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Quote:Well they've said that they are re-doing the market interface not that they are actually changing anything to adjust the inf to stuff ratio.I, for one, am liquidating most of my "pretty good" stores and aggregating "top end" stores. I have no idea what the new market interfaces will do, but I suspect that the devs will mostly be catering to the "casual player" who constantly complains that he or she cannot get the specific drops he or she wants. That's what led to the merit and ticket system, in my opinion.
Quote:The two ways that the devs can do this that leap to mind are: increasing recipe drop rates or increasing earning power. The former should lead to price deflation, while the latter should lead to price inflation. I doubt they will increase drop rates on purples, PvP or other very special recipes, so I'm going to bet on the latter. Having a tremendous inf balance really does nothing for me, especially with a 2bn inf cap. I can't see the devs creating something MORE valuable than the most valuable recipes out there already without lifting the inf cap, which would seem inflationary to me. -
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Quote:Ok, that sort of establishes how long you've been away .I'm lvl 23 currently. What is IO? I'm sure its not input/output. Pre and post ED...I don't know what ED is?
ED is Enhancement Diversification. Basically it's a set of diminishing returns that kicks in if you slot to many of the same enhancement type in a power. Rule of thumb is don't slot more than three of the same type in each power. If you want the actual math you can find it here:
http://wiki.cohtitan.com/wiki/Enhanc...iversification
IO means Invention Origin Enhancement (this is a player term, not an in-game one by the way). They are basically an alternate enhancement system different from the standard enhancements you've been using. They differ in a few ways. First off you can't buy them in a store, you have to acquire a recipe and salvage and then craft them. You get both recipes and salvage as drops or you can buy them from other players (there are a couple of other methods but those are the two basic ones). In addition unlike regular enhancements they don't expire as you level up and always provide the same fixed bonus. Finally some IOs are called "Set IOs" if you slot multiple IOs from the same set in a power you get a "set bonus" that increases your overall ability.
http://wiki.cohtitan.com/wiki/Invent...n_Enhancements
http://wiki.cohtitan.com/wiki/Invent...hancement_Sets
http://wiki.cohtitan.com/wiki/Invent...nt_Set_Bonuses
The game is still balanced around SOs so you don't need to use the IO system at all unless you want to (many people ignore it entirely). But if you enjoy it then it can be a lot of fun. -
It's hard to offer a lot of advice without knowing your exact build but you mentioned making it a long time so I'm thinking that the problem might be that you made it before enhancement diversification. Pre-ED most people slotted with damage enhancements almost exclusively but post-ED you get basically zero benefit from slotting more than three of the same enhancement type. Given that go through your attack powers and make sure that you have at least one accuracy enhancement in each (possibly two if you like fighting higher level enemies). Additionally there are a few other things you can do to boost accuracy. The simplest is to get a Kismet: +6% Accuracy IO. You can slot this in Combat Jumping or Hover if you took one of them as your travel pre-requisite power and it provides a 6% to hit bonus which if you're slotting 1 accuracy SO in every attack increases your chance of hitting by about 8%.
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Additionally cosider using a more mitigation based other powerset. For Defenders and Corruptors Storm, Traps, Rad and Dark should all be quite good choices depending on your style. For Blasters Ice is a good mitigation secondary.
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I think other people covered the practicalities (and lack thereof) of this but the idea of a Throw Teammate skill appeals to the Blood Bowl player in me.
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Well consider the alternative, Aid Self from the Medicine Pool. Hoarfrost heals about 50% more and is guaranteed to work. Aid Self has a 20second recharge though. Also of course Aid Self requires you to take Aid Other or Stimulant.
In general Aid Self is a more consistent heal that can be used to reduce downtime between groups. However since it is interruptable it is unreliable in combat (although with sufficient defense it can work). Hoarfrost is on a long recharge so it won't be up every combat but it makes a much better panic button due to it's higher heal and shorter non-interruptable cast time. Enhanced it's slightly better than a Large green inspiration so you basically get an large green inspiration that you can use once every few minutes.
As a side note, the max HPs bonus from Hoarfrost isn't that great. Blasters have a relatively low HP cap (133%) and if you pick up the various accolades you're already most of the way there so Hoarfrost will only give you a portion of the extra HPs. Even if you don't have the accolades Hoarfrost takes you almost to the cap unslotted so the bonus HP it reports when slotted are not what you'll actually get (the heal works just fine though). -
Want to know the sad part? I wrote the explanation of defense bonuses on Paragon wiki as well . I should probably re-write it to try and clear it up.
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All of the Battle Axe Attacks (except Swoop) have 0.67 magnitude Knockback. As Necro said this is low enough that against even con and higher enemies it will only deal knockdown but against lower level enemeis it will deal knockback.
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Well Leadership is... unimpressive on a Blaster (actually it's unimpressive on most characters unless you have something to stack it with). If you do take it I'd recommend Assault and Tactics over Maneuvers but YMMV.
Fighting isn't a great pool to take on Blasters, but it can work especially if you're going to go with Ice for your Epic. It doesn't really provide a lot of mitigation but the Ice epic provides a decent chunk of S/L defense for you to build on and every bit helps (and boxing/kick provide another place to slot Kinetic Combat sets). -
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As other's have said it's not really worth slotting CJ for Defense. However there are a number of very useful IOs that you can slot in there if you want:
Karma: Knockback Protection (cheaper than the one is Blessing of the Zephyr if you don't want to slot the set)
Kismet: +6% To Hit (note this is a proc 120, so you need to turn CJ on for a bit every two minutes to get the bonus)
Gift of the Ancients: Increased Run Speed (mostly used by Stone Tankers and people who have no travel power)
Luck of the Gambler: Increased Global Recharge
Unbounded Leap: +Stealth (although most people prefer to stick this in Sprint and save a slot)
Winter's Gift: Slow Resistance (not a lot on it's own but it's a nice bonus especially if you can stack it with something in your regular powers)
There are also some nice sets you can slot in it if you can spare the slots. Blessing of the Zephyr is probably the most popular (since it offers nice defense bonuses for very few slots and includes a Knockback IO) but Red Fortune is also sometimes used (although the number of slots required makes it a lot less popular). -
FFG is the only Traps power that destroys the old one when you summon it. The others can be doubled up depnding on your recharge.
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It's also important to remember that what matters at the end of the day is the bonus name. For general purposes just the size of the bonus is sufficient but there are exceptions. The standard example is that the Luck of the Gambler global IO gives a 7.5% recharge bonus but it is different from the Huge Recharge Bonus (also a 7.5% bonus) given by some sets (i.e. Kinetic Crash).
The other (minor) complication is with Defense bonuses. Almost all defense bonuses (the exceptions are a handful that boost Psionic defense) actually boost three different defense types (one positional, two typed). For the purposes of rule of five you want to just consider the larger of the values since that is what the name is based on. For example consider the sets Curtail Speed and Impeded Swiftness. Both boost smashing and lethal defense by 1.25%. However Curtail Speed has a bonus called Tiny Lethal/Smashing/Melee Defense while Impeded Swiftness has a bonus called Moderate Melee/Lethal/Smashing Defense (names might not be 100% correct, I know the basic form but can't recall the exact wording, the basic difference in the form are correct though). Essentially for defense bonuses just use the portion of the bonus with the largest magnitude for determining rule of five violations. -
He should be able to purchase through the NC Soft store I think (assuming he has paypal or a credit card that works overseas).
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There are a few reasons. The first is that adding global recharge increases every power so it is (generally) more efficient on a per slot basis than adding recharge to one power. The other reason is that recharge is more useful in some powers than others. For example on my Traps/AR Defender I have lots of recharge slotted in most of the Traps powers and the important AR powers (Full Auto and Flamethrower) but I've skimped on the recharge of the other AR powers because it isn't as important, They are up often enough that adding more recharge to them (at the cost of either set bonuses or slots in other powers) isn't that useful. Basically I'm using global recharge to exceed the ED cap on powers I want up a lot at the cost of recharge on powers I'm less concerned with.
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Ok, first off I do quite like the concept (admittedly mostly because I would love to have a selection of grenades for my AR/Dev Blaster). However the powers you've suggested are (to me) somewhat "meh". The problem is that the pools are intended to offer options not normally available to a character but that he might find useful with the stipulation that they are weaker than the standard ones available to other characters.
This set seems to me to offer a mish-mash of powers with no real coherence. You've got a weak melee attack, a melee sleep, a weak ranged attack and an AoE KB/Stun. The thing is whicht characters would use these enough to justify the power and slot choices? Ranged characters who wanted to get some melee attacks will generally be better served by Kick & Boxing (which offer hard mez capability as well as damage) or Air Superiority (which is a pre-requisite for a travel power). Melee characters might like Sidearm for a pulling power prior to their epics (assuming they skip Confront/Taunt) but are they likely to want it enough to spend 2 power picks on it given how rarely pulling is needed? Concussion Grenade I can see being somewhat popular for ATs lacking mez capability but even there I don't think that they will like it enough to spend 3 power picks on it.
I think you need to approach the problem from the other direction, figure out roughly what you want the set to do and then use that to guide the theme.
The other issue I can see is that you are forcing a LOT of theme into this power pool. It doesn't bother me to much (mostly because my characters tend to be tech origin so this would fit right in for them) but I will point out that one powerset customization request I've seen a lot is to offer alternate animations for the medicine pool that are less techie than the current tri-corder. -
Roughly speaking if you take the number of merits that it awards and divide by 24 you will get the average time required in hours. Obviously some people can do it faster than this and if you get a horrible team (or just one that wants XP and doesn't stealth) then it will take longer. But the merit rewards are a good guideline.
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Quote:That sounds like a vista permissions problem. I can't help you there since I decided to skip the "upgrade".i went to cohtitan to update my mids. not from the updater that pops up on mids. i started the install and then get an error saying something about not being able to open a file that ends in .exe. and i am running vista and can not get the option to run the updater in admin.
EDIT: Just to clarify, the "upgrade" I skipped was Vista -
No. It has been stated that there will be new methods for improving level 50 characters and global enhancements are the suggestion that seems to be leading the forum pool but there hasn't been any official dev announcements.
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Quote:I use a few different methods depending on the situation. If I'm on a team I normally just jump into the middle of a spawn and place the trap there relying on the distraction provided by my other teammates (and FFG) to keep me safe. Solo I generally wait until I'm surrounded and then place the poison trap. It's not as safe as pre-placing it but as you noted pre-placing it often results in only one or two enemies getting hit by the initial hold.but I get hit extremely hard every time I try and lay down Poison Trap in or near a mob, and pulling usually results in only one enemy getting the full effect. How do you all set Poison Trap when on a big team without getting killed?
Quote:Also, how much of a help is stealth or invisibility to a Traps defender? -
I'm going to say no simply because it wouldn't work with the current system.
The different ammo powers don't actually do anything they simply change certain proc percentages on the other powers from 0% to 100%. In order for this to work lethal ammo would need to be added as an ammo type and each of the toggles would need to provide a character level buff. This leads to two problems. First off Toxic ammo couldn't be boosted, it provides a damage debuff not a defense debuff and all damage debuffs in the game are tagged as "ignores enhancements and buffs" because (I believe) if they weren't they would actually be boosted by your damage bonus. So in order to boost the damage debuff of Toxic you'd actually have to make it able to be enhanced by your damage bonus which would require the overall bonuses to be at least halved (since most people slot for 95% damage) and Toxic ammo would actually boost your overall damage as well as boosting your damage debuffs.
The other three types are a little more practical. Mez duration, damage and slow duration are all available with current buff types (i.e. Build Up and Power Boost) BUT none of these buffs are normally enhanceable. I'm not certain of the reason (I think it's similar to the damage debuff reason above but I'm not certain) so even if it were added allowing them to be slotted is problematic. -
Quote:Bear in mind that the GMs are not omniscient. The decision to generic a character is largely a matter of personal judgment so if the GM in your case hadn't played Diablo 2 he probably wouldn't be familiar with Izual's appearance and once he'd determined the name was copyright wouldn't be to concerned about the costume.Much appreciate your opinions, I plan to hopefully refer this thread to a moderator or something in hopes of them saying the same thing, I'm truly baffled at the city of heroes Game Master's not recognizing the difference between a slightly modified Crab Spider and a big blue lizard with gold parts and a tail- I'm disappointed.
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Unfortunately there isn't any easy way to do either. The supply is so low that the prices on the market are very high (sometimes >2billion for the +3% defense one). For farming you run into the problem that there is a minimum required time between kills to get a chance at a drop (I think it's five minutes) so while you can try and farm them in PvP it's not a quick process even with multiple cooperating people.