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Posts
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Also, both the 5th Column and Axis America use knockback, do we really want them as role models for young heroes?
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Well the obvious one is to make him a Tech Origin Power Armored villain. You can then make his combat costume significantly bigger than the non-combat costume. There also the Samus route where you have a female character and use the male (or huge) body types for the power armor.
For a science origin character, I'd say he has shapeshifting powers and can change his body almost at will (or at least 5 times ). There are plenty of ways you could do that, but my inclination would be some variation on nanobot experimentation gone wrong. That allows you to tie both powersets into his origin easily, he uses the nanobots as a power source to superheat the air for Fire and also releases some of them to scavenge the materials to make the Traps. Obviously this makes no sense for real science, but it fits well with comic book Science! (with an exclamation mark). -
It will effect the mobs not you since they are the target of the power. (Also, Furry of the Gladiator makes me think Catgirl in Roman armor )
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Absorb Pain has two negative effects, a -Regen and a -Resistance to Heal. Regen Aura will counter the -Regen (meaning that you'll regain Health due to Regeneration) but not the -Resistance to Heal (so Healing Aura won't help you).
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you only have until the game becomes unprofitable and the servers shut down
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Here's my Blaster (both with and without helmet)
30-second summary:
An ex-portal corp employee who saw to many dimensions where humanity had gotten wiped out for one reason or another and became determined to ensure that the same thing does not happen to this dimension. -
Even with the same powersets there are often different things to aim for depending on how you play.
For example a solo oriented Blaster might focus on Ranged Defense to up his survivability and allow him to take on more enemies at once whereas a more team oriented Blaster might choose to focus on recharge to try and get perma-hasten for more AoE goodness on teams. -
I suspect that mostly a balance issue. Currently if you want full PvE stealth you have to dedicate at least one power slot to it (and place a Stealth IO somewhere, normally Sprint). If Ninja Run had a stealth component it would basically mean you could get PvE stealth with just that and a Stealth IO which would basically mean that everyone who bought the back gets PvE stealth for free on all characters (free in terms of powers at least, obviously it's not actually free since you have to pay $10 for the pack and some amount of inf/merits for the IO)
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I would say Batman is either MA/SR or MA/WP.
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Quote:They've improved it a lot, it no longer points backwards at least.Any word if Assault Rifle and Ninja Run will eventually get a modification? That's the only weapon set I currently see as goofy with this animation. If there was a means to keep the rifle in both hands during the run, jump and roll animations, I think it'd look the most natural... right now it just looks rather mutated.
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I doubt it but at the same time I've never heard of anyone doing this. You might want to try contacting support and asking them.
http://help.ncsoft.com/cgi-bin/ncsof...nduser/ask.php -
Quote:ED doesn't kick in with a vengeance on Kb until you get to about 180 pre ED (165 post ED). It is the only enhancement that follows this schedule. Interrupt is also an odd one, it is lower than knockback but still slightly higher than all other enhancements.Edit: Looked at CatWhoorg's link you can get up to 195% in Knockback.
What about Knockback? I wanted some cheap +recharge and -end and the set bonuses were nice so grabbed a few knockbacks out of a set and ended up with +133%.
How high can go with it? any others that go this high?
Basically ED really kicks in once you're got the equivalent of three even level SOs slotted into the power (it starts having an effect at or just above 2 even level SOs). Since SOs have one of four different values (20%, 33.3%, 40%, 60%) ED kicks in at different points. -
In general you'll want to run them both at once (along with Against All Odds once you get it). Due to the need for them to recharge after being switched off trying to toggle shift rapidly in combat is pretty much impossible. Having both running at once means you'll get your defense bonus against all attacks (excluding a few from exotic enemies such as Hamidon).
However at lower levels (until you can get stamina and/or slot some end redux in your attacks) you may find yourself short of endurance trying to run both at once. If that happens you will probably want to turn one of them off in which case you have to look at your opponents and decide which one is more useful (it's normally Deflection since melee attacks are more powerful and Deflection also provides some resistance to protect agaisnt non-melee attacks). -
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Curse your sudden but inevitable betrayal! Seriously though I'm sorry to hear that, but i'm very glad to hear that it's something you're looking at.
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Quote:Fair enough, as you say for a defender it's different. It probably doesn't help that my only Blaster is an AR/Dev either .Ahhhh, you're approaching it from a defender standpoint. In that case, yes, you do want as much recharge in RoA itself as humanly possible. On a TA/A you likely wouldn't open the battle with RoA, you would bust it out after laying down some debuffs to cripple the spawn and boost your damage, and it's far and away your best attack. On a blaster, at least in my experience, it's much more effective to wait for Build Up and Aim to recharge, and pop both before unloading RoA / Fistful / Explosive, because it packs enough burst damage that way to kill almost everything it hits unless you're against +3s or +4s. In that case, you don't need as much recharge in RoA itself, as its own recharge is no longer the limiting factor in its use.
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Sounds fun, I'll give it a go.
Quote:Tomorrow the fate of the world will be decided. I know that sounds pretentious but it is also true, Statesman and Hero 1 have decided to risk everything on one last throw of the dice. If it succeeds the Rikti threat will be greatly reduced, but if it fails Paragon City will have lost many of the Heroes best equipped to fight the invaders.
I am not included in that number, I'm not a mage and I can't even use enchanted bullets to augment my own equipment (the results of that experiment are something I'd rather forget). So why am I going with Omega team? If the plan goes off without a hitch I will be almost superfluous and will no doubt die covering the magicians as best I can. In that event I would have been better employed with Alpha team attempting to hold back the Rikti instead.
However if things go wrong I have one skill few members of Omega Team possess. Unlike them, I've worked with portal technology and I understand it. I've also examined a few pieces of captured Rikti technology in what little free time has been available and I'm confident that if all else fails I can figure out how to overload their portal generators.
With any luck this skill will not be needed, but when gambling with the fate of the world you do everything you can to stack the deck.
Once more unto the breach, dear friends, we few, we happy few, we band of buggered.
-Adeon Hawkwood -
It's a known issue. You need to unistall your existing Mids installation and reinstall the new version from scratch.
If that doesn't work you may need an updated version of the .Net framework -
Quote:Tech (and some natural) origin characters use Portal Corporation Extra Dimensional Storage technology.As for people complaining about weapons appearing out of thin air, where exactly are you stashing that giant gun/sword/battleaxe in your skintight spandex?
Magic origin characters use either a Bag of Holding or a spell with similar effects
Everyone else uses Hammerspace -
Quote:I stand corrected. It seems to me like it would be a simple fix but I guess it uses enough new mechanics that it isn't.from what i have heard from other people who have talked to the devs about fixing CoP, the devs said they have tried multiple times but cuold not fix the issue, they said they would have to redo the entire trial and the background equipment for it, they prolly will fix it, but this is a very low priority issue, so i wouldnt expect this to be back for quite some time.
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I toyed with adding something like that but it's basically speculating about the speculation which is outside the scope of the wiki. I'd actually prefer the remove the paragraph entirely since it serves no real purpose except to start threads like this one but in general I prefer to avoid major changes to the content of historical pages.
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http://wiki.cohtitan.com/wiki/Attack_Mechanics
Your base to hit chance against +2/+3/+4 NPCs is 56%/48%/39% so to simply it greatly you'll want Acc * (ToHit + Base Chance) to be 95% or greater. If the boss in question has defense buffs or you're using defense debuffs you'll need more or less ToHit/Accuracy but that's dependent on the boss in question. -
Well believe it or not the wiki is primarily edited by human beings, and that quote was reporting a prevalent rumor rather than any official statement by NC Soft. In fact you should note that it includes the fact that the developers denied that being the case at the time.
I'll clean up the wording on the wiki to make this clearer. -
Quote:This isn't a weakness, this is a strength. Many sets focus on defense or resistance almost exclusively but what a lot of people forget is that Defense and Resistance effectively multiply when they stack rather than add. Invulnerability provides both Defense and Resistance which is better than providing one alone. There's also the advantage that enemies tend to be able to counter one of these but not both. For example Overseers in the Shadow Shard have a HUGE To Hit buff that basically renders defense irrelevant so defense based powers sets are useless against them (a Shield tanker would need buffs from at least two FF defenders to make a noticeable difference against them). Conversely Invulnerability has both defense and resistance so if one is countered it can still fall back on the other. in your particular case Cimeroans are countering your defense and your resistance alone is not enough. There are plenty of ways you can deal with this, the simplest is to take along a Defender with some Defense buffs to boost your own abilities but as others have noted it is perfectly possible for an Invuln tanker to tank ITF without the fighting pool or IOs.Let's look at the Invuln powers. It has TWO powers focued on Defense. Invincibility, and Tough Hide. That's it, and ONE of those can only take 3 slots without getting mauled by Diminishing returns.
The other SEVEN powers are Resistance exclusively? That strikes me as a pretty massive freaking screw up in the design department.
Quote:Yes, I'm pretty bloody agitated by this, mostly due to the fact that I have closing on 6 years worth of RP, playtime, and thought invested into something that doesn't apparently matter for anything. ...starting to wonder why I should bother playing, let alone making an alt that most likely will end up in the SAME situation somewhere down the line...