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Bots deal quite a bit of knockback, this can cause enemies to get bounced out of your Tar Patch. At low levels your main counter to this will be positioning your Tar Patch and bots so that enemeis get bonuced into walls when possible. Another otion is to take Challenge or Provoke to make it easier to lead enemeis back into the patch. At higher levels you might consdier taking Mu Mastery since Electrifying Fences makes affected enemies immune to knockback.
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Quote:The problem with last 5 on high volume items is that it only really tells you what it's going for now. You don't necessarily want to read all the sales over the past 24hours but a summary with things like high price, low price and average price over the last 24hours would be very useful.I think last 5 is fine on high volume items ie: popular salvage to track 24 hours would be pages of data. where last 5 can cover days if not weeks of sales for expensive and less popular items.
Quote:I wonder if showing the last 5 at all is a mistake. if it was a blind market people would bid and sell based on what they felt an item was worth, and in general there would be a lot less volume but everyone would be buying and selling items at the individual's preconceived value. -
Unless the devs specifically implement some way to read in a build during a respec there isn't anything the Titan team could do to implement this feature (except possibly making a bot program which would violate the EULA).
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Quote:That is true, from the point of view of player time it is technically an Inf sink but from the point of view of market prices it's inf neutral. Market prices are primarily impacted by the quantity of items in the game relative to the quantity of Inf chasing those items. A character who is played but generates neither inf nor items is not affecting that ratio, it does slightly impact the demographics of what items are available and what are demanded (specifically a person power leveling a character would presumably then take a level 50 our to farm up some influence to equip them).I'm not sure why you consider the powereleveling option to be inf neutral. If Player X will spend 10 hours per week leveling his character, normally this would generate inf, but if instead he selects the AE powerlevel option and hence generates no inf, then the powerleveling option would have reduced inf in the system compared to what would occur under the current status quo.
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Quote:For a human using poison I could see two explanations for it being Natural:Natural is a tough one for me. If you are an alien or new creature that uses poison as part of the normal physiology, then it works as natural for me. The kitana illustration could still be technology to me since the character is using technology of a past age that is more advanced than say technology from the stone age.
1. The poisons readily available to any member of society and the character's skill is in using the poisons effectively
2. The poisons are extracted from various plants and animals and the extraction process requires personal skill.
The overlap between Tech and Natural is higher than most of the other combinations (the closest is Magic/Natural) since Natural characters often use Gadgets (or magic items) and the question becomes at once point does the power provided by their gear outweigh their personal power. -
It's also worth pointing out that different groups are very different difficulty to different characters. I used to wonder why people complained about Carnies so much because my Blaster found them to be one of the easier high level groups as long as I turned off bosses so I could mez the MIs. Trying them on other characters (especially melee characters) made me realize why people dislike them.
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Quote:Technically that would be inf neutral, neither a sink nor a source since it doesn't create inf but doesn't create tickets either. This also doesn't address the problem that level 50s generate an abnormally large portion of the total inf created (both due to hours played and higher rate of earnings).Would adding a powerleveling AE option be a good inf sink (and I apologize if this is already an option, as I don't AE much). The idea would be that AE would give you the option to accrue experience more rapidly, but you would not earn any inf or tickets. This would be a sink in the sense that players would spend time playing but not add any inf to the system.
More generally, a random idea:
Currently the "No XP" option (which is effectively on for all level 50s) turns all of your XP into Inf. What about a "No Inf" option which reduces your Inf generation (or possibly just prevents XP being converted to Inf) but increases you chance of getting drops. Obviously this is problematic with teams but it would be one way to increase the amount of items relative to Inf ont he market. -
You want:
/pet_select_name pet_name
You should also theoretically be able to make a bind or macro with:
pet_select_name pet_name$$powexecname healing power"
Which should target your pet and immediately heal them although it might occasionally misfire (I've had occasional issues with macros intended to drop my Kheld's form toggle and switch trays not fully working if I use it while doing another animation). -
Quote:Yes you will. In general most teams aim to go quickly with little to no regard for the story (mostly because experienced players have already read it multiple times). As such you will oftne times end up skipping the story as you out-level contacts (you can counter this somewhat by forming the team and then running your contacts so you at least get the story). Another option is to turn off XP every 5 levels and remain that level until you've done all of the story arcs.Let's skip how trivial the subject matter is and just focus on the question: Does teaming up effect the game's story? Will I end up doing things out of order, or skipping over events? Its my first character and I kinda wanna see the sights before I just start blazing through.
Quote:In general, how does teaming up work in regards to story and development? Or in regards to leveling speed and general fun? I have never even tried a team yet, mostly because I'm still 100% mediocre and easily confused. XD
Quote:Another sidenote question would be, does the story level with me? Since I started out a Preatorian, can I do the low level hero arcs on the same character? Will they be faceroll easy? Or do they match whatever my current level is?
1. Once you've started you can't add people to your team or join other teams until you finish or give up.
2. While on a Flashback you can't talk to your other contacts.
3. Your effective level is reduced tot he maximum for the contact if you were doing it normally
There are a few way to get to Ouroborus. The easiest is to go to a populated area with lots of high level characters (Talos Island is good for Heroes) and politely ask in local or broadcast chat if someone would mind opening an Ouroboros Portal for you. Generally someone will (it's a yellow portal thingy). Thank them and click on it to go to Ouroboros. Once there jump up to the highest point and find the Exploration badge, this will give you a power that allows you to open your own Ouroboros Portal (remember to pay it forward by opening one when you see someone ask).
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Quote:SOs work when you're their level +/-3. Since the stores sell levels that are multiples of five you can buy them every 5 levels and have overlap. Basically you buy them at the following levels (or the following levels +1 which is slightly better since you can combine your old enhancements):Don't SO's expire every 3 levels? Not 5 as was mentioned by the OP. In that case, i dont think anyone would go 2 levels with red slots, so you may wanna alter the original figures a tad.
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Quote:Unless people want the better bonuses like the 3.75% melee from stuff like Oblits, compared to like a .9% fire/cold resist or crap from the "cheap" sets. I'd rather go for the bonuses that actually matter. Those other sets are only good in frankenslotting builds, imo. -
Quote:As Kinrad said you probably need to run it in administrator mode. Assuming that doesn't work (and that you aren't using an incompatible operating system) I recommend asking on the Mids' forums. Trying to design builds by hand really, really sucks.Only problem with that is that every time I try to download Mid's, it gets down to the actual installation process and it says there was an error and it won't finish installing. I retry the installation and still nothing so there is no way for me to get the program onto my computer.
http://www.cohtitan.com/forum/index.php/board,59.0.html -
Quote:Well in general for buy bids if it doesn't fill in 24 hours I tend to redo it at a higher price.Good in theory but for the part that your number of bids and sales are very limited (16) and without knowledge, which you admit is hard earned, that bid may stay there for weeks. The space it takes up is a valuable resource. At least BIDs cost no money up front and you can cancel. I returned to the game last spring and started out all excited about the new (to me) market and lost my shirt SELLing because current prices for what I had was at an all time high or something. My salvage and stuff never did sell and I lost what was to me at the time a lot on the listing charge. I loathe the "last 5 list".
Selling is risky and the market is deliberately setup that way to drive prices down. Yes, it can be hard learning it (and I think that is a problem) but in the long run it discourages sellers from making risky "just in case" bids. Similarly the limitation on market slots is intended to encourage fast turnover on the parts of bother buyers and sellers which helps keep the market active.
I do agree with you on the problems with just showing the "last 5". Personally I would much prefer the option to see prices over the last 24 hours or last 7 days. I think this would give less experienced players a much better idea as to an item's true value but I know there are people who disagree. -
I'm not aware of one. As for why, I think you touched on the reason in your post. The nature of the market system (double blind bids) is designed to favor people who are patient over those who are not and provides little incentive for people to spend lots of time at the market looking for bargains instead of going out and beating on bad guys. Personally I love this, I can get gear I want at a good price without having to check the market every 5 minutes to see if someone listed an item I want at a good price. However the downside is that the market is a lot more opaque until you learn how to read it.
This means there is a learning curve to the market that a lot of people are not interested in surmounting. There are other MMOs that have similarly complex markets but in those the market is generally a more important feature of the game so people who play the game expect that they will have to learn to use the market for success. Other games have a market which is easier to understand at a superficial level but requires significantly more effort to avoid getting a poor deal.
Suppose I want to buy a stack of 10 widgets. In a classic market system I go to the market and see what widgets are being offered at what prices. My options are then to buy the widgets at the offered price or not to buy them. If I want a better deal my only option is to come back later and hope I can get some cheaper then. Here if they aren't selling at the price I'm willing to pay I can simply leave my bid in place and the game will take care of buying them for me at that price leaving me free to do other things. -
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I guess it was technically in violation of the EULA (trading in-game currency for out of game items), pity though.
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The builds you see posted were generated using a program called Mids' Hero Designer. While it is possible to read the build as it is posted in the forums it's much, much, much easier to simply import it into Mids'. You can get Mids' here:
http://www.cohplanner.com/
Once you have Mids' there are two ways to get a forum build into it depending on what version of export the person used. I've posted a full export below (grabbed from a random post) and marked in red the bits that allow you to import into Mids'. Hope that helps.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build! <--- Clicking on this link will allow you to download a save file that Mids' can open
Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Smite- (A) Kinetic Combat - Accuracy/Damage
- (36) Kinetic Combat - Damage/Endurance
- (37) Kinetic Combat - Damage/Recharge
- (37) Kinetic Combat - Damage/Endurance/Recharge
- (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Obliteration - Accuracy/Recharge
- (3) Obliteration - Damage/Recharge
- (3) Obliteration - Accuracy/Damage/Recharge
- (5) Obliteration - Accuracy/Damage/Endurance/Recharge
- (5) Obliteration - Chance for Smashing Damage
- (46) Obliteration - Damage
- (A) Doctored Wounds - Endurance/Recharge
- (46) Doctored Wounds - Heal/Recharge
- (50) Doctored Wounds - Heal/Endurance/Recharge
- (50) Doctored Wounds - Recharge
- (50) Doctored Wounds - Heal
- (A) Reactive Armor - Resistance/Endurance
- (7) Reactive Armor - Resistance
- (7) Reactive Armor - Resistance/Endurance/Recharge
- (A) HamiO:Nucleolus Exposure
- (9) HamiO:Nucleolus Exposure
- (9) HamiO:Nucleolus Exposure
- (13) HamiO:Golgi Exposure
- (15) HamiO:Golgi Exposure
- (15) HamiO:Golgi Exposure
- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (11) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (13) Kismet - Accuracy +6%
- (A) Empty
- (A) Endurance Reduction IO
- (A) Obliteration - Damage
- (19) Obliteration - Accuracy/Recharge
- (19) Obliteration - Damage/Recharge
- (21) Obliteration - Accuracy/Damage/Recharge
- (21) Obliteration - Accuracy/Damage/Endurance/Recharge
- (40) Obliteration - Chance for Smashing Damage
- (A) Empty
- (A) Reactive Armor - Resistance/Endurance
- (23) Reactive Armor - Resistance/Endurance/Recharge
- (23) Reactive Armor - Resistance
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense
- (25) Luck of the Gambler - Defense/Endurance
- (A) Obliteration - Damage
- (27) Obliteration - Accuracy/Recharge
- (27) Obliteration - Damage/Recharge
- (31) Obliteration - Accuracy/Damage/Recharge
- (31) Obliteration - Accuracy/Damage/Endurance/Recharge
- (43) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
- (29) Luck of the Gambler - Defense
- (29) Luck of the Gambler - Defense/Endurance
- (A) HamiO:Enzyme Exposure
- (31) HamiO:Enzyme Exposure
- (A) Kinetic Combat - Accuracy/Damage
- (33) Kinetic Combat - Damage/Endurance
- (33) Kinetic Combat - Damage/Recharge
- (33) Kinetic Combat - Damage/Endurance/Recharge
- (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (34) Siphon Insight - Accuracy/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (36) Luck of the Gambler - Defense
- (A) Perfect Zinger - Taunt
- (39) Perfect Zinger - Taunt/Recharge
- (39) Perfect Zinger - Taunt/Recharge/Range
- (39) Perfect Zinger - Accuracy/Recharge
- (40) Perfect Zinger - Taunt/Range
- (40) Perfect Zinger - Chance for Psi Damage
- (A) Thunderstrike - Accuracy/Damage
- (42) Thunderstrike - Damage/Endurance
- (42) Thunderstrike - Damage/Recharge
- (42) Thunderstrike - Accuracy/Damage/Recharge
- (43) Thunderstrike - Accuracy/Damage/Endurance
- (43) Thunderstrike - Damage/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (45) Positron's Blast - Damage/Endurance
- (45) Positron's Blast - Damage/Recharge
- (45) Positron's Blast - Accuracy/Damage/Endurance
- (46) Positron's Blast - Chance of Damage(Energy)
- (A) Dark Watcher's Despair - To Hit Debuff
- (48) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (48) Dark Watcher's Despair - Recharge/Endurance
- (48) Dark Watcher's Despair - To Hit Debuff/Endurance
- (A) Resist Damage IO
Level 1: Brawl- (A) Empty
- (17) Empty
- (17) Empty
- (34) Empty
- (A) Empty
- (36) Empty
- (A) Empty
Level 1: Ninja Run
Copying the information below to the clipboard (ctrl+c on a PC) and then selecting the forum import function in Mids' will also import the build.
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Also, I think it's worth stressing the "ultra-rare" portion of Dechs' post. While you can theoretically get extremly lucky and get complete drops of both sets you'll probably end up having to buy the ones you want on the market where, due tot he ultra-rareness of the recipes, they are rather pricey.
You can also direct buy them with Alignment-Merits but since they cost 20 A-Merits each it's more effiicent to use the A-Merits to get cheaper recipes, sell those and use the Inf to buy the Purpels ont he Market.
The PvP sets are a different category. They do drop from PvP or can be purchased for 30+ A-Merits. -
Quote:I think the special IO needs to change. I can't see the devs wanting us to stack that with the Kismet one. Also a unique means you can only 5-slot the set once which is counter to the idea of increasing slotting variety for TAoEs, people are unlikely to 4-slot the set for the accuracy bonus so it becomes something you slot at most once and then use for Frankenslotting. I'd say a simple damage proc would be fine.Hmm... Lemme try taking a shot at making one up:
Tactical Strike: 10-40
Accuracy/Damage (uncommon, pool A)
Damage/endurance reduction (Uncommon, Pool A)
Accuracy/Range/Endurance Reduction (Uncommon, Pool A)
Damage/Recharge/Range (Rare, Pool A)
+To Hit (6%, Global, Unique, Rare, Pool A)
2- Increases Recovery by 2%
3- Debt protection 2% (They can't all be winners)
4- Enhances Accuracy of all powers by 7%
5- Increases Damage of all powers by 2.5%
Itemization on the other IOs is fine. Damage is on the low side but it's a 5-piece set so it's not unreasonable for someone to make it up with a Damage/Something from another set.
A damage bonus for the 5 piece seems rather stingy, most sets get that as the 4 piece bonus. I'd say drop the Accuracy, move the damage to the 4 piece bonus and make the 5th bonus a Moderate defense bonus. Ranged would be popular since these sets are mostly used by ranged characters and it would give them a nice trade-off between defense and recharge (plus making it Moderate means you've got a trade-off between this set and Thunderstrike due to Rule of Five). TAoE already ahs a set with AoE defense and Melee defense is probably not useful enough to make the set popular. S/L defense might be a good choice, it's not a "no-brainer" for ranged characters but it does appeal to the Blapper crowd and some melee characters would take a TAoE power from their epic to use it. -
Yeah, this is the reason I would like to see more TAoE sets. With other powers you can choose which set bonus you want to go for (or skip them all and Frankenslot) but with TAoE Positron's Blast is the only decent non-purple non-PvPIO set. I guess maybe Detonation might be worth slotting if it got you to the AoE Soft Cap but it's a pretty small bonus compared to most equivalent sets for other types.
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There are a few builds posted in this thread that you can probably use as a starting point:
http://boards.cityofheroes.com/showthread.php?t=211713
My advice is to make something up in mids' and then post it here so we can see what you're going for and offer advice based on your preferences and build budget.
Generally with Traps/AR you want to aim for Recharge and Defense. Positional Defense is slightly easier to build up through set bonuses given the powers available to you but if you go for Typed Defense you can take Mace Mastery which will take care of a large chunk of S/L defense allowing you to softcap that easily and focus set bonuses on the other typed defenses. -
He is referring to this thread:
http://boards.cityofheroes.com/showthread.php?t=244851
EDIT: Thread was apparently deleted. -
Quote:Realistically there is absolutely no reason that the same character with the same build could not be both helpful or harmful depending on the circumstances. Storm in particular is an EXCELLENT example.Ideally, I want the option of being genuinely really helpful to a team, but also of running in, creating mass havoc, and then issuing my battle cry: "Why are you angry? I'm HELPING!"
Helpful:
Use Gale and Hurricane to push enemies into walls and then stand their debuffing their to hit. Bounce lose enemies away from squishy people and back into range of melee characters or debuff patches.
Harmful:
Jump into the middle of a pack of enemies with Hurricane turned on, proceed to use Gale once on each enemy you can see. Wait until the Trick Arrow Defender casts Oil Slick Arrow then proceed to bounce all enemies out of the patch. Let the Tanker gather up a group of enemies then cast bonfire underneath him.
The problem with knockback and repel has never really been the mechanic itself but how people use it. It's an excellent form of damage mitigation but, used poorly, it can result in lowering the damage mitigation efforts of others by more than it mitigates. -
I don't mind knockback but what you're talking about sounds like, for me, it would cross the line from 'fun' to 'annoying'. Energy Blast slotted for knockback is fine (as long as you've got some damage and accuracy in there as well). Gale on auto-fire though sounds like it would end up impacting the fun of the rest of the team. Gale is a useful positioning and mitigation tool but if you just fire it off randomly you end up sending mobs randomly all over the place.
Mitigation in this game can take many forms. Used correctly knockback is excellent mitigation (an enemy flying through the air is not attacking after all) but it is by it's very nature transitory mitigation. Using knockback semi-randomly results in a situation where you are not consistently mitigating particular mobs and at the same type making several other types of mitigation less effective. The other damage mitigators on the team (whether they are other characters with buff/debuff sets, melee characters using Taunt or simply damage dealers operating under the kill them first principle) have to work a lot harder to counteract what amounts to negative mitigation.
Some teams have powers that make this easier to handle (having a Force Fielder would make it moot for example) but that isn't guaranteed.
To summarize:
Scattering mobs around and reducing the effectiveness of AoE powers slowing the team down, fine by me as long as it's fun. Scattering mobs and reducing the survivability of the team, that I have problems with. -
As Fiery Enforcer said it really depends on what your character needs. Epic pools can (to some degree) be used to shore up the weaknesses in a character's primary/secondary combo. If you want advice for a specific character thoguh someone can probably offer adivce.