Adeon Hawkwood

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  1. Quote:
    Originally Posted by Catwhoorg View Post
    10-14 isn't really a good spot to roll, unless you are level 10-15 or so.

    The value there is in the procs, and requires a good low level.
    I believe you mean globals not procs. The IO level of a proc is irrelevant (except insofar as it determines when you can slot it) the level of global IOs is what matters .
  2. Quote:
    Originally Posted by Tabik View Post
    I wonder if you'd mind elaborating on this, because I don't understand. I'm not trying to rebut your point, I just don't get it.
    http://wiki.cohtitan.com/wiki/Resistance

    The link will give you the mathematical details but basically mez resistance is subject to diminishing returns so for example having 100% mez resistance will reduce durations to half but having 200% resistance only reduces it to one third duration.
  3. Quote:
    Originally Posted by PerfectTommy View Post
    my question is how do you turn on that "hitpoint/damagebonus/regen/etc" box?
    If you bring up the power selection box above the tool bars there's an option at the top (can't remember what it's called but there's only one) that brings up a new window that tells you all of your combat attributes. Right clicking on any of these gives you an option to track it.
  4. Congrats, both on the bil and the proc . There used to be an initiation ceremony, but it was found to be in violation of the EULA and several international treaties...
  5. Quote:
    Originally Posted by GavinRuneblade View Post
    As an alternative, crafted Hammi O-type enhancements that give two mods but aren't in a set. Although, I do like that the HOs are special for that reason.
    That would actually be an interesting idea. Basically make them another type of common IOs with the power level of level of dual-aspect set IOs and essentially remove the limits currently on Frankenslotting. However to avoid the issues with HOs I think you'd want to make it so that a power has to be able to slot both aspects fo the IO to be able to use it.
  6. Quote:
    Originally Posted by EvilGeko View Post
    The good thing about this "Vigilante" distinction, is that there are basically little downsides of doing that. It's like sticking your toe it. You don't have to go completely bad, just bad enough to do the villain content and then leave.
    That may not be entirely true. One of the things meantioned in the link in the first page of this thread is:
    Quote:
    Heroes and Villains who do not faulter (switch sides) may be awarded with additional perks.
  7. Quote:
    Originally Posted by Hero2 View Post
    Recipes which are used by lots of powers within lots of popular classes - e.g. Rech/End of ALL in the resist sets - are useful for every melee class. That's almost if not always several powers on every Scrapper and Tanker. But that's not all. Recharge is almost useless on most resist toggles, so why is it in every resist set?
    You are correct. IO sets are almost entirely balanced around "click" powers particularly ones that you will use during every fight (for example end reduction is generally of limited use on powers with a long recharge).

    My assumption is that this is a deliberate design decision by the devs to ensure that sets do not have a duplicated IO in them. To use your example of armour resistance toggles you are generally only interested in slotting for two things resistance and endurance reduction (and a lot of the time people will skimp on the end reduction slotting since end reduction in toggles is less useful than end reduction in click powers).

    However assume for a second that you wanted to 6-slot your resistance toggles with 3 resistance enhancements and 3 endurance reduction (that being the highest enhancement values you can get). If the devs were to make a set with that there would only be three different IOs that they could include (Res, End and Res/End) so a full 6-slot set would have to have two of each type which is a violation of the rules that the devs use when designing sets (I'm not saying that they would never do it, but it seems to be something that they want to avoid). The idea is that for powers that don't really need the full range of enhancement types you franken slot or use generics.

    Essentially resistance toggles do have a several sets, they just don't have any 6-slot sets and must use a combination of 2 and 3 slot sets instead .
  8. Quote:
    Originally Posted by PrincessDarkstar View Post
    Judging by the lack of tall characters I see running about most people probaby wouldn't like this.
    This is very true, I tend to make characters with a height of about 6' (I like the classic square jawed hero look ) and I've noticed that I seem to tower over a lot of other characters (tanks and brutes being the main exceptions).
  9. Quote:
    Originally Posted by ReclusesPhantom View Post
    Thanks for the advice

    I'll also stock up on Candy Canes when the time comes hehe
    Personally I wouldn't bother stocking up on candy canes. Unlike Halloween Salvage they can't be turned in except during the Christmas event, so the year round demand for them is very low. They do spike a bit for the first day or so of the event but it's probably not worth the effort to horde them for a year for that. You might try stocking up on the winter recipes (particularly the level 10 version of Winter's Gift: Slow Resistance (20%)) although my experience (as a buyer not a seller) was that they were overstocked and weren't popular enough to really drive up the price (I bought several for 5-10mil each).
  10. Adeon Hawkwood

    test

    Quote:
    Originally Posted by Westley View Post
    I can't see what's in #5.... what does that mean???

    Seriously.

    I just looked at a few OTHER color blind tests and pass them all, but I can't see ANYTHING in #5.

    Please tell me that's either a joke or at least what I'm supposed to be failing.
    It means you aren't colorblind. 5 is the one where if you do see a number you've got problems. No doubt an optometrist could tell you why there is a benefit to having one done that way .
  11. I'm going to say it. I honestly believe that the OP is correct for one set. The Traps Tier 9 need buffing
  12. Ok, a few thought in no particular order:

    1. Try and put some recharge reduction in your attacks in your attacks, especially Blazing Arrow
    2. You don't need 4 Damage IOs in Blazing Arrow
    3. I can't check this for sure since I don't have Mids available at the moment but IIRC for several powers (notably Disruption Arrow and Rain of Arrows) the reduction in recharge time between 3 common rech IOs and 2 common rech IOs is pretty minimal so you may find that worth switching
    4. Consider dropping the 2nd Endurance Reduction in the Leadership toggles. This one is somewhat subjective but my experience is that the value of the second one is pretty minimal so you may want to put and extra end Redux in one of your click powers instead.
    5. For Acid Arrow I'm not sure if it's that useful to have 2 defense debuffs since you're running Tactics and Archery is pretty accurate anyway, an End reduc there will help with spamming it. My advice would be to run a few missions with just one and monitor your to hit chance.
    6. Consider dropping Tactics and taking Maneuvers instead. IMHO Tactics is the least useful of the Leadership Toggles for PvE (unless you play on a static team or spend most of your time fighting against NPCs with To Hit debuffs) since most people will slot their chars to give themselves 95% chance to hit anyway. More defense on the other hand is almost always appreciated. If you yourself need the To Hit increase I'd recommend bending your no IO sets rule and getting a Kismet proc. They're normally pretty cheap and slotted in Hover or Maneuvers will give you 6% To Hit as long as you're running the toggle.
    7. Replacing one of the Immobs in entangling Arrow with a Slow would be useful solo against bosses and EBs
  13. Quote:
    Originally Posted by Fulmens View Post
    Ooh, liquid, can I put your "100% of your attention" Emp up against my "25% of my attention" Force Fielder?
    I know which one I'd rather have on a team. Although I confess I just really, really love the set (even though I have no desire to play one myself).
  14. Quote:
    Originally Posted by Nethergoat View Post
    On my last foray into WoWlandia the phrase "must be well geared" was attached to a majority of the team requests I saw. I can honestly say I've *never* seen anything like that in this game.
    I did once see someone on global channels trying to form a team for STF and insisting that all participants be IO'd, he got roundly mocked for it .
  15. This has been discussed many times. The basic problem comes down to the fact that while Defenders could use a damage boost when solo the damage that a group of defenders can dish out is already a bit too powerful.
  16. Adeon Hawkwood

    The End is near.

    Quote:
    Originally Posted by Ironblade View Post
    oooo, so close! You got it backwards. The correct answer is to kick the tanker and have him immediately invited to another team of Group Flyers. That can be accomplished in maybe a second.

    I have a screenshot, but someone said they were capturing the video and would get it up on YouTube.
    Ah that makes sense, very cool.
  17. Quote:
    Originally Posted by Biospark View Post
    I agree, nothing would make me happier than to find another way to get more protection and drop this toggle from my list. The KB I can cover with IOs, but not the hold protection.

    What would you reccomend to improve overall mezz protection on a build like this ?
    Break Frees and Defense. You can't really get comprehensive mez protection on a squishy anyway so I find that it's preferable to buff up defense so that you get hit by fewer mezs in the first place. Acrobatics is nice to have but on a stamina-less build you're going to be hurting for end so as SkeetSkeet said you're probably better off dropping it, especially if you can buff your defense instead.
  18. Quote:
    Originally Posted by Liquid827 View Post
    Are my standards high? Yes. Is this the RIGHT way to play? No...but there is no right or wrong. But if you want that ever-yearned-for-recognition...well...my toon can Emp better than yours can. What did you expect with your build?
    I agree that there is no right or wrong way to play, I also agree that your Emp can Emp better than an Emp with more focus on their attacks. However the point being made by people in this thread is that your Emp is to much of an Emp.

    On a decent team an Empath shouldn't be spending that much time healing, and even though you probably do a more through job of buffing than a blasting Empath the DPS loss from you not blasting is greater than the gain from more efficient buffing.

    Fort is a nice damage buff, but honestly the DPS gain from a well slotted defender more than outweighs the extras you can get. With the exception of a few enemy groups I'd much rather see an Empath use Clear Mind reactively rather than wasting time that could be used for blasting than trying to use it proactively since a good tank will take most of the mezzes anyway and he doesn't need it. Heck, I don't even mind that much if they choose not to use it at all but I solo a lot so I tend to carry plenty of BFs.

    I do agree with you on AB, it's a nice buff and I would like to see more Empaths use it proactively but I think that's more a problem with people not understanding it's use than it is with Empaths blasting.

    Defenders have blast powers for a reason and I expect them to be slotted and used appropriately. I've run TFs with Defenders who don't blast but in all cases it was because I couldn't find any Defenders who were willing to blast.


    On a slightly off topic I don't know why you think that controllers are the smartest players. Overall I don't think I've seen much correlation between AT and player intelligence at all, although there are other characteristics that seem to become more prevalent among particular ATs (for example Scrapperlock )
  19. Adeon Hawkwood

    Oil Slick Bug ?

    Also Oil Slick is one of the buggiest powers in the game so you will occasionally encounter situations where it won't light (especially outdoors or in larger missions).

    The way to tell is to watch the targetable oil slick. If it vanishes then oil slick is bugged, and probably won't light for the rest of the mission. If the target remained then you missed (happens about 1 time in 20 since your accuracy is capped at 95%) and you need to attack it again.
  20. As others have said if it ain't broke, don't fix it. COH uses a single power regulation system for all characters, changing that for one powerset would be horrendous to both implement and balance.

    As for your issues, there are several ways that you can abstract this out to represent how an assault rifle works.

    For endurance you can actually treat it like the a pump-action shotgun. Firing reduces the number of bullets available and since they have to be reloaded individually the reload time increases linearly with the number fired. Special munitions (the grenades and flamethrower) are trickier to reload so have a higher endurance cost. Yes it's not a perfect analogy but it works well.

    Another option is to view it as a representation of your character's ability to aim. Sustained accurate fire is hard to maintain, so the endurance bar can be seen as representing the need for the character to occasionally stop firing and adjust his aim.

    Regarding recharge, the only thing I can say is blame Hollywood. Contrary to what you see in movies assault rifles are rarely fired on their fully automatic setting for any length of time. Unless you have a properly mounted stand for the gun it is basically impossible to control the recoil well enough to keep a fully automatic weapon on target. Now if you really want to represent realistic weapon fire then AR attacks should have a slightly shorter recharge but significantly longer animation times with the attack at the start of the animation then a pause (say twice the length of the attack animations) before you can use another power however since that would make the set horrendous to play I'd rather you don't ask the devs to do it.
  21. Quote:
    Originally Posted by BlackBellatrix View Post
    As far as allowable powers, I'm thinking we can all be Emp/Archery or Emp/Psi and we will take ALL of our heals and resurrect powers. We will get medicine. I'm thinking Clear Mind is fine but I'm still undecided on Fortitude, as I think we run the risk of losing our True Healer status. Leadership and Teleport are fair game.

    What say ye? Are you up to the challenge of being a h34l0r?
    I disagree slightly with your power selection. The majority of people I've seen who espouse the pure healer concept don't actually mean a character who has nothing but healing powers but instead a character who doesn't have any attacks (besides the required tier 1 attack). As such they tend to take both Clear Mind and Fortitude (and often take great pride in keeping Clear Mind up on all of their team mates regardless of the usefulness of doing so).

    What you're describing is the really incompetent empaths who believe that all they need to do is rock the auras and my experience is that even pure healers tend to look down on them.
  22. Adeon Hawkwood

    The End is near.

    How did you do it? Going by RedTomax you'd need 11 people with group fly on to lift a Tanker but since it only works on teammates I can't see a way to get moe than 7 on him at once.
  23. Adeon Hawkwood

    S/L Def IO's?

    Quote:
    Originally Posted by Katten View Post
    It's strange for me having played 4 years of regular SO style gaming to think I might gain more armor but not choosing an armor.
    Yep, the priorities for power and slotting an IO build do differ noticeably from those of an SO build. Also, I don't know if you're familiar with it or not, but Mid's is a great way to plan out your builds:
    http://www.cohplanner.com/
  24. Adeon Hawkwood

    S/L Def IO's?

    I wouldn't bother with trying to get good resistance on a blaster. The stuff you can get through powers is ok (albeit limited) but unlike defense trying to boost it with IOs is pointless since the magnitudes are so low.

    For a blaster I find that increasing positional defense (especially ranged) adds a lot more suvivability than trying to increase typed defense or resistance. Unfortunately with the exception of /Dev you don't have any positional defense without going into power pools so you're mostly reliant on IOs. However you can generally hit about 20% ranged defense through IO's without to much difficulty (getting a +3% Def IO, and 3*Thunderstikes will get you 14.25% and most Controls have a set with 3% ranged plus Aim or Build Up can take Gaussian). 20% ranged defense basically means a 40% damage reduction from ranged attacks.

    It is possible to soft cap a blaster to ranged defense although personally I dislike the sacrifices required for such a build.
  25. Adeon Hawkwood

    S/L Def IO's?

    http://wiki.cohtitan.com/wiki/IO_Sets

    Unfortunately most of the sets with good S/L Def bonuses are either melee or taunt sets which are of limited utility for Blasters. In general the good blaster sets favor positional and psionic defense overl non-psionic typed defense (the ones that have non-psionic typed defense also tend to be lower level sets)