Amy_Amp

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  1. Quote:
    Originally Posted by GreenFIame View Post
    Well first off you went Fiery which is more Squshie then Invul and Wp, when I farm I go with Wp and Invul any day man. Also Incarnate powers might be handy like Pyronic or Ion and maybe Barrier form Destiny or Some other buff. in all my years of playing I would never pick Fiery for Farming, It's just not as good.
    We all must have missed all of those WP And Invuls posting the best farm times.

    Quote:
    Originally Posted by Nightchill_EU View Post
    What kind of reciep I shout turn my tickets for? The Gold ones?
    Bronze. Typically the lower levels one.
  2. Amy_Amp

    fire/fire/fire?

    If there is one type of power set that has been known to farm it's Fire. So yes, a Fire/fire/fire should be more than capable as a farmer.
  3. Akeldama's Curse

    Akeldama is the land that Judas bought with the money he got for betraying Jesus and then he went and died on the land in such a fashion that his intestines burst out. If that isn't evil enough, I'm not sure what is. I have wanted to use it, but nothing ever sticks. I haven't checked all servers, but Akeldama tends to be taken where I have looked, or I would have just used that.
  4. IOs also helped make those stores irrelevant. A level 35 common IO has 36.70% enhancement. A +3 SO is 38.33%. When I hit level 32 I just switch to level 35 commons and go with them from that point until I hammer out an IOed out build.
  5. Not surprised, but saddened that going +1 does nothing for you since everything is locked in at level 1. It's still a good quick and dirty leveling tool for a brute with a damage aura and not just /fire.
  6. Quote:
    Originally Posted by Preakness View Post
    Thanks for the responses. I like the fire/shield idea. I was curious why you think shield is better for scrappers? Not disagreeing just curious. If it is a lengthy technical reason you don't need to go into it if you don't want lol.

    Now I'm curious what the differences would be for brute vs scrapper. Do scrappers do more dmg for their lower hp and lower resist cap values? Or are the differences negligable?

    Thanks again for the responses and suggestions.
    Brutes get a better damage benefit via fury versus +dmg. Scrappers gets a better benefit from +dmg so that's why something like AAO works better for them. Yes, Dark/shield works better on a scrapper, see also Soul Drain, but it still works on a brute. With Dark, you don't have to take Aid Self if you want to solo an AV using no inspirs. With Fire/shield, you basically are forced to unless you think you are going to be that lucky. Not even /sr is that lucky and it's one of /sr's powers.
  7. Dark/shield was the first thing that came to mind. Dark offers the heal /shield lacks. AAO buffs Dark's damage for better DPS. Dark is mostly ST based anyway.
  8. Amy_Amp

    Servers?

    Quote:
    Originally Posted by Kurama35 View Post
    I keep coming up with questions as I'm playing lol..

    1) Is there some kind of "quick guide" to archetypes, like which role each AT falls under?
    2) Badges are essentially this game's achievement system correct?
    ATs

    Just note those are rather generic descriptions. Some builds within the AT really go against the listing.

    And yes, badges are basically the achievement system.

    EDIT: It will also help to learn what each power set is about. Too many to list right now, but it's something to at least learn.

    EDIT again: Another listing of ATs that's slightly better.
  9. Amy_Amp

    Servers?

    Quote:
    Originally Posted by Kurama35 View Post
    I was mostly worried about being useless in group combat. In WoW, you don't get into a raid group if you don't know what you're doing.

    A couple more questions, what's the difference between playing a praetorian(? If that's the right name) and a plain ole hero/villain?

    Bases are only for supergroups? Not just individuals?

    Is the "sidekick" system any good or used at all?

    How's pvp on this game? I haven't seen a good, balanced pvp system in awhile..

    I gotta say, I'm pretty impressed by this community so far. Seems like a lot of people are just interested in helping. Big change compared to the other MMOs I've played.

    Thanks for all the help so far ^^
    There are jerks in this game like there are in any game. However, once you build a global friend's list and add some channels you tend to play less and less with those jerks.

    Preat. levels you 1-20 in terms of arcs. You can go to either red side, or blue side after that. If you want to take a brute blue side, start in Preat. and then pick hero side. You can switch sides later, but you need to run tip missions and eventually the morality missions. The Preat. zone tends to level you rather quick as well so I tend to start characters there even if I'm going to the side where my AT is normally at anyway.

    You can make a solo SG. It just takes longer to build a full base. You get a bonus for each character added to the SG up to 15. Bases, are one of two big ignorged aspects of the game. The most practical use I get out of one is easy access to crafting, zones, and storage.

    Sidekicking is enforced by default when you aren't soloing. It is awesome. It's basically the reason it won MMO of the Year when it came out while the game that need not be named won Game of the Year. It's why I bought CoH instead of the game that need not be named even though I was fully planning on it when I walked into Gamestop. One article later, and I have never left CoH.

    PvP is the second in desperate need of work over issue. It's never been big, but it had a small and loyal fan base. The devs decided to make it fun for everyone, and pretty much pissed off what little fan base there was for PvP.

    This is not me stroking our ego, but CoH is one of if not the best player base going. We get comments like yours rather often from new players.
  10. Looks like $21 mill on Friday so it will put in a pretty decent weekend. Not sure what the budget was but the marketing aspect had to be huge.
  11. I try to have at least one of everything even if one means a WS for Khelds, or Widow for SoA. I like the diversity each AT brings even if some ATs I like way more than others.
  12. Amy_Amp

    My first Stalker

    First of all, read about ED. More then three of the same IO is vastly wasted, see slotting in Shadow Dweller. Hover over the powers and see the totals. You have a number of powers that go over 20% beyond ED cap and you are using purples to do so. Ouch. Clock of Fear goes over the ED cap for tohit debuff by nearly 50%! You have attacks slotted for their secondary effects more than damage, ie Lunge and Impale. For Dark Blast I would rather have a accurate tohit debuff damage proc versus a proc for +tohit. You have Dark Regen with a single heal slotted. It needs acc and really end reduc since it needs to hit and it has an end cost of 33.8. Heal would be the last thing to slot since it gives such a huge return based on number of targets you hit. Put the +chance for end proc from Theft of Essence in there to help offset it's end cost. It can proc enough against bigger mobs to actually give you more end than it cost.
  13. Do you have 67 slots at 38, or at 50? Your shields and rather underslotted and I would take a slot from Blazing Aura and Quills to help fix that. /fire is squishy as is. Two slotting your mitigation tools is only going to make that worse.

    If you have a PC, you should really download Mid's planner.
  14. I was trying to come up with something only to realize I would rather use it myself.
  15. Assault likely ranks lower since you are chugging enough reds for it to not matter as much. See the recent posting on SS farmers not using Rage, or Claws using FU. Tactics is helpful for the higher level mobs, but that's about it outside of helping unlock Vengeance.
  16. SS/fire. Level 2 and grabbed a four purples. Three runs later of just doing the initial ambush room and I was level 13. I can see moving on to other missions, but for any brute that gets a damage aura early, it's a quick and dirty way to at least get DO slotting going since it's not made just for a /fire brute. It's like a sewer run on steroids.
  17. Quote:
    Originally Posted by New Dawn View Post
    Teamwipes can't always be prevented. It doesn't matter how good some tanker thinks they are if I could play 7 other toons and be stupid all at the same time I will get all 7 of them killed and maybe even the tank for good measure.

    Edit: I think it fair to say that anyone that comes around here gloating how they are always the last man standing is doing something wrong.
    My guess there are very few team wipes which happen that aren't a result of lack of communication, or over estimation by the team leader in regards to the make up of the team, and/or difficulty setting. Some of the best teams I have been on team wiped at least once, figured out we had to actually do more than mail in our playing effort, and started to talk to each other. I would vastly blame the team leader for a team wipe versus the player in the tank role.
  18. Quote:
    Originally Posted by MaHaBone23 View Post
    Spines/Dark Armor
    Katana/Electric
    Dark Melee/Shield
    Here's my top three. Spines/dark to help with end issues. /elec is set up to do rather well at end game content due to how much energy damage is used. DM/shield can be a beast. I think all of them bring something to the table for a team as well.
  19. Quote:
    Originally Posted by Madamme Mayhem View Post
    Scrapper:
    Same as the brute really with a bit less dmg.
    I want to know how a brute does more damage than a scrapper with KM considering when a scrapper crits with CS it recharges PS instantly.
  20. Amy_Amp

    Help Choosing

    Quote:
    Originally Posted by Cainus View Post
    If you're throwing in different weapon options, the same thing can be said of Katana/Inv, as it has an attack that is almost identical to Parry. Although, I dont know if Brutes have access to Katana.
    Neither Kat, or BS are options on a brute.

    Claws and DB are better on scrappers from the point of view that they get more from the +dmg aspect versus brutes. However, in terms of Claws, it was also balanced around slower recharges with heavier damage so Claws on a brute is rather good. I think both sets will come across as being fairly equal on either AT. Brutes get more out of heals like DP and better use out of resist. I would lean towards going brute on this one even if part of me prefers the recharges scrappers get with Claws versus brutes. Claws does bring up the issue where Shockwave will do AoE KB which counters Invinc. Claws is more defensive, as where DB is more offensive. DB has mitigation, but it takes longer to develop. I would likely pick DB/invul for ease of use, but Spin is likely the 2nd best bang for buck AoE brutes get so going Claws/invul really is not a bad choice.
  21. Quote:
    Originally Posted by Giant2005 View Post
    Also, is there some way to know if I have hit the ticket cap or not? I think I may be overkilling it. I am triggering all of the ambushes and killing everything before clicking the glowy.
    Check your global tag, IIRC, and in there were it tells you about rewards(exp, influ/infamy) it will tell you when you hit the ticket cap for the map.
  22. Quote:
    Originally Posted by Arilou View Post
    So, I've been thinking of making a claws character.

    So, Scrapper or Brute (I already have one of each so that doesen't matter..) and what for secondary? (/Fire /Elec or /Dark?)
    One does more damage. One is more end friendly. One adds utility and might be the most sturdy of the three. If you are going with resist sets, go brute since they do better with them compared to scrappers.
  23. Are you level shifted and what other Incarnate stuff do you have?
  24. Quote:
    Originally Posted by Coin View Post
    Yep. Just saw it elsewhere.
  25. Amy_Amp

    Non-healing Emp

    Quote:
    Originally Posted by CharybdisClan View Post
    My goal with this character is to:

    • Avoid the "you suck because I died and your heals suck" thing I fell into last time I had an emp.
    • Keep my team buffed and therefore less likely to NEED healing rather than chase people around and heal them.
    • Use my debuffs via my ice set to keep the enemies slowed and attack less.
    Not ignoring part of my powerset any more than people who don't take Crystals or Minerals from the Stone Armor set are, or people who don't take Inertial Reduction from the Kin set do.

    Last time I had an emp I was playing it as a healer and took next to nothing from my Dark secondary. Took everything emp except absorb pain. So I see no difference skipping 3 powers in one set when I skipped all but 3 from another powerset the other time.
    Doing one extreme in response to another extreme isn't the answer. You can buff, blast and heal. The heal aspect will go down as you level anyway. If I'm a team leader recruiting for a Posi and I grab an Emp that is unwilling to use heals, then yeah, they are going to hear about it.

    A side thought. I never got the idea about rolling something you knew you were going to have issues with. It's a game. Have fun. If you are rolling something and building a character in a certain way just because of what others think, you are doing it wrong.