you try to view an arena match whose creator was not in the same zone as you, you'll get an error trying to observe the match, even if observers are enabled. For example, if I'm in Pocket D and a match is created from RV, I won't be able to observe it. This bug's been around for a long time, and getting it fixed would be appreciated.
  11. macskull

    Video Card Help

    Seconding comments for the HD5xxx series from ATI - however, there's one potentially very annoying issue you should be aware of if you've never played CoX with an ATI card before. While ATI's offerings the last few years have generally been a better value (more power for equal or less money) than nVidia's cards, there are some oddities with ATI's drivers and CoX. Most notably, you'll want to watch your water reflections settings, as some really weird-looking things can happen. The enhancement screen (when slotting enhancements or re-slotting after a respec) has a few glitches in widescreen resolutions but it's not anything you wouldn't be able to get used to.

    So, really, the question is: which is more important to you, value or a seamless gaming experience? If you can learn to live with the one or two quirks of the ATI cards, it's a no-brainer.
  12. Phalanx Fighting has a small bonus even when there aren't teammates around, so I'd still take it. You won't need any knockback IOs provided you have enough recharge to keep Active Defense up all the time (it's got KB protection and resistance just like Practiced Brawler).
  13. Quote:
    Originally Posted by Warhamster View Post
    Really all you need is Nova and 10 extra slots to slot up the 2 single target damage nova attacks. Make room for that and you can do what you want with human form. The damage you lay out in human form is just bad. That's why they are telling you to take Nova.
    Yep, that's just about it (personally I'd take Dwarf for the Taunt and extra self-heal as well, but YMMV). Give five or so slots to each of the single-target Nova attacks and you'll do just fine, maybe 4 Devastations and a damage proc. The reason you'll want Nova is because the blasts are 100 foot base range instead of 80 like most ranged powers, and the damage scale while in Nova is even higher than a Blaster's.
  14. Yeah, there needs to be an option to turn that off.
  15. Unfortunately, I don't think I'll be able to make it - if I manage to get back home it probably won't be until just after this starts.
  16. Quote:
    Originally Posted by Lackl View Post
    human only peacebringer
    You need Nova.
  17. Quote:
    Originally Posted by Santorican View Post
    If you really want to go farming then your goal is to minimize how much you spend on your build and maximize how much you get out of it.
    Not necessarily. While being able to effectively farm on SOs or even a cheap IO build is nice, more-expensive builds will often pay for themselves by being significantly faster than a "normal" build or being able to handle content that other builds might choke on (try doing a +4x8 Battle Maiden map on an SO'd Fire/Kin and see what happens).
  18. The proc will check once at cast and once every 10 seconds thereafter. However, odds are most enemies won't be in the patch anymore (they'll have moved our or will be dead) so you likely won't get much mileage out of the proc in that power.
  19. Quote:
    Originally Posted by ConFlict View Post
    both my doms I just accoed started at 50 with no damage taken.
    Reported for exploiting >.>
  20. Echoing a nod for the Dark/Sonic, but also tossing Rad/Sonic into the mix as another potential build. Why Rad? Tohit and damage debuffs on the enemies meaning your Tanker friends are getting hit less often for less damage, and the resistance debuffs from Enervating Field and Sonic complement the +damage from Accelerate Metabolism, meaning you'll all be doing a lot more damage. Main difference between Dark and Rad in the debuff department is Dark is generally more of a click/location set (Tar Patch, Fearsome Stare) while Rad is dependent on toggles (Radiation Infection, Enervating Field).
  21. Quote:
    Originally Posted by GOTerpsPvP View Post
    Well, considering you think that evasion is some elite skill and running away from your enemy makes for good pvp, I'm not surprised we disagree.

    All of the running/phasing/hibernating has always been pretty stupid. The change to allow phased players to attack phased players was a great change, and should have been in place years ago. Hibernate was a stupid power to proliferate across powersets/AT's and has had a negative effect on pvp.
    So by logical extension, your idea of good PvP is the "no travel powers" and "no pool powers" options turned on during an arena match. That way there's no running and no phasing, so PvP essentially becomes "stand next to each other and click buttons until someone dies." I'm not sure if you've ever seen a melee vs melee fiteklub duel (probably not judging by your view on PvP) but they're boring as hell and there's a reason serious PvPers laugh at them.

    Since there are no real objectives in PvP other than the side missions in PvP zones (Shivans, neighborhood battles, nukes, pillboxes), the only goal is simple: get kills and try not to die. If I need to duck behind a building to get out of line of sight, or keep my opponent chasing me while I regen HP or recover endurance until I believe I have the upper hand, them's the breaks. If you don't like it you've got two options, really: either respec out of your travel powers and phase, or deal with it. Ask just about any ladder player from before I13 and they'll tell you that yes, evasion is a skill, and yes travel suppression put a dent in the ability to evade by essentially tying both combatants together. Again, that's not good PvP. Good PvP is the ability to engage and disengage as you need to, not engage and disengage as the mechanics of the game think it's best.

    (On a side note, probably the main reasons Hibernate and Power Boost got proliferated was for PvP parity and because it's going to result in much less whining if you give powers to more ATs than if you take powers away from the ATs that already have them.)
  22. Quote:
    Originally Posted by BackAlleyBrawler View Post
    Which useful fixes for animation issues would you be referring to again?
    I was referring more to bugged powers rather than animations, but the mez animation bug is kind of annoying.
  23. In addition to adding new maps, it seems to have removed some NPCs from the list of available critters to use in custom mobs. I noticed the Crey Medic (from the Shadow Shard Reflections group) is missing and the custom group I was using as an ambush got replaced by Hydra with the name "PCCInvalidCritterReplacement."

    EDIT: Wait, wasn't just Medics. the entire Shadow Shard Reflections group seems to have gone poof.