macskull

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  1. I think you are confused, Badlactor. These are the CoX forums, not the CO forums.
  2. Aside from listing the four purples that dropped over the weekend, I did nothing. Got an SS/Shield from 37 to 50, a Fire/EM from 1 to 31, and some extra levels on assorted lowbies, but I had little desire to even log in most of the weekend, let alone work the market.
  3. macskull

    stalkers and PvP

    Rei hit the nail on the head in regards to powersets. Elec/WP/Mako is FotM right now due to having Hibernate and Spirit Shark which hits like a truck. Many of the more experienced Stalkers are sticking with Soul Mastery though - while it's got less ranged damage output, Shadow Meld in combination with Phase means you're much safer out of hide, defensively. As a PvP Stalker your main contribution will be to AS a mezzed or KB'd target and then get back into hide as quickly as possible - you're the weakest of any melee AT defensively and if you try to scrap it out with a harder target, you will die.
  4. Definitely is. I've been running CoX on Win7x64 since it went to RTM in August, and I'm pretty sure I tooled around with it when it went into public beta much earlier than that.
  5. Put me down with I Liek Turtles, 50 Earth/Nrg Dom. Tried to get this done once a few weeks ago and the leader went AFK as we exited the second-to-last mission...
  6. Quote:
    Originally Posted by Mike1000 View Post
    TK is an auto 12 second hold now, I don't think the duration is enhancable (it might be, but I don't think it is. Wasn't sure how my friends TK was slotted), but once you activate TK, the person is slightly levitated off the ground (no repel component anymore) and held for 12 seconds, once you perform an attack or something, it breaks TK and it's hold, so no you can't just freely attack someone caught in it.

    When testing, I tried acro on, acro off, acro w/ 10 BFs, and the hold was always 12 seconds. Interestingly enough, with acro on and a bunch of BFs, it seems squishies at least top out to cutting hold durations by max 50-60%.

    I can see it being useful if you have rad toggles on you that you can't get off, you can use that auto-hit hold to drop it. Or stop someone for the duration of their Build Up cycle.
    TK's more useful these days to take an annoying opponent out of the fight (think of it as somewhat like a cage power, except you can attack them). For example, I can drop an Emp out of a fight while I kill his teammate, or I can drop a damage dealer out until some of the pressure is off me. It can also be used offensively to keep a target stationary to set up a multiple AS spike.
  7. Ice Control is one of the better Dom primaries.
  8. macskull

    Rain of Arrow's

    Quote:
    Originally Posted by MasTa_X View Post
    Is it just me or is this power weaker as Full Auto?

    I find the cast time very long(same as full auto), but full auto does do damage instant from the time i click the button, but with RoA it takes so long before the damage kicks in.
    by the time the arrows fall, all the mobs are allready killed by my team , so kinda feel useless using it

    is there any changes coming to Rain of Arrow's?
    So go to the next spawn ahead and hit RoA. Problem solved.
  9. macskull

    Why PvP?

    Quote:
    Originally Posted by PuceNonagon View Post
    like when it's okay to get a heavy
    If there are heavies available, take them.
    Quote:
    and how to tell when two people are dueling and I shouldn't get involved
    Never. There's only one rule in zone PvP, and it's simple: if someone is an enemy, kill them. You might get crap for "breaking up a duel" but that's when you politely inform them that they can duel in peace in the arena via the /arenalist command. If they choose not to listen, then hey, free rep for you.
  10. Quote:
    Originally Posted by SkylineGTR View Post
    All I've been told is that slows and recharge slows are worthless in PvP 2.0. What's the deal? Recharge slows good and movement slows worthless?
    Movement slows are kinda lol because almost everyone will have Super Speed. Recharge slows, on the other hand, are still good because if you can stack enough -rech your opponent will be wondering what to do once they've gone through their attack chain and are staring at the little circles in their tray.
  11. Looks like it might be 5 Oblits (including the proc) and a Gladiator's Strike proc, or vice versa - two smashing procs, at any rate.
  12. Quote:
    Originally Posted by Techbot Alpha View Post
    Now, I'm not saying 'OMG HEATs suck'. A lot of people seem to swear by Tri-form Warshades, and a number of people obviously enjoy playing them.

    This is more a question to see if I'm doing anything majorly 'wrong', or wether they get a whole new meaning of 'awesome' at a certain specific point.

    Tried both PB and WS to around 20s, got a lil' PB at 19 right now. Just...I don't know what it is. The endurance costs dont seem to help but, then again, no Stamina yet. The damage taken seems extreme, but then this is on DOs.

    Anyone else feel burnout come along very quickly on PBs and/or WSs?
    1. You're not even to SOs yet. Most things suck then.
    2. Khelds, especially Warshades, bloom late - a Warshade isn't really powerful until you have Eclipse and get it slotted up.
  13. Yeah, recharge slows wreck Therms pretty badly (and Benumb is just mean).
  14. Why is this thread still here?
  15. macskull

    2xp observation

    I'm bad, I haven't touched the market all weekend except to craft and list items I've been getting as drops (4 purples so far, nothing else of note).
  16. Quote:
    Originally Posted by Sentry4 View Post
    But, if you still won't stand down, the duelers have no choice but to make the mature decision themselves and stop the madness by using the arena.
    There wouldn't be any "madness" to stop, nor decisions to be made, if you simply went to the arena to duel instead of doing it in a zone and expecting everyone who isn't the two of you to adhere to some arbitrary set of rules you've set up, and then come to the forums and whine when someone tries to *gasp!* PvP you.
  17. I'd go with a Tanker, Brute, or Scrapper if you're just starting PvP, because more HP and some defenses leave you a bit of wiggle room to figure out what's going on.
  18. He's not really. People don't get into PvP for a variety of reasons, and I'm betting very few of those people decide not to PvP because they are told "PvP in this game is bad." More likely than not people don't get into PvP because they ask "how will my flying RPing AR/Ice do in PvP?" and they'll be told (honestly, I might add) "it will suck." Now, most people aren't capable of comprehending that PvP is, and has always been, different than PvE, and your PvE builds just won't work well. I13 was supposed to fix imbalances between powersets, but in reality it only made less builds viable. Other potential reasons people don't get into PvP could be time needed to get good (aka the "I don't want to have to put effort into getting better" syndrome) or misconceptions about the PvP game and its players (such as the "you need IOs to PvP" or "all PvPers are trash-talking 12-year-old gankers" myths).

    When people are trying to get into PvP, I'll offer to be helpful and tool around with their builds, maybe even help them in the arena or zone. I've always done that and most of the good PvPers I know have done the same (though some higher-end PvPers don't necessarily like sharing their builds, which is fine). It's not the PvPers' fault that a new player decides not to get into PvP - it's the fault of the new player who refuses to learn from his mistakes instead of just whining about what he perceives to be imbalances, and it's the fault of the developers for making a half-***** PvP system that's completely different from PvE with no in-game documentation on the changes.
  19. Quote:
    Originally Posted by Nethergoat View Post
    And people like me, actually.
    I only marketeer on a few characters, but that doesn't stop the rest from making bank doing nothing but running missions and selling drops.
    Thirding this. Haven't made any serious cash from marketeering for well over a year now and I've managed to get five billionaires since then.
  20. I've had this sort of situation happen to me on a few occasions. Friend of mine had a small solo SG on Justice and wanted my help inviting her alts (she had only one account) so she invited and promoted one of my lowbies. I promptly forgot about that lowbie, but after noticing she'd pretty much disappeared without a trace a few months later, I logged back in and discovered I was super-leader. Since she'd been offline for about two months, I took the liberty of redesigning the base and inviting my own characters into it as well as a friend here and there. The old leader's logged on once since then (I left her two main characters in the group) but I didn't know until after the fact. It's now been about six months since she logged on and I'm not expecting her back, even for the weekend.

    I was a member of a small VG on Virtue as well on a few of my characters, and stopped playing on that server when I13 hit (I'd rolled characters there to run Cap SFs with a group from the market forums, but merits killed that) only to come back as the leader a few months later. I made a few minor changes to the base and went about my way, came back even later, and wasn't the leader anymore. Ended up leaving that VG a few weeks back when someone I know left the game and gave me his VG.
  21. I did mine a little bit differently when I moved to a new machine (well, technically same machine but a wipe and clean install of a new version of Windows). Copied the entire CoH directory to my second internal hard drive, exported the CoH folder in the registry (HKEY_CURRENT_USER/Software/Cryptic/Coh) to a .reg file, and copied that as well. When I got my new clean Windows install up and running, I copied the CoH install folder back to the same location as it was on the old machine (in my case, C:/Program Files/City of Heroes) and re-imported the registry values.

    Sounds complicated, but really isn't, and saved me a decent amount of time patching and verifying. Of course, it might not be the best way to go about doing it, but it's another possible method.
  22. macskull

    Thug/Storm

    Put it in Enforcers as well - it won't stack from you and your pets but there'll be more opportunities for it to proc. Stick an Explosive Strike damage proc into the Bruiser, since almost all his attacks do KB/KD of some sort.
  23. Yeah, I did find it awful convenient that MA missions weren't giving double XP due to a "bug" when they worked just fine last time. On the plus side, I've been farming Council and Nemesis like mad this weekend and I've been doing my part to inject purples into the economy.
  24. Quote:
    Originally Posted by PHlRE View Post
    ok, maybe can Vigilance and do something else more useful....

    how about when a teammate or yourself is getting to a low HP point, a select few of your primary powers are powered up for a certain amount of time? Like either your Healing, Buffing, Debuffing powers? Kind of like a weaker, longer-lasting version of PBU?

    what you think of that?
    So change the endurance reduction Vigilance provides to a fluctuating and constant +special bonus? Sounds interesting enough, but there are some sets that'd benefit much more from it than others, and some secondaries that'd get more usefulness from it (Rad, Ice, and Dark, especially). Of course the same could be said for any tweak made to Vigilance, but the idea seems fairly solid on the basis that as teammates get weaker, the Defender gets more powerful. On top of that, you could add a small damage buff that also scales with teammates' health - oh, making Vigilance's benefits apply based on your own HP as well as that of your teammates would be excellent, as it'd make Vigilance into a useful inherent for soloers. Of course, you'd probably want Vigilance to calculate the +special/+damage based on the total HP remaining of all teammates including yourself, so you wouldn't have to wait for one person to get into trouble before you really start noticing a benefit. If not adding the damage buff into Vigilance, just bump up the damage modifiers up to 0.6 melee/0.7 ranged.

    The only reason I'd suggest adding the damage buff is because that seems to be a popular change to make when you're revisiting ATs (Dominators, Stalkers, Kheldians), probably due to the fact that debuffs don't kill things - damage does. This is potentially another reason why Scrappers, Blasters, and Brutes are so popular (they essentially trade utility and control - not necessarily survivability, in the case of Scrappers and Brutes - for damage).