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http://wiki.cohtitan.com/wiki/Cathedral_of_Pain_Trial
Basically it was a multigroup raid an SG could go on to get an IOP. It was removed due to a horrendous XP exploit. I suspect that it was never re-enabled because while the devs could fix the exploit they felt it wasn't worth it due to a lack of interest in PvP. -
Quote:There is one other advantage to purples that you're neglecting, the actual enhancement bonuses are notably higher. The procs have a stronger effect and a higher change of proccing (generally 33% rather than 20%) and the purple set will generally max two aspects of the power rather than one.You can get slightly lesser versions of the purple bonuses in many rare and uncommon sets. Rare bonuses are typically 65% to 75% of the purple bonus values. So, yeah, Ragnarok gives a higher recharge bonus. But is that tiny 3.5% overall increase in global recharge worth the 100 to 1000-fold price differential over Positron's Blast worth it? To make a real difference in recharge you have to slot several purple sets or LotGs.
The last thing about purples is that the bonuses work at any level. If you don't exemp, or you have IOs that are lower than the level you're exemped to, that feature won't matter to you.
For example, comparing Ragnarok and Positron before ED:
Code:Aspect Ragnarok Positron Damage 145.7 127.2 Recharge 92.7 26.5 Accuracy 59.6 47.7 End Redux 33.1 47.7 Range 0 26.5
On my TA/A I put the Ragnarok proc in Fistful of Arrows since the mitigation is more useful there, BUT I put the rest of the set in Rain of Arrows since I want that power to recharge as fast as possible. -
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Quote:Well, I did some testing and the only method I could replicate was with Sniper Rifle. I'm guessing this would apply to any interruptable power but since I've got it slotted for interrupt reduction once the reduced interrupt period has passed I can slide around for the rest of the animation with no problem.More specificity here would help. Which power exactly are you using that allows you to slide around?
I'm sure I've seen it with other powers but I can't seem to replicate it in a controlled environment. -
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Yeah the proc has a 20% chance on every enemy hit. I'd say the Ragnarok is a waste in Fistful since the uber recharge doesn't help as much as in RoA but go with what you want
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*grumble* I just got done explaining to Blood Spectre that even if he somehow got a level 53 IO he'd be unlikly to steal more than 200 mil with it and now you'll go getting his hopes up .
Congrats ont he haul though, now go spend it and stimulate the economy . -
Quote:Wow, that's awesome. I'll also note that I think you've got a good set of priorities for the order you're doing them in (even though you skipped Assault Rifle ) several of the sets there seem like ones where redraw would be a major hassle. In particular the PPPs, Munitions and Trick Arrow are all annoying if you don't have the appropriate other set, and melee sets are a good choice for the more clicky defense sets (i.e. regen).Good news everyone, I think I have figured out a way to bypass weapon redraw in combat. I've tested it with with various non-weapon powers or weapon powers from completely different sets, and it seems to work out. This means that you will be able to use any power in a chain with a weapon power, and not have to redraw the weapon...even completely different weapon powers. It will just instantly appear in your hand and play the attack animation. If you're not in combat, out of range, or have no target selected...then it will play a non-rooted, interruptible version of the weapon draw animations.
Some minor issues with consistently playing a weapon draw animation outside of combat, or the weapon draw animation playing when it really does need to...but that shouldn't interfere with combat.
Unfortunately, I'm not going to be able to get to every powerset at once, but I was able to get the following powersets done.
- Broadsword
- Claws
- Dual Blades
- Archery
- Battleaxe
- War Mace
- Trick Arrow
- Thugs Mastermind Dual Pistols
- Robotics Mastermind Pulse Rifle
- Arachnos Widows
- Arachnos Soldiers
- Patron "mace" powers
- Munitions Ancillary Pool
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Quote:the reduced damage thing is not true, blaster damage numbers are pretty much standardized based on recharge for ST blasts and a mix of recharge and size for AoEs. There are some exceptions mostly for attacks that don't have a secondary effect and so get more damage to compensate (primarily Fire).Is knockback a penalty or a bonus? The answer is completely ambiguous. As soon as we start saying "yeah, it's great as long as you work around it" you've introduced the idea that, in reality, knockback is an obstacle to be overcome rather than a bonus effect. Energy Blast, for example, has lower damage numbers than it might otherwise because of knockback, and yet an Energy Blaster on a team spends more time trying to *avoid* the effect than employ it.
So that leads me to some questions. If it's a bonus, why does knockback cause so many disruptions? If it's a penalty, why let us slot for it and why does the purple patch affect it so much? So many weird situations are created because the game is undecided.
Did you know, for example, that one way to control your knockback is to fight higher level enemies so that the effects are deliberately scaled back? The idea of the purple patch is that its supposed to make you less effective against a higher level foe, but with knockback it frequently does the opposite. Can you name another status effect or debuff that people intentionally try to cancel out? ("Afraid," maybe, except that in all powers except the two Controller PBAoE toggles it clearly appears to be a penalty and a way to tell the mobs AI to exit an area).
I think knockback looks really cool and don't want to see it go. But I also think it needs to be made much more obvious that it is a bonus. The act of translocating an enemy by itself is actually more disruptive than just knocking them down (see knockdown and knockup, neither of which enjoy knockback's nefarious reputation).
IMO, what needs to happen is that during and after a knockback the enemy have a penalty of some kind, such as -defense, -resistance, or whatever else. Perhaps have the effect linger for a time after they stand up. It would certainly help move knockback toward being an unambiguous bonus. I wouldn't even necessarily mind all the crazy AoE knockback explosions if there were some point to them; in fact I think the game needs more of that kind of thing.
I don't think that knockback needs to debuff the enemies it moves. Knockback is already providing a bonus in terms of damage mitigation and in many ways is a very powerful form of mitigation, it simply requires more care in it's application than many other powers. I don't see how this is a bad thing, it just means that people who want to have to think about where to stand and what to target have a set to play with and those who just want to stand in place and pew pew the enemies can play other sets. -
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Well PvP is probably unavoidable. In any game top end PvP requires you to spend ages optimizing your build.
However for PvE the game is still balanced around SOs, IOs make the game easier but they are by no means required.
In your specific case, invulnerability has been the subject of several rebalances throughout the history of the game so my suspicion is that your build is not really suited to the current style of invincibility (this is purely a guess on my part, I've never played a tank above level 20). You might want to swing by the tanker forum and ask for advice on slotting Inv (specify SOs or people will assume you're asking about IOs).
Finally I will note that Invincibility does rely on Defense for a good bit of it's mitigation and Romans have pretty hefty defense debuffs. With SO slotting you probably didn't have enough defense or DDR to prevent a cascading failure against an 8-man spawn size so you were basically reliant on your resistances alone for mitigation. The simple solution for this (other than using IOs) is to select other teammates to compensate. Adding a Defender/Controller/Corruptor/Mastermind with Defense buffs would probably have solved most of your problems. -
Quote:They wouldn't shut down CoH, they'd just cut back the team to the minimum required for caretaking (meaning very few updates beside critical bug patches). The overall cost of running an MMO without updating the content is pretty low so unless all of the long term players decide to quit it'll still be profitable for them to keep the servers running (for example Everquest is still running despite the release of Everquest 2).Well that depends: if there was no other way to proceed, would you mind if CoH was temporarily "rested" (ie shut down) for a few years while they worked on Aion, GW2 and CoH2 in the background? Cause that might be what we're looking at if GR doesn't perform well...
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Inertia is a property of matter.
(sorry, I couldn't resist if you don't get it I apologize) -
I would love to see the option to use a staff for certain powersets (especially Blast sets). However I'm afraid that it is very, very unlikely to ever happen. Because of the way animations and weapons work in this game allowing us to use a staff (outside of a dedicated Staff Fighting melee set) would require custom animations for every single powerset that would use the staff. In terms of the animation effort this basically means that allowing us the option to use staffs for existing sets would be the same as making an equivalent number of NEW powersets.
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Yeah I noticed that while doing the Lost Cure mission. It's even funnier if you do it with the lost curing wand out.
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Quote:The problem is that to make them stack the devs would have to fundamentally change how they work. Currently there are 6 different inspirations each of which has a specific effect (this effect can be checked either by using the info window or dragging the inspiration to the chat box and checking the name). This means that you know ahead of time what effect the inspiration has (assuming you can remember how you organized them). To allow them to stack in the market interface the devs would need to change it to one inspiration that has a random effect when used. While I can see the appeal for randomness I prefer to know ahead fo time what inspiration I'm popping so I disagree with having them stack.If the question is "would we like them to stack?" I know I'd answer yes.
But them not stacking is Working As Intended.
EDIT: Rereading the thread, I think we've actually got two different discussions going on here. The OP was asking about the fact that when BUYING Christmas inspirations there are 6 different listings rather than 1. I think UberGuy was talking about being able to place stacks of multiple inspirations in a single slot when selling (or for storage). And yeah, I seriously doubt the devs will suddenly decide to let us place stacks of ten enhancements/inspirations in a single market slot. I wouldn't complain if they did though. -
It's a known bug that's supposed to be fixed in the next release of mids
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That's pretty much what I did with both my AR/Dev blaster and my TA/A Defender. For the Positron's I'd recommend leaving out the Dam/Range and either use the slot you saved in another power or put a generic IO in the 6th slot (End Redux or Recharge for any of them, for Fistful of Arrows a Range or the Ragnarok Proc are also good).
I'd recommend putting the Ragnarok set in Rain of Arrows rather than Fistful, Positron is a bit light on recharge whereas Ragnarok has plenty. As with the Positron you really only need to 5-slot it since that will ED cap Damage and almost ED cap Recharge. The Dam/End is a good candidate to leave out since you won't use RoA enough for End use to really be an issue although as mentioned above you may want to keep the Dam/End in RoA for set bonuses and move the Knockdown proc to Fistful since it'll provide more use there. If you want to six slot RoA the proc for Positron is probably the best way to increase the damage you deal with it.
In my experience with number crunching my AR/Dev I didn't really see much effective improvement past about 50% global recharge unless I wanted to go all out and stick in Hasten and some mule powers to try and hit 150% or so. -
The other thing I'll add about AoEs with knockback is that the type of AoE really makes a difference. For Targeted AoEs (either cones or the regular version) you're pushing all effected enemies in the same direction meaning that the group of enemies remain clustered for future attacks. With PBAoEs you can easily end up scattering enemies all over the place if you aren't careful.
Used correctly, knockback is a very powerful tool, used poorly it can really hurt you.
For example one time my TA/A defender was on a team with a Peacebringer who insisted on wading into the middle of my oil slick and using Solar Flare which scattered the majority of the groups out of the Oil Slick resulting in less debuffs, mitigation and damage. -
I've seen the sliding thing a few times with Assault Rifle. I'll do some tests tonight and see if I can replicate it.
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You might like Archery/Mental Manipulation then. The damage isn't quite as high as Fire/Fire (until you hit 32 and pick up Rain of Arrows) but it's up at the high end of blaster damage.
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Quote:A ship raid is a zone event in the RWZ where several teams of players board the enemy mothership and attack the level 54 Rikti there. Unlike normal missions you get a guaranteed merit for every Rikti killed as long as someone on your team wounded it. Most severs have them at semi-regular intervals. They tend to be organized through global channels so if you haven't already you may want to join your server's active global channels.PS: I've seen someone suggest "ship raids". I've never done any TF missions and have no idea what a ship raid is. Nor have I seen anyone ever advertising one in all the time I've been trying to gain merits.
The merit gain from ship raids is huge compared to missions in general you should only need to do 3 or 4 raids for the entire costume (and 1 or 2 more for the sack).
Quote:PPS: I'm not capable of taking on much more than 4 critters at a time either (ice/ice blaster focusing on holding ppl while taking one down). I can manage to get through a Borea mission set on +1 or +2 levels. But not even on -1 with multiple players set. -
It's going to vary a bit depending on your blaster and the particular foe. However in general Blasters are good at AoE so you'll find it goes faster when you've got large numbers of minions and LTs to mow down with few bosses. To that end your best bet is what you're already doing: increase team size as much as you're comfortable with but set the level to +0 and no bosses.
To answer your question my Blaster (an AR/Dev) generally runs at 2-5x team size depending on the enemy. Carnies for example are weak to my damage type so I'm comfortable upping the team size. Malta on the other hand are resistant to my attacks and have a lot of nasty LTs so I tend to lower the spawn size to 2x. Most other groups fall somewhere in between.