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Check the price/A-Merit ratio on the non-proc Kinetic Combat pieces, especially the ones that cost one merit. I haven't looked at them recently and I know they've declined, but for a while they had a pretty nice price ratio. Obliteration Quads might be worth checking, too, but I think their price dropped too far to be competitive.
Other than that, those you listed are your big three. Be sure to check those at both their max and minimum levels, since when buying specific recipes you can choose the level you get it at.
Edit: Oh, check the Blessing of the Zephyr knockback protection IOs, again at both 50 and 10. -
Quote:I don't think they're ridiculously dangerous to a Scrapper, but they got a lot more challenging with the AI changes that have them using all their ranged attacks even when in melee range. It's not really a problem with a lone LT, but it's really noticeable on a boss or if you get multiple LTs or a mix of bosses and LTs (on teams or higher settings). The hold stacking can get really ugly in a hurry. (It doesn't help that they can stack it with Gunslinger holds.)Still, getting back to the OP I'm surprised that a mature scrapper is having issues at all with a single Herc; they've never seemed that dangerous to me on any of my characters. Sappers heck yes, and Gunslingers, particularly boss versions are nasty but while Hercs can hit hard they shouldn't pose a serious threat. A Zeus can be tough but Hercs have always seemed fairly normal. Harder to kill than a typical LT due to the resist but not overly dangerous. Step out of the burn patch and keep pounding.
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Quote:I think there was debate about that. Certainly I don't think Another_Fan believed it. But whether it was true on average wasn't actually relevant to me, because selling expensive stuff (which I only recall hitting 250M, but close enough) was faster return on average, even if it was lower average return on inf/merits (which I think it likely was not).That may be true if you were explicitly buying low level procs with reward merits before, since they went for about 300M or so, but rolling randoms were supposedly better inf/merits AFAIR.
I think the problem with the random roll approach was that the really expensive stuff was comparatively rare. Most of the average value, whatever it was, was tied up in things that sold for low or modest amounts. There were a handful of the total list of max level Pool C/D recipes that sold for (comparatively) extremely high prices, and those prices were high enough that these recipes did a lot to raise the average while not being all that common to get as drops. That meant your odds of hitting (or exceeding) the average on a short run were low. It was more valuable to me, in terms of faster gratification, to spend my merits on the best inf/merit ratio items I could find and sell them.
Well, except that I didn't do the random rolls before. But the main thing, for me, is that the time is about the same. There was a lot of variation, but my best per-character R-Merit earning rates were usually on the rough order of 50 merits a night. That meant I could earn an LotG or maybe a Miracle in about 4 days, which is on par with how fast I can earn 2 A-Merits. I can "earn" A-Merits faster if I earn both A- and R-Merits and use R-Merits to buy A-Merits, but that starts to take a significant bite out of my profits.Quote:Since the A-Merit version of the Random Roll is actually better than a R-Merit Random Roll, you should be gaining more recipes than you did before the introduction of A-Merits.
Right. From my perspective that's the annoying part. I'm not deeply worried about the divide in the perceived haves and have-nots in MMOs, but despite that, I'm not big on the devs doing things that can widen that perceived gap. That's what I see this doing.Quote:However, like you said, this buff means that there is a greater supply of rare recipes, and consequently increased supply will drop the prices of rare recipes wrt to purples on a supply and demand basis.
Possibly overstretching the have/have-not analogy, good Pool C/D rares were really more the upper-middle-class IOs, where Purples were the realm of the truly rich. (PvPOs would have been the realm of the super rich.) I feel like the devs punted Pool C/D stuff down a notch on the imaginary class scale but left purples and PvPOs where they were. Maybe I should think it's grand that they made upper-middle-class goods more accessible to the "blue collar" player, but it bugs me on some level that they did that and left the truly rich goods where they were. This despite the fact that I likely qualify as "truly rich".
I agree with you. The fact that they probably don't look/think about it bugs me. I think they should care some about this sort of thing. Of course maybe they do and this was a conscious decision on their part. But I'm more inclined to believe like you do. I think what this would do was not on their radar.Quote:Again, I don't think the devs look very closely at ratios that change market amounts unless they are an order of magnitude or greater in price, but they've done things to ease supply before. Take costume drops, for example. I don't think they cared about the cost of that stuff more than the availability of it. -
Quote:Early on, Statesman (when he was still here) held up Superman as an example of someone who was Natural origin in that sense. It's why Peacebringers have a fixed Natural origin. It's also been put forth as a valid origin for things like demons and gods - some folks like to classify them as having a magical origin (I'm one of them), but if they're explained as beings native to a foreign dimension, treating them as "alien" beings with alien powers works too.Good point, Superman could be considered a natural origin since his powers are natural for him or any Kryptonian. I would say that the natural origin can be used for anyone were their power comes to them naturally, whether it be through training or it's some part of their species, without the aid of magic, science, technology, or a mutant gene.
In CoH's early stages well before release, there were a lot more origins, and I believe "Alien" was one of them. Of course that was at a point where the game's power system was radically different than what went live, and origin affected power choices, not just back story.
Given the five origins we have now, there's really no where else to file aliens, but having to classify them as Natural bugs me on a certain level. Trying to envision Superman's translation into an allowed player character in CoH, his origin wouldn't really mesh, in my opinion, with the explanation for Natural Origin we're given in Origin of Power. Every Kryptonian under a yellow sun has Superman's powers, so Superman (or any Kryptonian) is only "super" when compared to baseline humans. But if someone makes a Natural human character with, say, Super Strength, there's something pretty seriously different going on if that human character manages to tap into natural potential that lets him be on par with our translated Superman character's alien abilities. Likewise a Natural human Energy Blast blaster compared with someone like Starfire (again, translating her into a CoH character and not the mondo tank-mage she is in the Teen Titans cartoons).
As a result of that line of thinking, I personally try to stay away from "natural" aliens with my characters. But if I made an alien who really had racially innate powers, it's the origin I'd most likely pick, because there's really no good alternative. -
If you want a mix of AoE and single-target damage, Fire Melee is probably your best bet. Bear in mind, FM is about damage, damage and more damage. Which is grand if, well, you want to do lots of damage. It doesn't do much to help you, though, other than kill stuff real good.
Electric Melee is more AoE-centric. Some folks don't like how long it can take at beating down a hard target, but it's real good at messing up lots of smaller targets.
Dark Melee is pretty decent at messing up single hard targets, and there's pretty much no attack power that can help keep you alive better than Siphon Life. It also has an AoE +endurance power, which might lighten your build constraints some with IOs. It may not matter if you plan to build for the soft-cap on defense, but Dark Melee's debuffs are also work nicely with defense. Dark is not your top choice for defeating lots of foes at once, however.
Martial Arts is a good contender these days for single-target damage. MA is not very good at AoE damage, with only one AoE. It's got less "swiss army knife" going on than Dark Melee, but IMO it's a nice straight-up DPS set now with a couple of nice tools. Cobra Strike is now a truly excellent power which fairly dramatically changed how the set plays.
SR vs. Shield Defense is a tough call, and again it depends some on your build goals. Tricked out to the gills, SR is probably a ahead of SD on being hard to kill, because of its scaling damage resists and its very high defense debuff resistance. It's also much easier (and so much cheaper) to get SR to the defense softcap. However, Shield Defense has Against All Odds, which can be an exceptionally good bonus to your damage, and Shield Charge, which is certainly a nice attack despite some recent downgrades. One of the most well-rounded damage machines you can make if you trick it out is Fire/Shield. You'll be really very good at both single-target and AoE damage and have really good survivability.
DM/SD is also very good at sustained single-target DPS if it has people around to fuel its two +damage powers (Soul Drain and Against All Odds), but again, it's more for mowing down AVs and not lots of massed little guys. FM/SD can still cut down AVs and take down baddies too - it just won't be giving itself massive self heals in the process.
Edit: Sorry, I got, ah, a different kind of Scrapper-lock there. The above is focused primarily on Scrappers. Fury means the +damage powers of both DM and SD benefit Brutes a bit less. Shield Charge is more likely to bump into its damage cap on a Brute, especially if you have fury and use Build Up. Fury affects the DoT portion of Fire Melee attacks, but the presence of the DoT isn't counted in Scrapper criticals, so FM favors Brutes. But most importantly, Brutes get powersets that Scrappers currently don't, like Stone Melee and Super Strength. I also completely forgot to mention Kinetic Melee, which both ATs get (and I haven't gotten past level 4
). I have lots of experience with Stone Melee and a bit with SS, but let's see if someone else will cover those.
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Do you have any constraints? Like, for example, are you not into expensive IO builds? It can affect your choice some. How about what you plan to do with it? Lots of solo? Want to be better at hard targets, mowing down large spawns, or a mix of both?
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Quote:Once you do a patron arc, you add the (entire) list of Patron Pools to the things you can choose from when picking an "epic" pool. You aren't stuck - choose between and Epic or Patron pool the next time you respec.Now what if my tank is already level 50 and he has his epic power pool all filled out. If I make the trek to villain and do the patron pool arc will I be able to respec into my snazzy new patron pool powers or will I be stuck because I already chose an epic power pool?
Note that you keep this choice even if you return to a heroic alignment. -
As with so many arguments, it depends on how you're defining terms.
For the purposes of this argument, you can define "variability" in power picks two ways. You could define it as:
A) a measure of how much difference there is in all powers picked when comparing two builds with the same AT and powersets.
OR
B) a measure of how much difference there is in optional powers picked when comparing any two builds with the same AT and powersets.
Definition (A) means you have to include all the powers we all get, such as Sprint and Rest. If you use this definition, inherent Fitness reduces overall variability in builds, because it increases the total number of powers any two builds will have in common. Even if most people had it to start with, everyone will have it after I19.
Definition (B) means you specifically exclude the powers we all get, because they aren't choices anyway. If you use this definition, inherent Fitness increases overall variability, because it takes three powers most people choose to take and removes them from the list of optional choices. Players will then replace those three powers with other optional choices, which will (probably) not always be the same choices.
BlueRaptor is using definition (A). Everyone arguing with him seems to be using definition (B). -
Eh, Voids and Quantums had most of their teeth pulled a long time back. They aren't viewed by everyone as a grand ol' time (some people, like the OP, seem to like them), but they aren't that scary any more.
VEATs have no dedicated enemies. Given the vocal if not majority dislike of Khelds having dedicated enemies (including from teammates who dislike getting random enemies in their missions), I rather doubt we'll see them added for VEATs. -
It's the internet! Of course not!
Mea culpa. I've seen too many posts like that which were dead serious. -
In the game canon, particularly in the Origin of Power missions, Natural powers are about training and self focus. This happens to mesh very well with martial arts (no caps - I don't mean the powerset), athletics, and maybe old-school eastern-style (non-mutant, non-magic) psychic power.
I think it's worth noting, though, that in CoH Natural characters are taking that to rather Dragonball-esque levels of achievement. A lot of people on the forums do things like eschew travel powers or avoid flashy powersets (like Fire Blast) in the interest of mimicking levels of power a "baseline", if exceptional, human would have. But based on the Origin of Power dialogs, I think that in CoH, your level 50 Natural character is standing next to the Tech, Science, Magic and Mutant ones and beating face on true par with them.
I don't care how well trained and self-motivated you are, you have to be doing something pretty special to deal the same damage with your fists or feet as the guy in the high-tech power armor, the guy charged with the Power Cosmic, or the half-demon son of a god. Even if you're causing high damage because you have preternaturally good aim and timing, you're still doing something pretty superhuman.
I think the implication is that it's fine to be a Natural flier or super-speeder, a Natural Fire Blaster, or a Natural Stone Tank, even if you're human. You've figured out how to unlock or unleash something within yourself that lets you do things that other humans can't without having mutant genes, chemical alteration or bombardment by strange radiations. Many of the origins have some tendency to overlap conceptually, and I think "natural" power at this level is borderline mysticism, but I think it's worth considering that "Natural Origin" may mean a lot more than just highly trained and athletic. -
Quote:That may be the real hostname of a web server behind a load balancer that's referenced by the main host name (boards.cityofheroes.com). This is a common web/application server architecture for both handling lots of traffic as well as for providing higher overall availability in the case that one of the web/app servers dies.Weirdly, I found this is my browsing history logs:
http://coh103.gtm.cityofheroes.com/f...play.php?f=579
What the heck is coh103.gtm and why is it serving me forum pages? Should it be?
Clutching at straws here but again maybe something will be a clue.
On the other hand, it would be moderately unusual for the "real" app servers to be on the outside of the data center network, and thus addressable directly in that way. It does depend on the application architecture (is it hosted directly on the web server host?) and how the load balancer works. Not all of the options make spanning a network translation layer/firewall convenient.
I am going to poke around some now. >.> -
Heh. That makes me glad I don't use that power. When I got it I was all like "cool!" Then I realized I liked knowing where I haven't been in most places (even outdoors sometimes), and almost never use it as a result. The Shadow Shard is, I think, the only exception so far.
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Quote:Overgeneralize much? I min/max heavily, and every one of my characters has a carefully considered description that meshes with game canon and sometimes involves researching real-world history or mythology. They all have different costumes, often with a lot of time spent fiddling with their powers to make the costume and power colors complimentary.It’s called min/max mentality. These are the types than have never done a Bio, call their toons the same name but with a 1 or 2 or 3 after it and use the same costume on everything but change the belt and boots
. God forbid it take me 1.7 second longer to kill 15 mobs.
Don't be such a dork. -
Odd. I've never seen stealth take an applied effect's visuals with it. That's why I postulated it was -perception rather than +stealth.
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Quote:I don't think I agree. Here's why. My way of buying purples has been, explicitly, to produce expensive things (either randomly via drops or explicitly using R-Merits) and use the profits to buy purples.I'm saying the OP's dichotomy is a false dichotomy. They both work out the same in the end because the player will just choose whatever is most efficient in the end (within reason).
For me, I now have to produce on the order of 1.5-3x as much "stuff" to buy one purple using that method, because the sale price of "stuff" has gone down and the buy price of purples went up.
Using A-Merits to buy purples is so expensive in A-Merit terms that it's still faster for me to produce drops or R-Merits, but now I have to produce more of them in order to buy the same purples. My choice is between a 3-fold worst case (ish) time increase based on my production rates and something like a 10-fold time increase to use A-Merits (including buying them with inf and R-merits), so my best case got worse.
Now, I don't really have any trouble marketeering to make up the difference, but I think it was an unwise choice of the devs to increase the necessity of raw marketeering to retain the same efficiency of access to purples. Why? Because there are people who don't enjoy marketeering* to make (lots of) money. I think it was a good thing being able to tell those folks there were other ways they could work towards buying the Ferrari of enhancers. And yeah, there still are. They're just slower now. Not what those players generally want to hear.
* I use the term "marketeering" to refer to pure market profit activities, like flipping or craft-flipping, as opposed to stuff like selling drops or merit created items. -
One of the main limiters to the set's performance is one of its main attractions - the animations. When you start getting into how much damage/time you can dole out with a mature build, damage per animation time becomes a key metric for determining your best attacks. Because of its long animations, DP has some unusually low values for its attacks in terms of this metric. As mentioned, this probably is most noticeable on a Blaster, where pumping out gobs of damage is how you stay alive, generally as opposed to things like secondary effects on your attacks.
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Is it recovery resistance it grants? Based on the in-game power info, it looks to me like it grants end drain resistance, which is slightly different.
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Quote:I have a hero gone bad who retains revealed FoW for some of the zones.That's the case for me. My character skipped the Hero tutorial zone (Outbreak) but visited the old Rikti Crash Site, which is not in his list.
I will say, this incarnation of this bug is better than the original one. In the original one, as you visited new zones, previously revealed ones would be forgotten. So you could go back to some zone you hadn't been to in a long time and find its maps "re-fogged".
The new incarnation just seems to max out and refuse to remember new zones above the storage maximum. It's still annoying, but I much prefer what it's doing now to what it did before. -
I haven't run the new arc. That sounds more like they are blinding you than using a +stealth power.
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10 alignment (tip) missions + 1 morality missions = 1 alignment merit. After doing an alignment mission you lock one of your 5 progress slots for 20 hours, so you can only earn approximately one alignment merit per edit:two calendar days. You can also buy a merit outright for 20M inf and 50 Reward Merits, and I believe that's also on its own 20 hour cooldown timer (one purchase per 20 hours).
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And I do believe that AVs share that 800 base endurance (and attendant large end point/sec recovery rate).
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Sadly, that's not the problem for some of us. I have never logged in via boards.coh.com. I don't have any cookies for it.
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I'm pretty sure we've had it on redname authority that they're working as designed. (If I'm correct, it was a long time ago now - not sure I could find it.) They were changed very early on (I9 beta?) to their current stats. They are not intended to be unique.
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A Brute is probably the simplest thing you could try. Melee ATs in this game are generally a bit more forgiving due to their higher HP, mez protection and mitigation powers (shields).
However, you may not need to play something "simple". In that case, you need some sense of what the ATs do to try and compare against what you like to play on hero side.
- Brute: Plays something like a Scrapper with Tanker powersets. Tougher than a Scrapper, and can tank, but not as tough as a Tanker without (a lot of) buffs from teammates. Not quite as damaging blow-per-blow as a Scrapper, but still extremely effective. Edit: Fury tends you towards a "go, go, go!" mindset with this AT.
- Corruptor: Extremely similar to a Defender, but with blasts as the primary. More damage per blast than a Defender, especially on a team, but generally not as strong at buffing, debuffing or mezzing. Still, plenty good at buffing and debuffing.
- Stalker: Kind of like a melee blaster. Lower HP than Scrappers, but with some tricks they don't have, like near-perfect stealth and a backstab of doom. I recommend this AT if you enjoy the "imma kill you before you kill me even though I'm kinda fragile" that is popular with some Blaster players.
- Dominator: Try to imagine a Controller with "blapper" powers - some hard-hitting blasts and melee attacks. The Domination mechanic is pretty interesting, and a Dominator with domination up lays out more mez magnitude per time than a Controller does with the same control set. Dominators put out some pretty good damage.
- Mastermind: No real analog with heroes. Your pets are your primary means of interacting with enemies, though some secondaries mean you'll be active at debuffing foes. A MM has some of the weakest personal stats of all ATs in the game, but their pets and the interactions with their pets make them some of the safest, easiest things to play that you can imagine. (Note: easiest to play does not imply easiest to learn to play!)
