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Posts
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It kind of depends on the character, but for 95% of my characters, I go with the other ranged weapon. Sure, you don't get the bonus damage for having the right origin, but it still does decent damage and is ranged. The GSA is really only useful against true undead. On everything else, it's just a bad attack that requires you to get up close to use, which isn't helpful against some of the very enemies you're trying to fight.
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I'm kinda hoping that Dark Control has a decent amount of Fear powers in it, and I'm REALLY hoping that it's not just a mashup of existing powers with only one or two new powers in it.
I'd also love a set that looks sort of like Jubilee's powers, creating "fireworks" or energy shards, and that focuses on stuns and confuses. -
My Ice/Ice Tanker (my namesake) is an ancient ice demon from germanic legends. Makes perfect sense for him to be covered in ice.
However, you can also color it green and pretend that you're covered in a giant emerald, or bright blue and go sapphire. -
Quote:Nope. Grav and Elec control Immobs don't have a -Kb effect on them. For Gravity, that lies in the Holds. not sure if Elec has any of them.Wont any Controller Immobilize and Hold stop knockback? like Grav or Psi?
Edit:
So basically, it falls like this;
Fire, Ice, Earth, Plant: Immobs contain -KB, Holds do not
Gravity: Immobs do NOT contain -KB, Holds do.
Elec*, Mind, Illusion: No -KB effects in the powerset.
*I think...don't have Mid's on this computer to check.
Further edit: added illusion to the list. Come on brain, work with me here! -
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Short answer on Containment: Anything that is already controlled in some fashion (held, immob, sleep, fear, stun) takes double damage from further Controller powers.
So, if you have an attack that does 50 damage, but your target is held, the power will do 100 damage total to it. -
I view the forums with the villain set, and mine is just fine.
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Quote:^This. Even if you still take Provoke, drop the fear powers. Grab powers that would be more useful to you, like Rock Armor, and use the extra slots for your single-target attacks.Drop the presence pool. Invoke panic is one of the five most useless powers in the game, even when full slotted. It's slots should be moved to freezing touch which is one of the highest damaging single target attacks available to tankers. Slotting it with a single hold make me a sad panda. Dropping presence will give you room to put rock armor back in the build.
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1) F2Pers get two slots to make characters on. VIPs get more, but then once you go back to being a Premium player (since you were once subscribed), you go back to only having two slots.
2) Once you go back to Premium, all of your slots will be locked, and you can choose to unlock 2 characters. These can be any that you can access.
3) As such, if they are in Praetoria, which I'm not sure if you have access to, or they are Controllers/Masterminds/Kheldian/Arachnos Soldiers/Widows, you shouldn't be able to unlock them, and you'd have to unlock a new slot and make a new character.
4) It doesn't matter if they're not on their original side or not. -
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Quote:Okay, saw this after my last response. Attacks use up FAR more end than toggles. Toggles just keep you from gaining it back, mostly. If your attacks aren't slotted for Endurance Reduction, then you're going to run into trouble, which is compounded by having any expensive toggles on.But I don't run all of those toggles
solo I am running tactics, using block of ice, and my attacks - and I am running out of END
now block of ice and my attacks have no END reduction - so I can put some in there
I am also wondering about switching from ice/psi to mind/psi and just avoiding arctic air altogether
For instance, let's look at Psi Dart, which is a pretty cheap attack. At only 4.37 Endurance on a 4.33 second cycle, it's still using up slightly over 1 endurance per second. Mind Probe will average out to 0.912 end/second, and Mind Probe will burn through 0.88 end/second if spammed. Let's say you do nothing but alternate between those three attacks. With no EndRed slotting, you'll be plowing through 2.792 end/sec in attacks, and (with your average toggle load), 1.075 end/second from toggles.
So basically, for an Ice/Psi build, put EndRed first in Arctic Air, and then in your attacks. That'll give you the most bang for your buck. -
Quote:I love how you don't ask the real question there, which is: is it the three expensive leadership toggles I've got at level 23? To which the answer is yes.I have stamina 3 slotted with end mod
I have arctic air slotted with 1 end red
I have assault, tactics, and maneuvers slotted with 1 end red
Even without using arctic air and just using tactics I go through END like nothing. A couple of fights vs even level spawns and my end is at the bottom.
Is this because Dom's are expected to recharge with domination?
Is this because /psi is expected to use Drain Psyche to keep their END up? (I have it, but rarely can use it on more than 2 foes)
Do I just need to add End Red to my attacks?
how many end red should I put in arctic air so I can use it and do other things?
Like the others said, Arctic Air is fairly expensive, and will need at least 2 EndRed in it, so that is indeed part of it. Adding EndRed on your attacks is a good idea, as well, but the main reason you won't gain End back after a fight is because you're spending 0.879 end/second on the leadership toggles. And that's ON TOP of Arctic Air, which as you currently have it slotted will drain another .782 end/second, for a total of 1.661 end/second.
With Stamina 3-slotted, you're gaining back 2.48 end/second. Minus your toggles, you're gaining back only .819 end/second. Using any attacks with that is going to drain you quickly. My suggestion is to figure out which of the leadership toggles you really want to run at any given time, and only use those. Then slot them and arctic air for EndRed more. -
I believe that those types of enemies are actually in the Rogue Islands, and have just teamed up with the CoT there as part of the same faction, but they're not in Paragon City.
Why they haven't shipped them in, since they're useful? I don't know. I'd also like to beat them up as a hero, too. -
Yup, you'll need to craft the enhancement before you can put it in the slot that you've unlocked. Look at the window I mentioned, and you should quickly understand what you need to do. But if you have any additional questions, please feel free ask. Feel free to global friend me at @Aett Thorn, and if you catch me online, you can ask me any questions there, too.
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Well, first off, how did you unlock your Alpha slot? Did you run through the Ouroborus arc that unlocks them, or through the trials? The arc actually does a fairly good job of explaining them, but I'll try to give you the basics:
1) The Alpha slot - This functions as basically a global enhancement that helps any powers that would be affected by it. This can be crafted either from Shards (collected from fighting any enemies after you unlock you alpha slot) or from threads and incarnate components gathered in the Incarnate Trials. A portion of this global enhancement resists the effects of Enhancement Diversification, which would otherwise limit how effective these were a lot of the time.
2) Judgement - This is a powerful AoE attack that comes in several different varieties, from PBAoEs to chain attacks. To unlock this, you need to gain incarnate experience from one of the iTrials, and then you can craft the judgement powers from components collected therein.
3) Interface - The Interface slot adds a proc on to each of your attacks that does various things based on what type you have in the slot. To unlock this, you need to gain incarnate experience from one of the iTrials, and then you can craft the judgement powers from components collected therein.
4) Destiny - This slot gives you the ability to create a PBAoE buff to you and those around you when you click it. It can range from healing to defense to mez protection. To unlock this, you need to gain incarnate experience from one of the iTrials, and then you can craft the judgement powers from components collected therein.
5) Lore - This slot allows you to choose to summon various kinds of temporary "pets" that will help you and boost your offensive/defensive capabilities, depending on which type you choose. To unlock this, you need to gain incarnate experience from one of the iTrials, and then you can craft the judgement powers from components collected therein.
To see which components you need for any given slot's abilities, click on the "Powers" tab over your enhancement tray, and then on "Incarnate Abilities." This will bring up a window which should give you some additional details on the various effects of each slot.
Edit -> Here's a guide that goes into a bit more detail: http://boards.cityofheroes.com/showthread.php?t=257011 -
Quote:This assumes that the dog was the only thing released this month, which isn't true. To make this case, you'd have to compare the dog versus anything else you could use the points on, and find that the dog is the best value. I don't think that'll happen.The dog costs 500 points. Subscribers get a monthly allotment of 400-550 points for free. Therefore the dog at most costs subscribers 100 points for those not willing to save up their free points.
Who cares what it costs Free or Premium players. They can afford the 500 points from the $15 bucks they are saving by not having a subscription.
The only way the dog could get less expensive for subscribers than free is if they paid us to claim it. -
Well, you're not really telling us what you're going for here. Are you looking to softcap defenses and still have high recharge? Are you looking to increase running speed at all? Be good at groups or soloing? Without knowing more about what you actually want out of it, it's tough to help you improve the build.
Still, I'd say that you've got too many ST attacks. You should be able to drop one and still have a good ST attack chain at higher levels. This can also free up some slots, since you're underslotted for Acc.
Slotting Earth's Embrace for Aegis is probably a waste. Why not 5-slot it with Doctored Wounds instead? Likewise, slotting Mud Pots with nothing but Procs is probably not the most efficient way to go. Increasing Acc, EndRed, and Damage will probably give you more bang for your buck. And getting a set in there can help you with Defense or Recharge, too.
And can you run Combat Jumping and Rooted at the same time? -
The great part about a market is that we can show them that a price is too high by not buying something if it's too high. If nobody buys it at 500 points (and they really shouldn't, IMO), then maybe they'll lower it.
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The point was more that Hasten provides 70% +Recharge. In order to get Hasten perma, you need to build up more than 70% +Recharge, meaning that in order to get to perma-Hasten, you need to already have more +Recharge than Hasten would have given you anyways.
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Also, something to keep in mind: if you have perma-hasten due to set bonuses or powers, you've got more recharge than Hasten gives you already.
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Well, it's not like a solo Stone Brute would need to take Granite Armor, and the -speed component from rooted can be overcome with set IOs, so it wouldn't be a bad solo brute if built right.
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1) In-game, under Menu -> Global Handle, there should be an option to change it. However, you can only do this once (unless the Devs decide to open it up again), so choose carefully.
2) www.paragonwiki.com has a lot of good information on it that nofuture used to have, and a lot more. -
Quote:Well, sort of. Basically, if it makes sense for a set to have every weapon, then it should have every weapon. That is the suggested.If the suggestion, in short, is that "If a set contains a given weapon, it should have every weapon" then /signed
I'm okay with the Barbarian set not having an option for the Assault Rifle, for instance. -
Yeah, today's my first day of vacation in a long time, and I have some time to play, but can't yet because of the publish. I'll just bide my time.