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Well Fire/Kins are still pretty popular farmers. For Blasters Arch/Mental, Fire/Mental and Fire/Fire are the most popular (Mental is popular for the regen and recovery). For scrappers it's definitely Shield secondary and I think Electric primary although I'm not certain about that.
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I believe the point he's trying to make is that if you assume a situation with a perfect attack chain (i.e. no breaks between powers) then DPS is based on damage/activation rather than damage/recharge and from that point of view the T1 and T2 powers are equally effective in 6 out of 9 sets.
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Quote:That amuses me even more than the IO thing. Sure Stone tanks are awesome, but it rarely makes a difference.Wow been reading the post, okay shocker, I have been denied TF in the past. Told straight I couldn't do 'x'TF because I wasn't a stone tank. To this day I still don't have a stone tank. You can do a lot with SO/ hami's and genertic IO's. So it happens. Personally I have never kick any player off my team because of AT. Game has and always will be about fun for me, when that ends... Well I hope it never does.
American Valor -
Well, there are several sets that use different numbers while maintaining the relationship. Also, for those curious there are three sets where the T2 has better DPA than the T1: Archery, Dark Blast and Psychic Blast.
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There are badges called Accolades which are (for the most part) awarded for collecting a specific set of other badges. A handful of Accolades permanently give any character who gets the accolade a special power. Four of these powers are considered especially useful since they passively boost your hitpoints and/or endurance. The others are less useful since they are click powers with very long recharges (i.e. 25 minutes) but they can be useful to have.
The wiki has a list of them:
http://wiki.cohtitan.com/wiki/CoH_Accolade_Powers
http://wiki.cohtitan.com/wiki/Gainin...s_with_Effects -
I'm curious as to how it would impact balance? I mean obviously using a weapon with a set not designed for it would make you a little better/worse off since you'd remove/suffer from redraw that you otherwise wouldn't but would that really have a noticeable impact on balance?
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This is pretty much deliberate. If you look at how the dual-origin enhancements at setup the two origins that an enhancement works on always have a rather thin dividing line, in fact the list of distinctions that confuse you is almost the same as the list of dual origin enhancement types .
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Quote:No, binds are always executed front to back. The reason that it makes a difference when using multiple instances of the same commands (especially activating powers or using custom targeting commands) is that the bind will perform the first action but then immediately afterwards perform the second one canceling the first.Doesn't the order that the bind is written in make a difference? As in, the system reads the bind from the END to the START...
EDIT: Hmmm, after reviewing the bind info, the back to front is only when there are multiple *executable* commands (ie clicks or toggles)... but who knows? It *might* make a difference?
For example, if you use:
/bind {key} "powexecname Power1$$powexecname Power2"
What happens is the bind queues up Power1 to be the next power you use but then immediately queues up Power2 which due to the way the game works will cancel the attempted activation of Power1. There are a couple of tricks that you can do with this though. Notably the powexectoggleon command only works if the power is off. So using this:
/bind {key} "powexecname Power1$$powexectoggleon Toggle1"
Will turn on Toggle1 if it is turned off or activate Power1 if Toggle1 is already on. -
I've done that a few times to (at least with my /Dev Blaster, my Trapper hasn't got the slots for Trip Mine yet). It works ok, but the problem is the four second activation time. A lot of the time there is soemthing better I could be doing in the same period.
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Additionally remember that for PvE the defense softcap is 45%. Going above that is only useful for countering defense debuffs or dealing with the rare NPCs who have To Hit buffs.
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Well there are a number of level 45-50 TFs that you can run (Kahn, STF, LGTF, ITF). Additionally there are quite a few levle 45-50 story arcs (in particular Maria's arc covering the Preatorian War). Hamidon raids are also organized reguarly (every Saturday at the very least on Virtue).
In addition to this you can do any of the other Task Forces in the game exemplering down to the level or use Ouroboros to go back and do (or redo) story arcs.
Finally you can spend time acquiring IOs to make the best possible character which can be a game in and of itself. -
Quote:Yep, my guess is that we're going to get a Rikti invasion week along with an announcement for some major piece of new content (presumably I17).My thoughts exactly. The only thing we know is that an "imminent" Rikti invasion involving a mothership is on the way.
They've announced the F&F start for closed betas in the past. Could just be a more flamboyant way of doing so to create buzz.
Alternatively it's just an invasion week and the reason we haven't heard anything is that the devs realized they over-hyped it getting our hopes up and are now in negotiations with the US government to enter the witness protection program. -
Yep I do this. Unfortunately I hate being ground bound so all of my characters have Super Jump . I still do it with Ninja Run though
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A few more comments on slotting.
As Finduilas said you want to take Heightened Senses for the defense. It's typed defense rather than positional so you should also look at sets that build on that. In particular 4-slotting Kinetic Combats in a few of your single target attacks will give you a nice chunk of S/L Defense. You probably don't want to rely on Defense to much, you can't easily softcap it and Willpower doesn't have DDR, but even a small amount of defense can make a noticeable difference especially when it's layered with other forms of mitigation.
In Stalagmites you should replace the Dam/Range with the Proc. Positron's Blast is over-slotted for damage, and range doesn't really matter so putting in the proc will increase the damage that you deal with Stalagmites without costing you the set bonuses.
Finally remember the Rule of Five. If you click on "View Active Sets" in Mid's you'll notice that you've got to many 10% Regen Bonuses and 9% Accuracy Bonuses. Sometimes it makes sense to go over the cap to get a better set bonus but in this case you can easily change your slotting to get a useable set bonus without impacting anything else so you might as well do it. -
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Double merits would be to easily abusable, people would work through most of a story arc and save the last mission for the double merit weekend. -
Quote:It's a part of Paragon City's exercise program. They discovered office workers weren't getting enough cardio-vascular exercise so by placing the elevators at each end of a floor workers have to walk the entire length of every floor to get to the next one.I think what the second person was actually taking issue with is that the floors in an office building are all over the place. The vast majority of buildings I have been in are the same SIZE on each floor and have the elevators in standard locations.
Let's not even bring up the fact that these buildings seem to have elevators that only connect 2 consecutive floors and are at random locations throughout the building. -
Quote:Here's the description:Doesn't the Origin description for Mutation cover people who mutate after they're born?
Well, mutate with no explained magical cause or scientific experimentation.
Quote:You were born with abilities which set you apart from the rest of humankind. Your powers manifested at birth, puberty, or possibly adulthood. Mutants are often viewed with awe and fear by those who don't understand them. This origin will give you access to Mutagen. This item has a very short range and deals minor Energy damage, as well as lowering the damage the affected target deals out. -
Heh, I didn't even notice that but as Finduilas said that isn't really very good slotting. The problem that you run into without Taunt is that the duration on RttC is extremely low. For most taunt auras the duration is 16+ seconds. So when you and an enemy move apart (irregardless of wherever you moved away or they got knocked back) the taunt effect remains one them for some time allowing time for them to come back in range. With RTTC the duration is 1.25s which is sufficient for keeping them taunted while in close range but means that the effect will be lost almost immediately if they move outside the aura. If that happens to an enemy that you had recently attacked then they will probably come back but if you hadn't punched them recently then they may go after someone else at which point you have the choice of either running after them (and potentially losing aggro on someone else) or letting them run free.
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Right, but for origin you have to consider the cause of the mutation. If you were born with it then it's mutant origin. If it was deliberately or accidentally induced after your birth then it's something else (normally Science or Magic). Now admittedly the Rikti are born with it but the original mutation was introduced into their species genome using science.
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I would say that backstory wise they are science not mutant. First off the mutant origin implies that the person is different from the norm for their species and while they differ from humans the entire species is different in the same way. Secondly the Rikti mutations were deliberately induced by an alien species rather than being random mutations in the genetic code. Similarly the mutations exhibited by the Lost are deliberately induced using a mutagen rather than being part of their original genetic code.
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Quote:Actually the previous requirement was to kill 500 and only the summoned Illusionists counted. I16 dropped the requirement to 100 and added the phantasms and dark servants to the allowed kills list.Illusionist is much easier to get than it used to be. Once upon a time you needed to defeat 100 phantasms. These days, the three Illusionists that the Master summons, along with her Dark Servant, all count toward the badge, and you only have to damage the illusionists to get credit for the kill once they despawn.
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Yes it happens, but that doesn't mean that it's a sensible thing to do. The handful of times I've seen it happen I've added a note for the team leader to remind myself to avoid him in the future. Someone who is a gear snob is probably not someone I want to play with
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You might want to consider taking Taunt. The main weakness of Willpower on a Tank is that it has an extremely weak taunt component compared to most Tanker primaries. Without Taunt you may have trouble holding aggro.
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You know, that never made any sense to me either. More importantly, why are they still hanging out in it? It would make a lot more sense to use their teleportation tech to move everything useful out of it to various hidden locations and them blow it up. They could then build up the portals to their own dimension in peace and quiet without having heroes bust in every few hours to destroy them.