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Personally I like the Patron Power Pools for Blaster more than the old APPs. An AoE immobilize is a surprisingly useful tool for a Blaster, particularly if you build up Ranged defense a bit
Quote:Dual pistols with lots of defense I thought would be good, but I guess it is capped too low to be effective? Should I be thinking damage instead? -
For what it's worth I had a LOT of trouble doing that arc on my AR/Dev Blaster, Recluse in particular gave me insane amounts of trouble. On the other hand, I always struggle with fighting bosses on him.
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Quote:It's because of New Powers As The Plot Demands of course.That doesn't explain how I'll get icy breath, but that can be part of powering up in order to defeat him, maybe.
Depending on his origin it's also practical to say that he's getting better at using his powers. Most of my heroes are power armor wearing tech origin characters and for them a change in powers (whether a respec, a new accolade power or simply slotting some IOs) represents an upgrade their armor. -
Quote:There's also the possibility of introducing new tiers of rare/very rare salvage as well possibly with the Apex and Tin Mage TFs providing a shortcut to making that.So I figured, if the Common Boost uses three common components and the Uncommon Boost uses two common and one uncommon components, the Rare Boost would either be two uncommon and one common components, or just three uncommon components.
i.e. The could do a Rare salvage which requires you to combine a common salvage (or two) with a "Greater Incarnate Shard" which in turn is either crafted from X incarnate shards or rewarded from completion of the Apex/Tin Mage TFs in place of merits. -
Not quite, the Rikti were actually mutated by an alien species from their home dimension.
Quote:So the Question is: Who is lord nemesis? And what clues have you find in the game to figure out this never ending Nemesis plot?
Quote:When to paragon wiki to look for info, but in there don't say anything about the relation of Mender Silos & Nemesis or how he started the Rikti War.
Paragon wiki is outdated on the Nemesis stories. The wiki is updated by various players and tends to reflect the different interests that they have. If you feel that the article on Nemesis is missing vital information from the game the best solution is to put it in yourself.
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Quote:Yeah, it's pretty much impossible to make an MMO that doesn't feel as if it's lacking in content at launch unless you use a random mission generator and that tends to result in content tends to feel very bland.Obviously City of Heroes has a huge content advantage over the recent "johnny-come-lately" MMOs.
But just to provide some historical perspective from a Devil's Advocacy point of view there were a lot of people complaining about the "lack of content" a month or so after City of Heroes launched and many people were predicting it was going to fail very quickly. Obviously events have proven those people wrong.
It goes to show that the amount of content really isn't the only factor which determines how well a superhero MMO does in the marketplace. As we all know CO also started with a relatively small amount of content and as fate would have it managed to falter for a myriad of other reasons. DCUO will succeed or fail based on the quality/uniqueness of its content, not necessarily on the overall quantity of its content. -
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Personally I would say go with the "it didn't actually happen" approach. The whole thing was the result of a new writer who took a direction that the fans hated and the next issue retconned it out of existence with a convenient time warp.
Alternatively the "it wasn't me, it was my evil duplicate" thing can work well. This can actually tie in well with the Hero Morality mission you'll do to get back to your original alignment (the original level 40-50 one where you have to clear your name). You didn't actually do any of those acts, you were off in dimension Alpha-Lima-India-Bravo-India and a robotic duplicate did those crimes in order to frame you. The last set of tip and morality missions is you returning, getting into the swing of things and then finding out that you need to clear your name. -
The problem (I think) would be proportions. Good looking hands and feet running requires a different ratio of arm length to leg length than normal humans have. Note how the Tuatha have very long arms compared to a human. I haven't seen the ghouls do it enough to get a feel for them.
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I figure that Arachnos has a medi-porter system set up and provides it for villains either as a perk for working for Arachnos or in exchange for payment. So freelance villains pay Arachnos a fee for what is essentially extremely hi-tech health insurance.
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Not sure about the other two but it's probably because being rude to journalists is not a good way to get good publicity. Remember, the primary reason the devs give these sort of interviews is to try and get publicity for the game with people who don't play. Playing nice with the interviewers increases the chance of being asked to give more interviews.
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Quote:It's pretty obvious if you look at the numbers. The relationship between Damage, Endurance and Recharge follows a standard formula in most cases (there are some exceptions such as Sonic Blast, Claws and Fire Blast/Melee which have modifications to the formula as part of their powerset bonus).Well, that's kinda of what I'm asking. I haven't seen anything to suggest that animation time is not a factor to the devs when they decide how much damage a power should do.
I realize the OP was talking about redraw which is a slightly different case, but I was bringing up the general point that the devs don't really consider animation time. For example compare Executioner's Shot, Cosmic Burst and Power Burst. Same damage, same endurance cost and same recharge but they all have different animation times. -
This has been bought up by various people quite a few times, especially in reference to Dual Pistols. The simple fact is that the devs choose not to factor animation time into the equations they use to balance powers which is a pity since at high levels you normally have enough powers that animation time is a concern.
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Quote:Agreed. The current EATs all have power combos that aren't easily replicated in other ATs that make them play differently from other ATs (even if IMHO the HEATs could have been implemented in a better way).And /signed to longbow being lame. (Not to mention easily replicated in game. Inv/SS? Spines? Illusion?)
Personally I think any new EATs should endeavor to combine an interesting mechanic or power set with a good story. Rikti are definitely one possible option having a number of good storyline hooks and the potential for interesting power combos (such as having psionic powers, sword powers and some defensive abilities). Another group I'd like to see EATified would be the PPD. They don't have as many obvious story hooks as the Rikti (although I think they have some good potential ones) but between Power Armored cops, the Psi Corps and the Awakened Division I think they have some interesting options for a unique power setup (well ok, Awakened are basically Peacebringers with a different costume so scratch them out but the other two could work). -
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Quote:How much different is the slotting? One thing to keep in mind is that you're fighting enemies a lot lower level than you so the difference in purple patch effects could easily be getting lost in the noise. I'd suggest testing against an even con enemy since the effects of the purple patch should be more noticeable.Oh yeah, I meant to also post further experimenting I did along these lines. Again using a lvl 14 luddite hacker at the guinea pig, I had one my Lieutenant Enforcers set off detonator. Now, my Tier 1 punks are slotted better than my Tier 2 Enforcers (punks have full Absolute Amazement set), but even so I expected that, if Detonator was influenced by Pet Tier level, then Enforcers (being well slotted also) would still do more damage overall.
Nope, Detonator from Enforcers did damage in high 1400s lethal and low 1200s Fire; don't remember the exact numbers but it was certainly lower than what my punks did. My suspicion is that all Tiers do the same damage and Punks did slightly more because due to better Enhancments.
One thing is certain, I won't use detonator with anything but Punks anymore unless someone else comes up with conclusive evidence to counter to my suspicion.
Now it's entirely plausible that Time Bomb is immune to the effects of the purple patch that would suggest to me that pseudo pets summoned by MM pets are spawned at the MM's level instead of the pet's level.
EDIT: I just logged onto my Bots/Traps and confirmed that the seeker drones from the Protector Bots do spawn at the pet's level. -
Quote:You can find them on RedTomax, it's just a little tricky. Basically you need to look at each of the finishing moves for the AT you're referring to and look for a line that ends in "If Dual Blade ____ Mode 2". That is the bonus from the combo (note that Typhoons Edge is the finisher for 2 combos so it has two different sets of bonuses).Hey folks. I have just rolled up a new Dark Armor/Dual Blades Tank. However I can't find anywhere the numbers on the effects of the Dual Blades combo attacks. Where could I find them?
For a tank those values are:
Empower
http://tomax.cohtitan.com/data/power...ades.Follow_Up
+3.3% To Hit for 10 seconds
+10% damage for 10 seconds
Weaken
http://tomax.cohtitan.com/data/power...des.AoE_Bridge
-7% Defense for 10 seconds
-7% To Hit for 10 seconds
Attack Vitals
http://tomax.cohtitan.com/data/power...ades.Special_2
5 ticks of 8.9 Lethal damage each over 4.10 seconds
Sweep
http://tomax.cohtitan.com/data/power...des.AoE_Bridge
25.36 Lethal damage
0.67 magnitude knockback (which is of course knockdown).
Hope that helps.
EDIT: Darn, beaten to it. -
Quote:That makes a lot of sense. They don't seem interested in making Preatorians a separate third faction so they'd need to keep the "go to primal Earth at 20" bit in place but adding content for levels 30+ as either returning Preatorians or Primal Earth heroes coming to help out would make a lot of sense.With all the additions to the 20-30 bracket on Primal Earth, I think it might be more likely that there'll still be a gap between the 1-20 Praetorian content and any newer higher level Praetorian contet - keeping the requirement to escape to Primal Earth at 20, and then return to Praetoria at say, 35, would save them having to rewrite or remove the Praetorian exit content.
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Tier 3 common and uncommon salvage is dirt cheap except during a major AE exploit (and even then it's not that expensive) so I don't really bother stashing it away.
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Quote:Here's the thing though, if you dislike Trapdoor, Apex and Tin Mage, it's a good bet you won't like whatever content is in I20 anyway. The devs intent with Incarnate content seems to be making content that provides some challenge not though making the numbers larger (as the attempted to do with Reichsman) but by introducing special mechanics that require something other than tank and spank. I really doubt that the I20 Incarnate content will suddenly go back to being Tank and Spank (although the non-incarnate content probably will).I've tried them all several times, never succeeded, and am not really eager to experience them again. At this stage my chief concern is that i20 will be adding content that is gated through this particular content. Rather than more of this, maybe three more PvP zones?
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With the uncommon boost it will give your pets about an extra 15% damage enhancement (assuming you are ED capped) this equates to about 5% more damage. So overall not a huge boost. That being said my recommendation for MMs is to go for either Musculature or Nerve once the rares/very rares come out. The incarnate TFs are +4 to you so pet accuracy as such is a real issue. If you have Tactics or some good defense debuffs and your pets are ED capped for Accuracy you're ok but otherwise Nerve is probably the best option, since otherwise your pets will miss quite a bit. As for Musculature, the damage bonus is small now but once the higher tiers come out it will be better and pet damage is the hardest thing for an MM to boost. You can use IOs to slot for recharge and you have plenty of options for managing endurance but pet damage is not something you can easily boost.
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Quote:Thanks for checking. Also, this seems to confirm my theory that base damage of the human version of Detonator does not scale with pet type unlike the non-human version. If you have a chance to verify it with one of the other pet tiers I'd appreciate it.Alright... did a little experimenting with Detonator slotting to see the effects of enhancments. I'm 4-slotted Detonator with 1 lv50 gen io damage in it.
In Cap, I walked up to a lvl 14 luddite hacker, used one of my lowly minions to set Detonator right off at his feet.
Results: 1505.46 lethal, 1254.55 fire on the tech hating idiot.
look around and found another lvl 14 luddint hacker, got another of my minion up next to him, removed the Damage IO from Detonator, and had him set it off
Results: 1505.46 lethal, 1254.55 fire
Exact same damage!! Looks like it's true that damage and accuracy enhancements in Detonator do not help at all.
IMO, the Devs really shouldn't let this sit. In the meantime, I suppose I'll respec to remove those wasted slots (or maybe try to use it as a mule for a good IO set)
Sucks, really. Still, am please with power overall -
Quote:110% is the required value without DR, you'll need to apply DR to find out how much you need in PvP.Ty my friend. I thought that it was impossible with DR to have perma hasten in pvp.
Here's Arcana's guide to estimating DR:
http://boards.cityofheroes.com/showthread.php?t=126132 -
Quote:Hmmm... then yeah it sounds like a bug. Unless you had Healing Aura on auto-fire you should have been able to see the swirling graphic.I'll wager my mother there was no eight second countdown till the blue popped, not for me.
Were you on the ground or hovering? -
Quote:I would say either a bug or one of your pwoers was obscuring the animation. What powerset were you playing? The "warning" graphic is a bit of blue swirling around your feet so I could imagine certain powers (such as Steamy Mist) making it hard to see.I recently failed the Apex TF the other night, and there was never any indication that the blue fields were coming. After the near instantaneous death (they appear to have -travel debuffs), I could see them--but there was no way to anticipate them. "Nothing, nothing, nothing, nothing, DEATH, oh...a blue thing."
Bugged? A bad graphics issue?