Adeon Hawkwood

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  1. Yep, worse case scenario is you will lose your name, but currently that can only happen to characters under level 5. There are no garuntees that PS won't choose to change the level range though.
  2. Well there has been a lot of new stuff since then. The Highlights:

    1. The Invention system adds a lot of potential power, but SO builds are still perfectly viable. Soft-capped Defense and perma-hasten are probably the most popular goals

    2. The Rikti Crash Site got replaced with the Rikti War Zone which has a series of story arcs starting at level 35, a co-op task force, a raid on the mothership and (after doing the first mission) Vanguard Merits to buy the Vanguard Uniform costume pieces.

    3. Ouroboros allows people above level 24 to re-run any story arcs or badge missions that they have out leveled

    4. The Midnight Club has a story arc that once run allows you access to Cimerora: a Roman themed zone with repeatable missions and a co-op TF (min level 35)

    5. Day Jobs mean that your characters get bonuses based on where they logged out and for how long. All logged out characters (regardless of location) gain Patrol XP which is basically anti-debt. You gain 50% more XP as long as it lasts.

    6. The Mission Architect allows people to make interesting stories and share them with other people (Sturgeon's Law applies). It's also used as a PL'ing/Farming tool but the devs try and smack down the worst exploits.

    7. It is now possible to change the colors of your powers in the costume editor (some exceptions apply) and choose between different weapon models for the weapon sets.
  3. Adeon Hawkwood

    Archery/Traps?

    I've played both sets (not together though) and I think it should be a reasonably decent combination. Archery is very accurate and has a lot of damage (especially once you get RoA).

    The only thing I would note is that the idea of using it to pull is probably a suboptimal way to play. There are two reasons for this. First is the practical one that despite the static nature of the powers Traps doesn't really need to pull enemies into prepared locations. While it can be done the only power that really requires it is Trip Mine. The other powers work just as well if you place them during combat rather than trying to predict your enemies (in fact, PGT works better this way since if you pre-place you generally only hit one enemy). The second reason is to do with RoA itself. It's the heavy hitter in your set and as such you really want to soften opponents up with Acid Mortar before unleashing it.

    As a side note, from what I understand because of the way the power works each of the 3 ticks of damage will check for Scourge independently which greatly increases your chance of one-shotting minions with it.
  4. Quote:
    Originally Posted by Fleeting Whisper View Post
    But how else'm I s'posd to used Vengeance?
    You mean it has a use other than providing a passive 7.5% recharge bonus?
  5. Why do I use Mids'? Because I am to a large extent a min/maxer and Mids' takes care of the addition and record keeping for me so that I can focus on important things like selecting which set to use in a power and deciding how many slots to assign. For me planning and tweaking a build to maximize it's potential is a lot of fun. In fact, I get a lot more enjoyment from that than I do from actually playing the tweaked builds. I enjoy playing the characters but the difference in enjoyment between an IO'd character and an SO'd character is, for me, pretty minimal. I IO characters because I enjoy it as an activity not out of any real desire to play IO'd characters.

    Given this, I like to spend time reviewing my build before respecing. Looking it over and deciding on places to tweak it. Agonizing over power selections and wondering if I should shift slot assignments. Now I could plan it out by hand, the question is why the hell would I want to? I've made RPG characters by hand and even in systems which are designed with the assumption that you are doing them this way it's a pain. In a system like CoH which has effectively 182 variable (24 powers, 67 slots, 91 enhancements) trying to do it by hand is just painful.

    One of the things I love about CoH is that the build and gear relationship is so complex. In other WoW (for example) the relationship is pretty weak. There is gear for your particular spec but the particular items that you're going to want aren't very different from someone else with the same class and spec even if they have a different build within that spec (there might be one or two different ones, but for the most part you want the same things). In CoH your build and your gear are heavily entwined and that gives very broad scope for min/maxing.
  6. In the last set of interviews with War Witch she said that they are not adverse to doing new EATs but that they are not currently working on any. Like you I would like to see some more. However I think that there are plenty of options for EAts that don't involve Preatoria. However, I disagree with having them unlock at 50. The devs stated that was a mistake with the original EATs (a mistake they are now rectifying) and repeating that mistake with a new set of EATs would be silly.
  7. Quote:
    Originally Posted by Garent View Post
    Rain of Arrows does NOT have an accuracy bonus. The accuracy bonus shown under real numbers does not apply to the pseudo-pet summoned by the power, just like how ice storm and fire rain do not really have an accuracy bonus. Slotting for accuracy would be a good idea, unless you plan on always using the power alongside aim and/or build up, in which case you wouldn't need any accuracy slotting.
    Based on my testing you appear to be correct, I filed a bug report on it but no clue if they'll actually look at it.
  8. Quote:
    Originally Posted by Fleeting Whisper View Post
    I can understand the sentiment with Resurrect, because it's just a rez. But if you'll take Howling Twilight for being a good debuff, why not take Mutation, Elixir of Life, and Conduit of Pain for being good buffs? Why not take Power of the Phoenix for being an attack?
    (Okay, I guess I can also understand skipping Conduit of Pain on a MM, since it just buffs yourself)
    Because in all of those cases someone needs to die for them to work. I'd much rather take a power that I can use whenever I want and that will (hopefully) make the team better to prevent deaths rather than one that only works when people are dying.

    Quote:
    The only slotless power in Leadership is Assault
    The others benefit from being slotted, but they don't need them to be effective.
  9. Quote:
    Originally Posted by EmperorSteele View Post
    Generally B, though TBH, a level 36 is going to have a hard time contributing. I would send a tell and ASK if lvl 36 is okay. Even if everyone is SSK'd to 50, everyone (but the leader) being low-level will spell disaster. After all, lvl 50 versions of foes are balanced around you having 24 powers and 67 additional slots. Not to say it couldn't be done, but still, a random PuG may not be the best palce to test that theory.
    This. Generally a level 50 ITF with a few lower levels will be fine. However if an ITF has mostly lower levels then trying to run at level 50 is a bad idea, things generally go smoother if you select a lower level leader so that fewer of the team are SK'd up. In any case I'd definitely tell the leader my level when I asked for an invite.
  10. Quote:
    Originally Posted by Anaxagoras View Post
    I recommend skipping the single target immobilize unless you are using it as an IO horse for whatever reason.
    Well for now it's one of my main damage powers so I'm keeping it. I may well end up respeccing out of it later but for now it stays .
  11. I wouldn't bother with endurance reduction in RoA. Using standard enhancements you'll only get it down to a 30 second recharge. Persoanlly i never bother with endurance reduction in any power I'll be using that infrequently.

    Personally in an SO or common IO build I'd give it 3 recharge reduction and 3 damage enhancement. It's got a 1.6 base accuracy modifier so it's effectively got 2 accuracy SOs in it already.

    Some people like to only stick a single recharge enhancer in there because that keeps it's recharge roughly the same as ED capped Aim (45 seconds). There is some validity to that approach but personally I prefer to have RoA up as often as possible and if Aim isn't up I just use a couple of red inspirations before casting.

    Also, Aim lasts for 10seconds and the casting time of RoA is 4seconds so you've got a bit of flexibility and can get another attack or two off after RoA that will still benefit from Aim.
  12. Adeon Hawkwood

    Archery

    Quote:
    Originally Posted by Madam_Enigma View Post
    Yeah, until you realize "Hey, I get the debuffs, and still have endurance"
    And then you realize. "Gosh, these debuffs aren't much better than the ones from my regular attacks". They are more powerful but the duration is the same as the regular DP power (8 seconds for toxic, 10 for cryo) while for the crash nukes the debuffs last 20 seconds. Using HoB doesn't significantly increase the debuffs you can apply with your attacks, the crash nukes do.
  13. Quote:
    Originally Posted by Madam_Enigma View Post
    Awakens are fine and all, but if I'm in the heat of combat on a /poison mastermind or my dark/rad defender... I want you on your feet and fighting NOW! As such I'll use a combat rez. That, and on my /poison mastermind I get to laugh as you vomit your toenails up after 30 seconds.
    I don't deny that the rez powers are useful. I just question people's obsession with them. Personally if I ever rolled an Empath Resurrection would be one of the first powers in the set that I'd skip. Same goes for Rad, Poison Thermal and Pain. Dark is the only one where I'd consider the rez non-skippable and that's because it's a very powerful debuff (and it doesn't require a dead body) not because it's a rez. Rez power are, to me, pretty much at the bottom of the list in terms of power selections. I'll take them if I don't have any spare slots and I've laready taken the other available "slotless" powers (i.e. Leadership)
  14. Adeon Hawkwood

    Archery

    Quote:
    Originally Posted by Madam_Enigma View Post
    Except Hail of Bullets does have the capability to apply debuffs.
    True, but the debuffs are VERY weak compared to the crash nukes.
  15. Quote:
    Originally Posted by Sailboat View Post
    I guess. On a recent task force, a Stormie followed my Scrapper around, keeping O2 boost stacked on him as much as possible. It was nice to have someone trying to look out for me, but there's got to have been a better use of that player's time.
    Yeah, that is not the best use of a players time, no argument there. There are occasions when repeatedly casting O2 Boost makes sense but most of the time it's better to use it either reactively (to free a mezzed squishy or someone blinded) or once every 60 seconds to protect resistance based tanks/scrappers from endurance drain (against, say, Carnies).
  16. Adeon Hawkwood

    Archery

    It's important to note that the DPS numbers don't tell the entire story. The crashless nukes (RoA, FA and HoB) are up often enough that you can use them on almost every spawn. The downside is that they have lower absolute damage and don't apply any sort of debuff. In general the crashless nukes are better but the other ones do give you more ability to front load damage when required.
  17. They actually have the same in-combat defense (Stealth gives a little more against the first attack though). Personally I take CJ on nearly all of my characters simply because I find the immobilization protection and extra mobility in missions to be useful.
  18. Quote:
    Originally Posted by Biospark View Post
    I agree that some ATs should solo better than others, so dont try and say that I expect "scrapper-like" soloability. That is simply not true.
    I disagree. I recognize that trying to change this aspect of the game at this point would be impossible but from a game design point of view this never made any sense to me. In my opinion all characters should be able to solo effectively and conversely all characters should have soemthing to increase the effectiveness of their teammates.
  19. Quote:
    Originally Posted by Jophiel View Post
    That's true although I'm fairly certain that "Abandoned Warehouse" and "Warehouse" are two separate tilesets, unlike what Commander said. There's actually little reusable between them -- the walls are different images (clean vs rusted), the railings and catwalks have cobwebs on them in the abandoned set, the racks are bent, fallen over and otherwise damaged in the abandoned set, the vending machines and chairs and photocopiers are all ruined looking, etc.

    All "warehouses" use the same set but only for the functional, clean warehouses.
    The rooms and furniture models are the same, it's the textures that are different. So they are using some of the same art resources but not all. Since the use of the word tileset is technically incorrect in a modern video game anyway you could reasonably consider them either one tileset with two texture options or two tilesets that share some features. It's really a case of what you consider more important, the physical designs or the textures.
  20. Quote:
    Originally Posted by Perfect_Pain View Post
    i was under the impression that 1 tileset was 1 map (1 sewer, 1 office building, 1 cave) not bunches of different.

    for me Praetoria is a zone, but when we go in instanced missions those have maps that the devs call tilesets?
    Yes. In map-design terms (not just for CoH but all games) a tileset refers to a collection of art resources (rooms, furniture, textures etc.) that can be used to make maps. So in CoH all of the sewer maps are considered to use the same "tileset" even though they have a different arrangement of rooms.
  21. Quote:
    Originally Posted by Perfect_Pain View Post
    I just thought, since they have split so much up that one of the big things they are keeping from us about GR, is the 21-50 content. And then we get new interviews that keep saying 1 to 20. I am not really ANGRY about it... I am just kinda like, oh, about it.
    In that case I think you're going to be disappointed. it sounds like we're getting 1-20 and 50 content, there's been no word on 21-49 content.

    Quote:
    And yes, I am saddend to see we are getting 2 new maps... I was hoping for maybe 20 new maps.
    Actually it's 2 new map tilesets. I expect we will get 5-10 maps per tileset.
  22. Quote:
    Originally Posted by ClawsandEffect View Post
    This one jumped out at me:

    8 Mind/Emps would SHRED Ghost Widow.

    Everyone on the team Forted at least twice? Check.
    Constant double RA's? Check.
    Adrenaline Boost on everyone? Check.
    +120% damage from 8 Assaults? Check.
    Ranged damage/mez powers that deal all their damage at once instead of DoT? Check.

    Ghost Widow would be TOAST against that team.
    Yep. Mind/Empathy is an unpopular combo because it doesn't solo very well compared to both Mind/Something Else Controllers and Something Else/Empathy Controllers, it's fine on a team though. Similarly Empathy is regarded as a poor set since it can only buff a few team members but it's buffs are very powerful so when you start stacking Emps...
  23. Quote:
    Originally Posted by Decorum View Post
    Do you have the Vanguard Day Job badge? Doesn't that give you bonus merits on anything?

    Question marks intended, I'm not sure.

    EDIT: Just checked. Yes it does.
    Not quite, the day job Vanguard Recruit and Veteran Vanguard Agent day job powers give you merits, the Vanguard Recruit Badge doesn't give you merits.
  24. My opinion: don't bother. +Dam is ok, but you get a much better damage increase with +Recharge than you do with +Dam.

    Assuming that you slot your attacks with damage enhancements then the actual benefit from +dam IO bonuses is very small simply because it's only enhancing half of your damage. Personally I slot my blaster for Recharge and Defense.