Aett_Thorn

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  1. Don't you need to be in Steel Canyon for the next part anyways? Why not just use the crafting tables there?
  2. Quote:
    Originally Posted by Codewalker View Post
    That's actually not how it works.

    The power itself has "Caster" as target, but "Foe" as the only entities affected by it. That means that it's centered on you, but can only actually hit entities that are unfriendly to you.

    Individual effects on the other hand also have a target. This can either be "self", meaning that it applies to whomever uses the power, or "target", meaning that it applies to the entity that was affected by it (in this case, Foe).

    Most of Entropic Aura's effects are targeted at self. Note that in a power like this, even though the effect's target is self, a separate copy of the effect is generated for each entity (in this case, foe) that is hit. That's the basic principle that is used for powers which grant varying levels of buffs depending on how many enemies are in range. The way to prevent that is if the effect is set to not stack from the same caster, so you can only ever get 1 instance of it. If you look at the link above, you'll see that the 3.5% recharge buff is the only one that can stack, so you get that for each enemy in range.

    Only the Recharge debuff and Taunt use "target" and actually get applied to foes. Those are the ones with the seemingly unnecessary extra check on them. You should never be the target of those, because Caster/Player is not on the list of affected entities.

    It's no different than how powers like Invincibility work, except those don't have the explicit (If not source = target) check. Entropic Aura is the only power that does that.
    Yeah, sorry...was just trying to shorthand it a bit. But your explanation is more correct.
  3. Quote:
    Originally Posted by Codewalker View Post
    They're definitely there. On a level 50 Brute it's -16% Recharge while in the aura, and a 13.6s Taunt (mag 4). The relevant effects all have a special condition to prevent them from applying to yourself.

    I'm not sure how that could ever happen -- you'd have to be considered a Foe of yourself -- but evidently there's a reason for it to be there. Whatever the case, the detailed power window probably just doesn't understand what the condition is for and so it doesn't show those effects.
    Since the power has an effect on both you (the character) and foes, both are considered "targets" of the power. As such, there needs to be flags set for which effects affect either the foe or the character.
  4. Quote:
    Originally Posted by Icy_Shard View Post
    when i tried frozen aura on my blast, it was awful, no acc, no dmg, even with 3 IOs Acc, i was still missing -5 minions (lots of)

    was it improved somewhere ? will i hit more with the tanker version ? was thinking of removing frost, spring and ice sword to take aid other, aid self (can be useful), then frozen aura (if it's that great) with a 5 obliteration set in. (or can be taunt set with chance of psi)
    The Tanker version is MUCH better than the Blaster version. Look at the power effects in Mids. The Tanker version does good damage, has normal accuracy, and can be slotted for good effect.

    If you're at the soft-cap, which you are, then you shouldn't need Aid Self all that often. Hoarfrost and Hibernate should be more than enough. Definitely don't give up offensive powers to take them, especially Frost (good AoE) and Ice Sword (you'll want a ST attack chain). If you need to drop a power to fit Frozen Aura in, drop Spring Attack. Frozen Aura is a better attack by far.
  5. Quote:
    Originally Posted by Thunder Knight View Post
    I was looking over my power descriptions on my Energy/Energy Brute, and it looks like the Taunt aura and -Recharge penalty on enemies from Entropic Aura are both gone. The -Rech is listed among the other effects in the short effect list (as "Foe -Recharge"), and both the -Recharge and the Taunt are explicitly mentioned in the description, but neither effect is in the Detailed Info section.

    So is the Taunt aura still there and it's just not listed for some reason, or has this been changed? (Or was it never put in in the first place, outside of the I21 beta?)
    Still there. the Detailed Ino was probably just never updated to match.
  6. Quote:
    Originally Posted by Dechs Kaison View Post
    Yeah, this.

    /signed
    What am I? Chopped liver?
  7. So you're saying that Psychic Blast is on top only if it has enough recharge to somehow be above the Recharge Hardcap?

    You can't have more than 400% +Recharge. And getting to some of the other recharge levels you have there is highly impractical for most characters, especially if you're fighting GMs and AVs and need some Defense as well. The only set you list there with a reasonable level of Recharge is Sonic, which may be why it is actually used for GM soloing and not some of these other sets.
  8. Quote:
    Originally Posted by Trickshooter View Post
    I'm seeing three!

    One in the top left, one in the bottom left, and one by the logo.
    Hold up! The one by the logo is the same as the one on the bottom left! It's a conspiracy, I tell you! States isn't dead! He lives on in the body of three Praetorian Clockwork!

    He wasn't fighting one in the loading splash screen: he was merging with it!
  9. Aett_Thorn

    Decoy Army

    Would be even neater if they copied random costumes from costume slots you've opened up.


    Even cooler than that? It copied the costumes from any character on your character login screen.
  10. Quote:
    Originally Posted by Trickshooter View Post
    I think it looks great! I keep looking at it and wondering if I'm missing seeing anyone else snuck in.

    But when I noticed the Clockwork costume, I chuckled.
    There's actually two praetorian clockwork there. I mean, one I can buy, but when two show up, ya gotta think that Tyrant is up to something.

    edit -> Also, I'm seeing FIVE of the Elemental Order there. What's up with that? I sense an elemental plot! They're conspiring with the clockwork robots to bring death and destruction (or possibly muffins) to the heroes of Paragon City!

    edit2 -> We're also missing Valkyrie.
  11. Quote:
    Originally Posted by ShadowMoka View Post
    As Aett said, there IS a stalker version. You just don't get the different forms in exchange for AS.
    He (or She?) was talking about how they won't buy Titan Weapons until Stalkers get the set, not about Staff Melee.
  12. Quote:
    Originally Posted by ShadowMoka View Post
    I'm tempted to roll a grav toon now.

    Stupid question, but I've been inactive on CoH for the past month or so (except a few pop ins here and there)...Are the gravity changes on live too?
    Just on Beta right now.
  13. A Grav/something would melt spawns combined with a Fire/Traps Corruptor. Rain of Fire, Mines, Acid Mortar, and then Wormhole? Yes please!
  14. Quote:
    Originally Posted by Test_Rat View Post
    I won't buy TW until there is a stalker version.

    Untill then I am settling for staff, IF THEY INCREASE THE RADIUS OF EYE OF THE STORM.
    Wish granted! 10'
  15. Quote:
    Originally Posted by SerialBeggar View Post
    How did you know Ridia was a F2P-er?
    If she was a VIP, her forum name would be in Goldenrod.
  16. Quote:
    Originally Posted by Mr_Morbid View Post
    I don't see why Alkaloid continues to get so much hate as a heal. Below are the basic single target heals with numbers taken from http://tomax.cohtitan.com/. The heal and buff values are those of a corruptor/controller at level 50. All the powers have the same range (80ft), endurance cost (13), and recharge time (4 seconds.)


    Alkaloid
    Heal: 203.70
    Activation: 1.53
    Heal per Activation Time: 133.4
    Other Effects: 15% Toxic Resistance for 60 Seconds


    O2 Boost
    Heal: 155.49
    Activation: 2.27
    Heal per Activation Time: 68.49
    Other Effects: -6.92 Stunned for 60s
    -6.92 Sleep for 60s
    +69.2% Res(Recovery, Endurance) for 60s
    +138.4% Res(Sleep) for 60s
    +69.2% Res(Stunned) for 60s
    +207.6% Res(Sleep) for 60s
    +86.5% Res(PerceptionRadius) for 60s
    +86.5% PerceptionRadius for 60s

    Heal Other, Soothe, and Cauterize
    Heal: 230.89
    Activation: 2.27
    Heal per Activation Time: 101.71
    Other Effects: None


    Alkaloid has the BEST heal per activation time of all the powers, being nearly twice as much as O2 boost and a bit more than 30% higher than the heals that don't have any other effects. It's secondary effect may only be situationally useful, but strictly as a heal it beats O2 boost in every way.
    Heal Other, Soothe, and Cauterize don't get the same flack because the sets have other healing options in them so that the single-target heal isn't as necessary. So it isn't as noticeable that they're not that great. Meanwhile, Alkaloid is the only heal in the set, so it is much more noticeable.

    Compared to O2 Boost, which has a nice, healthy amount of secondary effects on it, Alkaloid has a secondary effect that is completely irrelevant for a large portion of the game. Toxic damage is very rare, so resistance to it is less than useful when compared to other effects. I'd rather it have half the resistance to E/NE/F/C than the 15% to Toxic. At least it would be more useful in a larger number of situations.
  17. Quote:
    Originally Posted by DumpleBerry View Post
    No. Just no. I was assisting a new player. If I run into it again I'll take a screen shot. It's exactly as I said. There are no minions or bosses anywhere in the mission. All the spawns were paired lieutenants.
    RNG allows this to happen from time to time. Again, Lost spawns are always +1 to spawn size, meaning that a typical spawn is 1 Lt, 2 minions or 4 minions. But it can also be 2 Lts, or 1 minion and a boss. The RNG sometimes allows for you to have a whole mission full of the 2 Lt spawns.
  18. Aett_Thorn

    The new Que

    Quote:
    Originally Posted by PhantomRanger View Post
    So who's going to use the que for the taskforces vs. pre-made teams? I like the idea of it. I still believe that the trials will be formed before hand in RWZ, Pocket D, and maybe DA.
    I'll use the new queue system, definitely. Even if it's just to put up the "first available" flag while I'm going to run some missions.
  19. Quote:
    Originally Posted by Ridia View Post
    Very cool, thanks. Another question. y'all talk like getting to level 19 pro 20 is easy and fast. I am only level 7. What do I do to level quicker? I took me forever just to get to 7!!!!
    You're new, so it'll take you a bit longer than those of us who know sort of exactly what to do and where to go, but you'll learn over time.

    However, if you want to level a bit quicker, try to join on of the Death From Below (DFB) trials that you'll hear people advertising in Atlas Park. It'll get you several levels fast. Then once you get to level 12 or so, go play the actual game.
  20. Quote:
    Originally Posted by IanTheM1 View Post
    And Transfusion is targeted on an enemy. I specifically meant targeted AoE like the updated Forcefield bubbles.
    Again, if a set needs this kind of boost, it's not Storm. And I'd suggest that it be Poison, since it's heal is worse than O2 Boost, and Corruptors/Controllers/Masterminds need to take it.
  21. Quote:
    Originally Posted by Rebel_Scum View Post
    I'm just thinking, neither of the other two powersets that stalkers get that have the buff per foes nearby powers retain those powers for stalkers. Willpower lacks Rise to the Challenge entirely, and Energy Aura has a modified version of Entropic Aura that gives a static bonus instead of a variable one.

    So logically we can expect a hypothetical Invulnerability set for stalkers to lose invincibility since it has to lose something for hide anyway, and have one or more powers in the rest of the set buffed a little to compensate for the lost defense.
    I agree with that, though Rise to the Challenge was taken out before the Devs created the whole "auras suppress when hidden" thingy, so having it in at the time made a Stalker pretty useless (see: why dark Armor was so bad before aura suppression).

    I think you're right in how things will play out, but Invincibility is one of the key powers for Invuln, and I personally think it should stay, even if it needs to be modified. I don't know why the Devs gave Stalkers the Entropic Aura static boost versus the scaling boost. The only idea I have on that is that the Devs believe that Stalkers should be on the edge of combat, not the middle. To which I say phooey! Stalkers can be in the middle of combat as much as they want to be!
  22. Quote:
    Originally Posted by Tymers_Realm View Post
    What most will say is to experiment. Create a number of Characters until you find one you find the one you really like. Generally by say Level 18 or 20, you should have a good idea if you like the Character or not. Once you have the Character you want to play, run with it.

    For me, it's a bit different. I like the Alt-friendly nature of City. And my wanting in playstyle varies from time to time, so does the Characters I play.

    Just take your time and you'll find the one Character you'll really enjoy and play through the content. It'll happen.

    Thank you for the time...
    ^This.

    Before I bought the game way back when, I did some research into the type of character that I thought I wanted to play. I was in love with the concept of Blasters/Defenders. I created all sorts once I bought the game, but it never quite jived with me. It wasn't until I made my first Tanker that I found a character/concept/playstyle that I liked.

    So I agree with Tymers: make characters until you find one that sticks with you. Forcing yourself to get to 50 with a character you don't like is just delaying the inevitable. Make new characters until you find one that you really enjoy, and then you'll see yourself get to 50 by having fun.
  23. But you can always make a new character. Join us in the land of Altitus!
  24. You cannot respec into a different primary or secondary power set. You are "stuck" with what you chose at character creation.