-
Posts
1960 -
Joined
-
Quote:Try changing yours and see what happens. At some point, the separation was lost.The Forums use your in game password, not your master account password. Unless of course you made them both the same for some reason.
Now, there's one password for the lot. I am not sure why the change was made.
But, if you like having the passwords be different, then don't change it. -
-
Yes, yes they do.
For a bit, all I did was tips on +2 x6 for the purples -
I'd pick a brute because they have a nice balance of damage and survivability from the get-go.
In some cases you can substitute some damage for some survivability and vice versa. So Blasters and scrappers and tanks may fit into that category as well.
Of course control can be substituted into the mix as well, so doms, trollers may do well too.
Some other ATs may fit the bill as well.
;) -
It's worth noting that this affects all of the proc120s I have slotted.
So that first coupla minutes in, I have double from the green proc120s and from the kismet.
Entering then immediately exiting the mish and then immediately re-entering gives you quadruple bonuses for all of these proc120s.
Kinda sweet. Superfluous, but nice. -
from 1 - 20 I would have to go with electric as well. Before inherent fitness I would have recommended will power because then you could skip fitness and fit in more powers.
But now, it seems to be electric -
I only noticed because I was in a kidnap mish where I captured the hostage straight away and then couldn't lead him anywhere.
though, in my research about this problem I did notice that stealth IO stealth wasn't supposed to effect hostages anymore. But it does -
NVM, it seems to only happen when entering a mission. So maybe it's just the phantom stacking stealth that comes from zoning with the toggle on that persists.
-
-
-
Do other proc120s have this changed as well?
-
http://boards.cityofheroes.com/archi.../t-234950.html
http://boards.cityofheroes.com/archi.../t-236316.html
Apparently, the change to turn off proc120s in toggles was made in beta forums and never announced in the patch notes.
Perhaps the change back was done this way as well? -
Yeah, they used to persist, then they made a change and the stealth stopped when teh toggle was turned off. But I have been noticing that the stealth stays on again now.
I just didn't see the patch notes where this was turned back on.
So, I don't know if it's wai or if it's a bug. -
Weren't they changed not too long ago so that when you turned off a toggle with one in it that the stealth stopped working?
When did they get changed back? -
-
Quote:I have a suggestion, for the in-game insp store. Currently when you use insp you hit F1 - F5 and it pulls down insp from a column (off the bottom), but when you buy insp it fills the rows (left to right the bottom to top). The result of this is you are constantly having to switch what you are buying or go Through a rearrangement phase after you've bought your insp. Wouldn't it be simpler to fill the insp storage from bottom to top by column? That way if I was filling a column with Respite for instance I could choose Respite then buy several times till that column was filled (not have to change what I was buying for every empty column-cell till I reached the first column again).Code:
F1 "powexecname Med Pack$$inspexec_name Resurgence$$inspexec_name Dramatic Improvement$$inspexec_name Respite" F2 "inspexec_name Second Wind$$inspexec_name Take a Breather$$inspexec_name Catch a Breath" F3 "inspexec_name Robust$$inspexec_name Rugged$$inspexec_name Sturdy" F4 "inspexec_name Righteous Rage$$inspexec_name Focused Rage$$inspexec_name Enrage" F5 "inspexec_name Uncanny Insight$$inspexec_name Keen Insight$$inspexec_name Insight" F6 "inspexec_name Phenomenal Luck$$inspexec_name Good Luck$$inspexec_name Luck"
-
It might even be that since I was running ahead that more than one ranged toon was targeting through me, thwarting my efforts.
-
Quote:Perhaps you're a more experienced and/or better player than I am. Or perhaps I was just with a particularly lethal crew. Idk. I tried what seemed reasonable--running ahead of the team with a boss targeted. I am open to suggestions on other tacticsI find it difficult to believe I can use EC effectively most of the time, if ET and TF are ineffective most of the time.
;shrug
I am not trying to lie or exaggerate if that's what you're implying. -
Well, it's a soft cap. There can be a number of reasons why 95% may not keep you at the maximum chance to land an attack in certain situations.
I think there're additional variables based on the enemy's rank as well as its level. I don't remember for sure.
So whether or not you "need" 95% or even more is pretty subjective. If you're happy with it, then I am happy with it for you.
By habit I still build my toons to have better than 75% chance to hit +4s. From there I let the details of the sets used determine the final number. Sometimes I goes over 100%, sometimes it's a mere 83% or something. As long as I get past 75% for +4s I'm happy.
I rarely have trouble with being able to hit things. -
adjust the base to hit to 48% for +3s and to 39% for +4s
-
-
It's actually not a novel idea at all. I posted in the OP that I had even recently been defending EM and have come up with ways to actually take advantage of the long animation times.
I know you're trying to help and I appreciate it. -
Quote:I am sorry that I have somehow offended you enough to post what you did. I wish you had something helpful to say.I have to admit... the original poster's take on "whine whine whine, I hate the rebalance Energy Melee got, whine whine whine, turn it back NAO, whine whine whine, I hate Energy Melee, whine whine" is certainly the most unique spin I've seen in a while.
It also deserves the same amount of developer response as all the other whine-fests in the past.
None. -
Quote:By what measure?...the AV battles (which, as mentioned, are the majority portion of the raids anyway).
This is true.
It is still that w/o being able to effectively use these attacks, the EM toon does not contribute very much to the team -
Quote:Perhaps it's not unique to energy melee. Like I said before I am not well versed in all of the various power set available to the various ATs.I'm failing to see a problem here that's unique to Energy Melee.
Quote:On teams, it's rare for ANYONE that's not support to make use of all of their powers if a team is rolling good. Mobs go down so fast you're lucky if you can get more than a couple of attacks off before you're on to the next one.
Maybe I am wrong, but it seems to me that Energy Transfer is the basic bread and butter for Energy Melee and w/o Energy Transfer ET, Energy Melee is somewhat sub par.
Quote:In my book, this would be a good problem to have. It means your team knows what it's doing.
This problem doesn't seem to exist for my Stone Melee brute.