_Zep_

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  1. _Zep_

    Proc question(s)

    I asked this some time back, the game however, has evolved some and I hope that perhaps things have improved.

    I like procs. The problem is that many of the visual effects are subtle. Not all are as in your face as Gravitational Anchor: chance for hold, or Lock Down: +2 mag, some like Energy Manipulator: chance for stun can be difficult to almost impossible to see.

    This has lead to me looking at combat logs to verify if some procs are in fact working. Which, in the past, lead to me finding not all procs show up in combat logs.

    Has that been fixed as yet? The dev team seems to rely on player feedback to find proc bugs and at the same time makes it hard to find said bugs. Are there any easy ways to work on this? Check things out? See if that slot for proc X is really worth it?

    I have even tried using Hero Stats, it can show some evidence of damage procs going off, as I recall they often show up under the same few labels making that a pain as well.

    The ideal and easy solution would, IMO, be for the programming team to add another type of dialog for us to monitor and put procs in it. Then we could easily see what is, or is not, going on with the game.
  2. Quote:
    Originally Posted by Texas Justice View Post
    Not a problem. No one is in my league.



    /e rimshot
    Sub-Minors? JUST KIDDING Couldn't resist.

    Last I heard vengeance cant be stacked at all. Is that still true? Not that it really needs to be, it is a very strong buff. I have some few characters working on their healing badges solely with vengeance. I have watched it abort and stop team wipes many times, it is just that good, if very situation.
  3. I have a 32 DP/Dev I am fairly happy with.

    I'm pretty happy with Empty Clips too. I have 6/6 Kinetic Crash in it. Its great I can turn KB on or off by selecting ammo type.

    Even with Kinetic Crash not being heavy with damage it still hits reasonably hard. Yes it makes a lot of small numbers on screen. If you watch the health bars of the targets rather then the little numbers you get a more accurate Idea of how hard it hits. Keep in mind that Empty Clips also does a debuff and recharges fairly fast.

    It is nice I can walk up to a group start an AOE chain with empty clips and end the chain with empty clips with out a pause.

    Just hit 32 and got my T9 power. It is a very nice addition to the set. At first it was Holy **** I am standing here shooting these guns forever! It really seems to get the job done and will only get better with more slots.
  4. It really depends on your character, your build, what you need and how many slots you can give it.

    There are certainly a whole lot of good things that can be put in it.

    I do agree that as much recharge as you can shove in it is good as well.
  5. Quote:
    Originally Posted by plainguy View Post
    7 years ago it was good.

    There were not temp fly powers.. In zones like fault line you were very happy to have it. Even in firebase zulu setting. You understood its limitation and worked with them but it helped out. Nutshell it was useful but the developers made other things more useful and failed to keep this power and even several sets up to date with the game. Again being a new game it was fun to fly around sometimes.
    QTF

    I used to have it on my Fire/Storm Controller. Useful in some places and on Hami runs. This was before the ancillary power pools for the 40's though. Once those hit the game group fly was, still neat in it's own little way... though no longer a viable choice for Zep. His build is very tight for power picks and slots. My recollection is that GF needed at least three, more if you had them, slots to be workable. A whole lot of things have changed, I recall it costing per included target and being very slow. It has been speed up and converted to a flat rate cost, still slow and costly to run though.


    I'd like to see the power revamped and reworked.

    One viable way to do it would be for it to just turn on fly for everyone in your team up to a range of 100 yards or some such. That would take care of many of its problems.

    Group teleport could be changed as well, have it do a mass recall like port, bring everyone to you. That would make it much more viable.
  6. Quote:
    Originally Posted by Angelxman81 View Post
    I know that Elec does not mix well with Storm...
    I have a 41 storm/Electric defender and do not agree.

    I do very well. Electric blasts, like storm include some soft control. Some end drain/recovery, and the little electric pet that follows you around and auto fires, that goes very well with storm's other pseudo pets.

    You can also put a chance to stun/hold proc in just about everything and that really inhibits the mobs.
  7. Quote:
    Originally Posted by plainguy View Post
    I don't know about that, you would have to do something to keep them alive. Once they are dead your doomed. They really are work especially with the broken AI since first implemented.

    As for the OP question.
    With recent changes. Bots/FF

    Bubble them every four minutes. Two total clicks.

    Run leadership, dispersion + force bubble and just walk around keeping your pets in a melee free zone wile they are on aggressive. Occasionally heal, or maybe fire of a repulsion bomb/ photon grenade for the stuns.

    Sometimes even give pets heel or attack my target commands. Pretty low clicks per minute compared to other sets and able to dish out some good damage.
  8. I have one at 28 or so.

    About to go play him now. Just waiting for the client to download/install. Rebuilt my system from the ground up.

    He has a great deal of up front spike damage.

    Wosh-boom-burn-burn-burn out of endurance they are all dead.

    Hoping at 50 my cardiac will help with the massive endurance drain.

    Freezing rain + Snow Storm + Rain of Fire is pretty nasty.
  9. I like the rocket board. I am not unhappy with it all the time.

    Even though it looks like a souped up ironing board it gets the job done.

    Ok. That said, here is my gripe and request for a fix: Can we have toggles suppressed rather then turned off? Turning off and alter having to turn back on multiple toggles limits the usefulness of this power to me.

    I understand the artwork problems with animations, I understand the work that would be required to make powers work with the Rocket Board, that is not what I am asking to have happen. Suppressing toggles would be just as effective as turning them off.
  10. Seems to me this has degenerated into the classic pros and cons of knock-back discussion.

    Some people like it and some dont. Both are emotional and dedicated to their viewpoint.

    I solo a great deal. FF is awesome for bots and just plain works. FB knocks annoying mobs away. Repel knocks lots of annoying mobs away and can keep multiple bosses shut down if you have a corner handy - most or all indoor maps do. Force Bubble makes a nice no-melee zone that keeps my bots nice and safe. Well except for when they go berserk and want to go hit the AV or EB in the face with their hands. Stupid Robot.

    Time manipulation is nice, no question. Would I want it on a mastermind, I am not so sure.

    The problem with comparing apples to oranges is some people just plain dont like on or the other and a few more people are just plain allergic.
  11. Quote:
    Originally Posted by Test_Rat View Post
    OH I didn't factor in the "fun" of being able to bug indoor missions at will with Force Bubble.

    Never mind then!

    I know people roll stuff for concept... but i mean come on Force Field is rather sad.
    I shall be sure to inform my Bots/FF Guy he is useless and can be replaced. Not like he is effective and can solo much of the game content. The AOE cast for bubbles really messed him up too I have to say. Why save all the time and endurance for other things. Bah.
  12. Quote:
    Originally Posted by Ironblade View Post
    My main characters build is designed to be effective at all levels. I've exemped as low as level 1. Level 20 is a walk in the park - I get to keep Assault and Tactics.
    Not as easy with my fire/storm controller.
  13. _Zep_

    Afterburner?

    My gripe is not so much the power picks or slotting. Some of my toons can take the hit others cant.

    My gripe is having to use two buttons to turn it on and off. What a pain.

    I dont get the need for the 'can only affect self' limitation either. Without that it could just passively boost fly and be a one click travel power. I suppose the defense boost would need to be lowered as the min/max crowd would all mass change to fly/afterburner to softcap... and I would be OK with that.
  14. I am doing a duo with a friend. I think it will work very well.

    He took a cold/storm controller so I matched his low damage (well low till lvl 38) with a BR/Dark corrupter. With us both using toggles to slow down and debuff groups we do very well.

    I dont see BR being 'perfect' then again I dont see any of the other power sets as being perfect either.

    We just need to get someone with some /rad or rad/ and I would see us as being unstoppable, without a crash.
  15. I changed my billing credit card around march of this year. Imagine my surprise when I went to buy a few points and found my old card as the one on file.

    Some very interesting coding and data retention going on.
  16. My not-a-bug yet still annoying concern is once I log on and am presented with the list of servers, getting the ones at the bottom of said list is a PItA, as the slider does not work. Not at all.

    Could that be fixed? Soon!
  17. Quote:
    Originally Posted by StarGeek View Post
    While this image is in regards to a fire blaster, it does have explicit instructions on when to use inferno

    May I keep a copy of that for my fire/fire blaster? I should post it on the wall.
  18. _Zep_

    Tell me please,

    About arctic air.

    I am fairly familiar with fire and electric control. I know nothing about the Ice control set.

    I have recently made an Ice/Earth Dom and I can tell by the read AA is going to be a core power, it does seem to be an END hog on the order of Hotfeet, or perhaps worse. Is this correct?

    What else would be helpful for me to know about the power that is not read in "Toggle: PBAoE, Foe: Confuse(Special), -Stealth, -Recharge, -SPD?"

    Thank you
  19. Quote:
    Originally Posted by Local_Man View Post
    Back in the days before Containment, Controllers were horribly slow to solo, and many Controllers didn't ever solo until they got their pets. The damage that most Controllers did was pitiful. Containment fixed this and allowed Controllers to do a somewhat decent amount of damage. That's why Containment was added.

    As others have pointed out, Accuracy has an absolute cap of 95%, so all that extra accuracy is mostly wasted.
    Well, that, and the matter that all controller powers across the board for every class/at had their duration's halved and recharge times doubled. This due to some believing that controllers were ruining the game for everyone by taking away all the fun. They killed the fun by being able to perma-hold/stun large groups. I believe caps on how many targets powers could hit were introduced at the same time.

    Increasing accuracy does seem far more logical, it would not have balanced out the huge controler nerfs though and would have killed off the class.
  20. Quote:
    Originally Posted by MTS View Post
    IIRC I think the set that was hit the hardest by the pet recharge change was storm. Lightning Storm in ultra-high recharge builds was a sight to see, especially since Hasten carries over to the pet.

    Fire/kin was never really about the imps. It's fulcrum shifted hot feet + cages that does the majority of the damage, since containment effectively doubles your damage cap.
    Why yes, it was very nice. With all that haste you could get two and maybe even overlap three of the auto-fire lightning cannons at once as well.
  21. My fire blaster has it six slotted. My Peace Bringer also has his fully slotted, well in one build anyways.

    The PB doesn't hit as hard, the crash isnt as hard either.

    There are a few sets, pbaoe, ranged aoe, as is the case that can give very good bonuses, purple or otherwise. For strategy, solo it is very, very rare I would use it with either. The crash just isnt worth it. Even say with a duo, the number of uses is small. On bigger groupings with maxed out spawns I have had teams adjust to my inferno schedule. Gather them up Nuke, plink the few that survived and move on.

    I'd say the nukes are useful when there are large numbers of spawns, not so much so when there isnt.
  22. _Zep_

    Praetorian EAT

    Quote:
    Originally Posted by Techbot Alpha View Post
    And this is why I will keep plugging for a Rikti EAT, above any others.

    The Rikti are cool. They are a unique group, with distinct looks, their own aesthetics and are perhaps one of the biggest columns in the CoH lore. Without them, there would be no Paragon or Rogue Isles as we know them today.

    The Rikti also have a huge scope for story, on both Hero AND Villain side;

    Hero:

    You are a member of the Traditionalists, whether through birth on the Rikti homeworld and either staying true to the Old Ways or defecting at a later date from the Lineage of War, or as a former Primal Human who, through various means, has evolved to new heights.

    You value the Old Ways, discussion and thought over the rashness of the Restructurists. Your allegiance is to the Rikti Way, and to the Treaty with mankind, a unity for the greater good. That is not to say you are afraid of getting your hands dirty; sometimes sacrifices must be made.


    Villain:

    You are a member of the Restructurists, or maybe even a now-Rogue free-agent. Whether a Rikti born or a Lost convert, you threw in your lot with the Lineage of War.

    What you do now, though, is up to you. Either follow Hro'Dtohz and his visions for a new Rikti Dominion, where the strong survive and rule, or strike out fully on your own, with your new dreams and vision that are grander than any of them can imagine.


    ---

    And that's not even getting started on the branching ATs. I would suggest Warrior and Mentalist, two distinct ATs with their own unique, and perhaps a common pool, of powers.

    Has it's possibilities.
  23. The hover board is nice enough, it makes me think I upgraded my grandma's ironing board with an anti-grav unit and a few thrusters.

    I am looking at the origins pack alignment emotes, with the brightly colored disks and thinking those would make a much better fly and/or hover power. Perhaps the magic version of the flying ironing board? Sell a few flavor for 400 each or maybe one that can be adjusted in the tailor shop for 600.

    While designing new art and items, how about a hover cycle, a pogo-stick, and a variety of other mech, tech, and magical items, oh like a broom, that would be fun for many magic based characters.
  24. Quote:
    Originally Posted by Molehill View Post
    Another superhero mmo has the swing power. It's fun, it's one of the very few things I miss from that game. The grappling hook goes off the top of the screen somewhere and latches onto something ... (maybe to low flying, silent airplanes that coincidentally go where you were going anywhere).

    Vehicles would be awesome. I'd love a motorcycle for my natural origin toons. I'd make it a recipe or a purchasable (as in inf ... not paragon points) temporary power that you would lose if you ran it into the water.
    I'd enjoy a number of vehicles. The hover board is a good start. A Motorcycle set of five powers, that scale up from being a "sprint" type speed, to the super speed one, to the flying one to the rocket boost.

    Or a more Batman where the character has a bike, car, boat, jet that can be summoned outdoors as needed. Well maybe the bike might be fun, and fit, indoors as well.

    I would enjoy seeing a vehicle based power set, the motor bike that includes guns, rockets, etc.