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Quote:Huh, gimicky isn't it? Hopefully some kind soul with a webcam will post pictures of whatever it is.Here's the site: http://goingrogue.na.cityofheroes.co...ented-reality/
I don't have a webcam, though. I'm guessing you have to take a pic of the Statesman helmet. -
Well part of it is advertising yourself, there are unfortunately a lot of very bad Empathy players out there so the good ones tend to get a bit of backlash from it. My suggestion would be to use your search comments and looking for team messages to subtly emphasize the fact that you aren't a heal0rz. For example, if I see someone advertising as an Emp/Rad defender I'm more likely to select them over someone who advertises as an Empathy defender or a Healer. I have no way of telling how competent any of them are but the first one implies a higher level of competence. Or of course you could just start your own teams .
As for practical build and play advice it sounds like you already know it but I'll give my $0.02. For an Empath in high level play sensible use of the buffs (particularly Fortitude and Adrenaline Boost) is a LOT more important than anything else. I like Empaths who use the auras in combat (even if they miss me with them) more than Empaths who stop the team for auras or who use them right after combat so we waste time walking to the next spawn. For Adrenaline Boost I personally like to see it used on the person who'll get the most benefit from the recharge but I know that there are plenty of people who disagree with that and prefer to use it for the regen or recovery instead. That is a viable choice and at the end of the day as long as the Empath uses it I'm not that fussed about the target . -
Possibly it depends how low they go. They aren't going to go back up tot heir previous highs anytime soon (if ever) so it would be a pretty long term investment. At the same time the Kb one is still pretty useful for providing knockback protection to a squishy at low levels without needing to take CJ or hover so that one will probably retain a decent value.
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Because some people have used up all of their trial respecs and vet specs but want to try and sell their BotZ sets before the price crashes.
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Quote:This would also REALLY screw with the market. Basically you could run some AE, spend the tickets on Bronze rolls (already a good deal) craft the non-valuable uncommons pretty cheaply (since few of them need rare salvage). Slot those in your second build and then when it's full respec for the merits. Since uncommons are 50-75 merits each that is several thousand merits. You'd have to make it reward a fraction of the merit cost of each recipe for it to be even somewhat balanced.---------------
Example: Convert unsaved IOs into Merits
(Stolen from Castle's BotZ thread, forgot who suggested it, sorry)
Good: This allows players to adapt to new changes without keeping everything. (They'd still need to pay for salvage / crafting.)
Bad: Heavily exploitable. Slot a character with a lot of cheap, crappy sets, respec to get merits, use merits to buy more expensive/powerful recipes.
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I did it a few times before discovering vidiotmaps .
Basically bind the /loc command to a convienient key and keep spamming that to tell where you are.
http://wiki.cohtitan.com/wiki/Coordinates -
I agree, Traps has very high defense and while in general defense is better than resistance adding about 40% S/L resistance on top of that defense does make a nice difference. Personally my preference for APP would be Electric. The shield covers Energy damage as well as S/L which is pretty common end game and it's got some other usful powers. Alternatively if you've got the slots Dark is a nice set both for Opressive Gloom (useful when toe-bombing and using Hail of Bullets) and Soul Drain (nice bonus damage since you're in close anyway).
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Once it enters Open Beta you'll be able to test it yourself. For now it's in Closed Beta so anyone providing information would be in violation of the NDA.
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S1: You need two players (or one player with two accounts) to invite people to an SG
S2: They do indeed have to be logged on, sorry
S3: No
M1: Yes. You always got full drop, inf and merit rewards for Flashbacking. I16 introduced SSK which means you also get XP.
M2: She is on the bridge in IP right where it turns the corner.
M3: Yes and no. A sufficiently well built character probably could solo the Trial, it's not that hard. However it still requires four people to start.
Q4: Yes and no. Patrol XP is basically reverse Debt. While you have it you gain 150% XP with the extra 50% coming out of your patrol XP. Additionally if you die with Patrol XP then the debt is subtracted from that rather than applying standard debt. Additionally debt was substantially reduced some time ago and is halved inside instances. -
Are you palnning to do the Abandoned Sewer Trial as part of your leveling?
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Quote:I think you will but I'm not certain. If you wait a bit hopefully someone more useful will wonder by this thread and answer you.I Didn't set up a subscription. What if I buy a game time card? will I get the bonus month? (The ones you buy in game stores, not online)
Also, since I forgot to say before welcome to the game. -
That's probably it then, when you enter the code you get prompted to setup a subscription. If you don't set one up then the code doesn't get applied to the account (as far as I know). Options if you don't have a credit card are to use paypal or purchase a game time card from a store.
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Well first off you need to log out of the game and back in for the upgrade to take effect (I suspect you've done thins but just in case). Secondly as part of setting up the account you do need to setup a subscription in order to get the free month (you can cancel before the free month is up). If you've done both of those then I'm not sure what to tell you. Where are you seeing that you are still on a trial account?
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My AR/Dev has three sets 2-slotted (CJ, SJ and RF). I'll definetly leave the one in SJ in place since I want the actual enhancement there (and it's as good a place as any for a -Kb IO). The other two may go, I need to play around and see what I can buy with those slots elsewhere in my build.
My Traps/AR Defender is in a slightly different boat. He has two full sets (CJ and SJ) and I think this change will bring him under the Ranged softcap so I'll probably shift a few things around there (specifically Red Fortunes in Maneuvers and FFG are looking much better). The loss of AoE defense will hurt if I do that though. Ho Hum...
All in all not to fussed though, it was a change that needed to be made. IMHO BotZ sets have gone from a no-brainer set to a "nice" set. -
I can easily afford it on all my characters and I don't spend much time soloing (mostly just safeguards and other missions I hate doing with a team). Simply selling salvage at the AH is more than sufficient to provide the Inf needed for SOs or common IOs (mostly SOs in my case, I'm lazy when it comes to leveling builds). Sure it would be tricky if you relied solely on Inf drops but if you sell salvage (and maybe run a bit of AE for tickets to trade for rare salvage) it is trivial to get enough inf to afford two sets of SOs all the way to 50. Or of course you can do a bit of salvage flipping. Getting in the habit of putting in bids to buy/sell salvage everytime you pass the AH gets more than sufficient Inf for SOs.
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Well, I've got a couple of characters who will likely end up taking advantage of that freespec to adjust slotting a bit. That being said I'm not really surprised you're changing it, those are VERY powerful for the investment required.
Also, it's a long shot but given this would it be possible to reconsider the position of Sprint powers not being able to take Universal Travel IOs? Maybe make it so that Sprint takes them and the Prestige Sprints don't if the balance is still a concern? -
Why? In general the only thing that irritates marketeers are people who post suggestions for "fixing" the market that are poorly conceived or imply that marketeers are deliberately raising prices for their own ebil reasons. If you want to flood the market with under-priced salvage go right ahead, I for one will thank you for it. My marketeering is mostly based on crafting so anything that lowers the price of salvage increases my profits .
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Quote:It deals 6 damage per target at level 50, it only deals 3.1 damage per target at level 18.Ah, but technically Flash Freeze is an AoE, so he'd have to use it on a target that's alone. If there's anyone else nearby, the damage is significantly more.
Also, flash freeze is a level 18 power. Even considering you could use it exemplared all the way to level 13, does it still only do 4 damage per use?
Besides, I'm assuming the controller is fighting a single minion since a controller who's only attack is an unslotted Flash freeze would have difficulty handling anything tougher than a Girl Scout (and even then he's relying on her not biting). -
Well, technically if you don't slot Flash Freeze for recharge and never use it on anyone who's already mezzed it provides 6 damage every 90seconds which is equivalent to 4damage a minute. So an Ice controller who only uses un-slotted Flash Freeze would deal 2-4damage a minute.
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Quote:Controllers are low damage, that is true. However most controllers actually have pretty decent single target damage. The first two powers in most control sets are damage scale 1 (some are a little better, some a little worse). Now given the Controllers damage scale of 0.55 this isn't much until you factor in containment. Since controllers deal double damage to a mezzed enemy and most controllers can mez a single target with mez this means that controllers effectively get a single target damage scale of 1.1 (or only slightly worse than blasters) against a single target. They have two reasonably fast recharging attacks they can use this with and can easily take either Air Superiority or Jump Kick as their travel power pre-requisite to give them a third. They aren't damage powerhouses, but this is more than enough single target damage to solo effectively at reasonable difficulty settings. Of course, the fact that they are mezzing their enemies means they are a lot safer than a blaster.That perfectly describes playing the above character - or did you think that 2-4 damage every minute from a hold contributes significantly to damage above and beyond brawl.
And what was the point in adding "never will" to that sentence? How would the idea that I would get a damaging power in 31 levels make me not have to rely on brawl for Outbreak? Did you try to change your point half way through the sentence and fail at it?
Obviously they don't have a whole lot of AoE damage, for the most part they have an AoE immobilize on an 8 second recharge but with the exception of roots it's damage scale is only about 0.3 so even with containment it doesn't do a whole lot. This does change a bit once the controller gets an APP since these add a decent AoE (especially Fire) and of course Plant controllers already have a semi-decent one. However even with containment a Controller will never be an AoE powerhouse.
So in summary, yes Controllers don't match up to Blasters in damage output and tend to fall behind a well built Defender (with the exception of Fire/Kin but if they don't do enough damage to solo all I can say is "you're doing it wrong". This is especially true for a Kinetics controlelr since you've got Siphon Power and Siphon Speed right off the bat.
Quote:That said, on my pre-pet earth/cold, the vast majority of the damage solo comes from veteran Sands of Mu. One thing to bear in mind is that an earth controller who slots Fossilize for damage is going to have little to no actual control ability at lower levels before Earthquake, Stalagmites, and Volcanic Gasses are acquired and slotted up. It makes soloing marginally faster to slot Fossilize for damage instead of hold, but significantly reduces team utility - the damage added by slotting Fossilize that way is a drop in the bucket on a team, but the loss of the ability to lock down problematic enemies in a pinch is fairly significant. You can slot Stone Prison for damage, but the damage is still pretty bad even if you do. -
Quote:I think you undersestimate their value on teams. The debuffs are always handy for a little extra survivability but even ignoring that having a power that allows you to take an alpha strike safely is surprisingly handy on teams. For example, I was doing Tina McIntryre's arc with my Traps/AR. The team had an Ice Tank who was getting REALLY chewed up by the spawns (for those who aren't aware Tina's arc includes a lot of robots with defense debuffs). Sending in Seeker Drones to take the alpha instead of the tank made a huge difference to the teams speed and survivability. There are plenty of other cases where the ability to take the alpha strike and provide a decent to hit and damage debuff to the followup attacks is useful, even on a team.Another Traps power a lot of people swear by is Seeker Drones. If you plan to solo a lot I'd recommend taking it and dropping in a bit of +range plus whatever else you want (don't worry about damage though). The main use for Seekers is to summon them right on top of an enemy group so the Seekers take the alpha strike and blow up in the enemies' faces. Their actual effect is secondary... the fact that they get shot instead of you is what counts. The debuffs are handy against AVs, but not vital... on teams you probably won't ever use the Drones unless you are having trouble surviving an AV's attacks for some reason, so if you don't plan to solo much you can skip them.
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Well, you were the one who suggested them . Honestly neither of them are the greatest sets damage-wise so the main reason to take them is if you want the added survivability. If you want more damage the Fire, Archery, Assault Rifle and Sonic are all better options. Sonic is a force multiplier, it increases everyones damage even more than a Kin is already while the other three are just high damage.