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Quote:Not a bad idea. Shards seem to follow the standard rules for "anyone can get them" drops meaning as long as the team does 1 point of damage everyone gets a shard roll so just add 1 or 2 blasters/defenders/corruptors to the tank team and have them follow the assault teams, they should get drops from the blues/yellows.The best way to fix this is to diversify the teams a bit. So for the Tank team(s), split it up a bit so the teams have a few people going after the blues and yellows too. As long as you're teamed with someone who's attacking the mitos, you get a chance of drops too.
Yes, it's a sort of jello-flavored chewing gum. -
It's special, you make it once and can use it on all three builds.
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I haven't tried it since, like you, I put the kd proc in Full Auto (which is nice given the long animation times). My gut instinct though says that it's not going to be a huge benefit in Ignite. The problem is that procs in patch style powers (like Ignite) only work every 10 seconds which means you're only getting one change to knockdown foes which seems to me that given the long cast time you're better off relying on immobilization.
One thing I'm not sure about is whether the 10 second rule for procs in continuous powers is based on the power or the individuals (i.e. does it check all enemies in there, wait 10 seconds and then check again or does it individually check someone entering the patch and then check them again 10 seconds later). I strongly suspect it's the former since from a code point of view that makes a lot more sense but I'll admit I don't know for sure. If it was the latter that would make it a little more useful since you could immobilize the primary target(s) and any enemies who brushed the patch would have chance to be knocked down and take some damage as well. -
There are two powers in Electrical Blast with really significant End drain and guaranteed -recovery: Short Circuit and Thunderous Blast (Tesla Cage also has guaranteed -recovery). The others will drain a bit but
Short Circuit on it's own won't drain your enemies entirely in one go, you need multiple applications which you really want to get the recharge down enough to fire it before the recovery debuff wears off (10 seconds). One of the reasons Elec/Elec Blasters are considered very good sappers is that they can combine Short Circuit with Powersink which drains 70 endurance with no slotting. The good news is Defenders can also do this combo, the bad news is they get it 12 levels later and have double the recharge on Powersink which means the combo is up a lot less often (baring a perma-hasten build).
Sparky is often considered useless. He isn't (quite) useless but unlike other pets he can't draw aggro so he's pretty much just a fire and forget attack power (which can be handy) -
It's WAI and has been that way for as long as I can recall. Basically it's a time-saving device since at (for example) 33 and 34 you have exactly the same choices of where to put slots.
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From a practical point of view I'm considering using Cardiac for now and switching to Musculature or Spiritual once the high level ones get released. On my Traps/AR I'm pretty much ED capped for damage and recharge on the powers that matter so I don't get a lot of benefit form the tier 2 boosts
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Quote:I disagree somewhat. I think yuo're correct that the devs should not lower the difficulty of the content for the sake of lowering the difficulty however I do think the devs should think about lowering the difficulty, or more accurately the time required, to get a particular Incarnate bonus at around the time the release the "slot" two or three onward from it (so make the Alpha slot quicker to finish around the time they release the Interface or unnamed 4th slot).I doubt the devs would compromise significantly in those areas, but I'm also here to say that if I think they intend to at some point, I'm going to oppose that move strongly on principle.
The problem with any sort of progression content is that while it works well for people who progress alongside the content releases you risk locking out newer players (or at least newer characters) if they have to spend to much time running the older content (which often ends up being abandoned). In [insert name of other MMO here] they have a system where they constantly upgrade the gear rewarded from the basic entry level progression content to allow new players/characters to gear up there in preparation for the newer raids.
Now it's possible that the unusual nature of CoX (people having lots of alts, the nature of loot drops etc.) will make this unnecessary and even when we have the Omega (10th) slot people will still want to regularly run ITFs and LGTFs without discriminating against those who lack even an Alpha slot but I really hope this is something the devs are keeping in mind. -
Quote:I'm the same wayMaybe it's just me but I like to be in a secluded spot when I respec a character. I feel like the character is vulnerable while he or she is just standing there, no powers, no enhancements. I've used the third floor in the back of the University. Or the back wall of a vault.
. I tend to use freespecs in my base since that is "safe".
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Quote:As long as you have mutation I'll happily be your human bomb anytime. Mmmmmmm +100% recharge and +50% damage.Fallout. "Oh, but it's too morbid!" "But it requires a dead ally!" Silly excuses, we all know the Blaster is going to face plant anyway! Besides, have you ever had someone volunteer to be your portable bomb? Who cares if you're short one person when every other mob is going to either die instantly or be debuffed to uselessness? Toss in Aim, Vengeance, and Power Build Up or Soul Drain and you'll soon find yourself cackling maniacally! Also recommend Recall Friend for maximum positioning.
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Level 32 Assault Rifle Blaster/Level 18 Traps Defender.
I don't use Time Bomb or Trip Mine anyway so it would basically be my Traps/AR Defender with Blaster level damage.
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Quote:I'd go the other way actually. Getting stuck on the Rikti homeworld for several years in what amounts to a combat situation would be amazingly tough on the human psyche. One of the main ways humans cope with stress is by sharing with others (which is why group therapy sessions are often used for treating several forms of trauma). Of the two Infernia seems to be the extrovert while Glacia seems more introverted. Given that I could definitely imagine Infernia handling their return better while Glacia kept her problems bottled up inside until she snapped.Nothing in the Lady Grey strike force suggests that she turns evil. If I expected either of those two rescued heroes to go off the deep end, it would be Infernia.
Quote:Is there something I missed? .
EDIT: Actually according to the wiki Glacia wasn't a hero in the first place:
http://wiki.cohtitan.com/wiki/Omega_Team -
Quote:If this is going to be your first IO build I strongly recommend making it up in mids and posting it on the board for advice before actually spending inf on IOs. It is very easy to make an expensive build that sucks horribly (I speak from experience here).wow o.o so basiclly go for defense more than resistance and slot IOs that can up res and def(preferrably def?), though money for the most part isnt that hard to come by condsidering ive been saving for my purp IOs and not buy any new ones till i19 came out... which it did
! this is going to be a very complicated build for me -.- eh ill go villain long enough to punch statesman in the face *shrug* i can deal with the mace shield.
http://www.cohplanner.com/ -
Quote:See this is why I could never go into politics, I calls them as I sees them. A "combat only - no story" checkbox might be more palatable to some people but from a practical point of view the design intent is the same: separate the farms from the story arcs. After all, you never see people complaining about challenge arcs crowding out the story arcsYou would never get a "farm" checkbox past anyone.
However, you could get a "combat only - no story" checkbox in there. The only problem is that you'd have to be careful not to be looking for a map full of pushovers, and accidentally walk into the scrapper challenge mission.
Technically speaking you could farm the scrapper challenge mission, but I don't recommend it..
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The reason I excluded Stalkers was not because of crits but because it's essentially an inherent feature of the AT rather than something in one powerset available to them. It's a good point though, I should have included Stalkers in the list I'll update my post accordingly.
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The damage cap is +400% for Blasters so you're fine.
Here's the list though:
http://wiki.cohtitan.com/wiki/Limits -
Quote:You might want to look at Mace Mastery then, it's not perfectly in character but the graphical effects on the shield are pretty low key so it would sort of work.sadly though im at least moderatly keeping in character so i cant get cold....it makes no sense besides i was desperate
Quote:anyway i cant give you a sample build if i dont have any idea wtf im doing ! mold me >.
http://cit.cohtitan.com/download -
Quote:Well first off, you've significantly over-slotted your ancillary shield. You might want to read up on ED but slotting more than 3 SOs of the same type in a power is pretty much a waste:so to get to the point i got my ancillary armor in an effort to be even a little less squishy and it does nothing even when six slotted with lvl 51 res enhancements. so would getting the fighting toggles weave and tough which give you def and res to everything as opposed to charged armor which is only good for smash, lethal, and.....somthing else a good idea?
http://wiki.cohtitan.com/wiki/Enhanc...iversification
In regards to your specific question the short answer is no and the long answer maybe. The relationship between defense and resistance is very complex. In theory 1% defense is worth about 2% resistance but in practice the over advantages of defense mean that for a Blaster it is a lot more than that since it allows you to dodge mezzes.
From your description it sounds like you are basically playing a Blapper. As such what I would actually recommend instead of taking the fighting pool is to switch from Electrical Mastery to either Cold Mastery or Mace Mastery (the latter is more useful but you'll have to switch to a villain and do the patron arc to unlock it first so Cold may be more practical for you). The advantage of both of these epic pools is that instead of a Smashing/Lethal resistance shield they have a Smashing/Lethal Defense shield. While it only boosts S/L Defense the bonus it provides is three times the bonus provided by Weave so against attacks where it works it will be a lot more effective (and with the I19 change it might be worth trying to take both).
Now, you're probably wondering why I advocate simply taking S/L defense rather than the more well rounded coverage of Weave. The answer is that a lot of power's you'll encounter are defended against by S/L defense. A very high portion of melee attacks deal part of their damage as smashing or lethal so it protects against them. It's less generically useful against ranged attacks but a lot of groups (like Council) use guns and it does provide protection against them. In general as a Blapper you spend a lot of time in melee so protecting against melee attacks is higher priority than ranged attacks and a S/L defense shield is the best way to do that.
In general the Fighting pool can be useful for a Blaster (particularly if you use IOs to further build up your defense) but I would generally not recommend taking it in place of an Epic shield for most blasters, the numbers are a lot lower. -
I don't think it was ever really a huge deal, in combat run speed isn't that important (although it's semi useful against a few specific enemies) and out of combat it's pretty trivial to turn on a travel power. The I18 and I19 changes (plus Ninja Run giving people an out of combat run based travel power without taking SS) simply trivialize it further.
Quote:I don't know how the defense compares between stealth and CD. -
I'm not sure if it's documented anywhere. My impression is that the "gun" redraw animation (used by Wolf Spiders, Assault Rifle and a couple of Mastermind sets) is less than a second but I've never tried to time it.
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Quote:Personally my opinion is to simply make a "farm" check-box to allow for farms to be easily filtered out and then make it an arc lockable offense to not use it on a farm arc (obviously farm arcs using exploits would still be subject to the current rules). Of course I can't see the devs actually going for this since they seem reluctant to officially condone AE farming but I think such a system would, long term, help people who want to use the AE for stories by allowing them to easily filter out farms.I also think that a greatly improved interface would even that out quite a bit by making it easier for the 'story' crowd to find stuff. As noted, I get nearly all of mine off the forums. Aside from the HOF and Dev's Choice stuff, it's really tedious trying to find a 'good' arc with the in-game tools.
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Check the beta forums, there was a very long discussion on it. The problem was back in the GR beta it was unlocked by either spending merits (as a solo option) or running one of the level 50 TFs (ITF, STF, LGTF, LRSF). People complained about it. So the devs took that away and added the arc which caused complaints from the people who liked the TFs.
Personally I can see the reasons for adding the arc but I would have prefered it if they had added the arc and kept the original methods. That way people could choose to run the arc (if they enjoy it or simply want the story) or run TFs if that's more their thing.