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Posts
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Joined
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Training Enhancements don't make as much impact as later. Much depends on your build and your design. Me? I mostly go, as a minimum, all Accuracy until DO. At DOs I still keep at least 3 slots devoted to Accuracy and then drop to 2 at SO level. There is NOTHING i despise more than missing. Even a weak hit is better to me than a powerful miss.
To answer your question, you drop to 29 mph single slotted with TOs. -
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Another nice benefit of this system I have shared with you is that you are not forced to take a travel power at level 14. Some ATs get some great powers at 14 and require you to either put them off or accept some peer pressure.
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While I agree with your main point about helping low levels get around quicker, you should know that no AT gets any new powers opened up at lvl 14. The devs made lvl 14 a level where no "new" powers from a primary or secondary are made available to players. This is just like at lvl 22, 24 and 30. I can only assume that the devs did it that way to make it slightly easier to accept the idea of getting a travel power at lvl 14. In your plan you can pick up SJ at lvl 14 since you already have combat jumping. Your idea should make the lvls from 8 till 14 much more pleasant.
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Maybe so, but I was not meaning that in my words, I was saying that there are some powers you want at 14, but, you take a travel instead thereby putting them off.
As I stated, you have a possibility of 2 defensive powers that work to your advantage. An equal level minion has a 50% to-hit chance. With both CJ and Stealth you have lowered it to 45%. It can work for all levels. I have not seen much that would cause a level 50 to be put off by using just this power other than "The Shard", and that place simply is hard on everyone without Fly. A hero need not always Super Jump or Fly... and we know the possible issues with lag and teleport. Oh, and on top of everything... this power is not an endurance hog! It also offers an alternative to tradition!
This is not for everyone, it is not "tradition", but, it is an alternative. -
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I don't know how you did your relative speed calculations but it sounds good. Anyway what if you wanted go another route? Say taking swift 3 slotting it 2run+ 1jump and 2slotting sprint and combat jump each with 2 jumps? Wouldn't that give you decent vertical movement as well as good ground speed for earthbound combat? I don't have numbers so just asking how this would play out.
Thanks
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Combos are as varied as there are days in a year. However, I will add the following: Sprint + Swift, 2 slotted with SOs, at level 50 will equal 33.7 mph. Bunny Hopping is simply faster!
Speeds go up with level by the way. -
Are you tired of that LONG wait to level 14 for a Travel Power? Are you sick to death of dealing with those long trips in the Hollows? Are you fed up arriving last to mission entrances just because you are the lowbie? Well worry no more!
Get a travel power by level 8!
It is simple and I will even give you the specs below.
1. Grab HURDLE at level 6. You will probably want this power in any case as it is a basic before you can get Health and Stamina. Place a Jump Enhancement in Sprint and Hurdle.
2. At Level 7, slot both Hurdle and Sprint with one extra so that each has 2 slots. Yes, put Jump Enhancements in both of those slots.
3. At Level 8, get Combat Jump and slot it with a Jump Enhancement.
4. Worried about being seen and picked on? NO PROBLEM! Grab STEALTH at level 10 if you want.
What have you done? Well, you are on the road toward Health and Stamina, you are moving quickly, and you have extra defense in combat with Combat Jump and the optional Stealth! This is a winning combo! Combat Jump is very controllable as well.
To activate this mini travel power you must toggle both Sprint and Combat Jump to on and get set for some Bunny Hopping at 25 feet!
Your speed at level 8, with Training Enhancements, will equal 37.5 mph as compared to 20.33 with Sprint and Swift! You are jumping over 25 feet UP as well!
Your speed at level 12, with Dual Enhancements, will equal 42.3 mph!
FYI, at 14, Flight will equal, with a Dual Enhancement, 31.46 mph and slower than you were at level 8!
Your speed at Level 22, with Single Enhancements, will equal 51 mph whilst 3 slotting Fly will net you 44.9 mph. By they way, you will always be faster than 3 Slotted Fly... even at level 50!
Another nice benefit of this system I have shared with you is that you are not forced to take a travel power at level 14. Some ATs get some great powers by 14 and require you to either put them off or accept some peer pressure. This will allow you get a normal travel power at your leisure if ever! Why if ever? Well, you now have the ability to grab an extra attack power rather than Fly or Super Jump as well. Remember, there is no XP in getting to a mission first, but, there is XP in how you use your attacks!
Oh, and another plus is... you can joust... you speed is not suppressed! -
Look, you only need to see my signature to see the number of 50s and types I operate, and that does not include any of my others in their 40s, 30s, 20s, 10s.
The whole issue of toggle dropping was overboard. You wait for, you fight for, you are excited about getting various powers, some are even the epic armors, and BINGO, they last about 10 seconds in the arena. BINGO, they are shut down and all that waiting is for nothing. Leadership, armor, Shadow Fall, all of it is gone. The animation time it takes to restart them is long and deadly. The point is, toggle drops are a pain in the neck. Far better there would have been some form of supression for X seconds rather than seeing Tough go down, or Weave bite the bullet. Much of the Toggle drop stuff was a jerk knee reaction to the issues of I4 and the start of PvP. Finally, we will have a bit more "balance". Personally, I would rather see the sleep/mez holds do that without the total drops as well. Seems to me, if you are immoble and cannot fight back, that is enough. It should not be a coup de grace that it is now. -
Good. It is no fun, waiting and working to get a power, only to see it go down the drain in less than 10 seconds in the arena. As a level 50, I would like to fight with my armor that I have worked so hard and long to get. What good are the armors to the squishies if they are constantly detoggled. Why even get them? What good is a Tank except to sit there and retoggle for 10 min, mine seems to spend his time doing that instead of fighting. What good is my Defenders or Blasters except to toggle up and then after being detoggled to fight as if they never got them anyway...
It is about time! The event should not be a "detoggle fest" for some types to have all the fun. -
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Yeah, what is the deal with that anyway? You tell 'em you're herding. They say ok. Ask them to move back. They don't. You run in, herd the room, and just as you turn around to run back to the herd spot, you notice the entire team in the room attacking the back of the horde, prolonging the battle, and getting teammates killed. Now is that odd, or what? Or worse, the pull that is meant to save lives and to bring the baddies to the team one by one is instead taken as a battle call and they all rush in and die??!!
Or even worse... you ask the team to stand back and not to aggro anything near the portal because it will spawn a ton of baddies that will kill the whole team. So what happens, some blaster suddenly fires at a baddie right next to the portal, spawing the huge horde of baddies, and wiping the team.
Did I missing something?
Lately, I've been taking a very vindictive view of this wacky, counter-productive and selfish behavior. If a blaster wants to aggro a whole room against the wishes/interests of the team, I simply abandon the blaster and any members of the team who are following him to their fate. Let them die. Serves them right. I'll say, "Anyone who doesn't want to die, fall back, retreat, and regroup." And then I run out of the room.
I've tried using a bind to inform the team. Here it is:
"Herding is DANGEROUS! We need to keep the horde focused on the tank or they will turn on the rest of the team. This means YOU need to STAY OUT OF THE HORDE'S SIGHT until they are in a nice, tight group.
If the horde sees you, they will scatter, attack the rest of the team, and heroes will die. Timing is everything... Wait to attack until you see this signal...
ATTACK NOW!!!
Then rush in and take the baddies out quickly before they lose interest in the tank."
However, I was berated on more than one occasion from lvl 40+ PUG heroes that "Everyone on the team has been playing the game for 40+ levels and I think we all know how herding works." And yet, more often than not lvl 40+ PUGs split the aggro, negate the tank's herd, and cause team members to die as a result. What is going on??? Should I use the bind? Not use the bind? What???
Now, I'm not one of those herding terminators, although I could be :-) . I try to mix it up. 50% herding, 40% mosh pit (whole team runs in and attacks at once), and 10% pulling. I recognize that herding can make a mission dull. Yes, it DOES generally allow the team to finish the mission quicker, and safer, but the battles don't last as long -- and there-in lies the boredom and lack of excitement. So I throw in a mosh pit or a pull here and there. Let the rest of the team shine and use their individual abilities/powers rather than merely rely on the tank's herding abilities. Indeed, sometimes the team is so good, herding is not needed at all and we simply mosh pit the entire mission faster than I could herd it. It all depends on the team and the villains we're facing.
Yet even in this even-handed situation, I run across showboaters who endanger the team and negate the ability for the team to work together... as a team. They don't listen to the leader or the rest of the team, they don't tell anyone what they're planning on doing, and they spring surprise aggro on everyone.
So what have I been doing lately in response? Well, hate to say it, but if a whole team won't pull together and act like a team... I team wipe em all. I play like an idiot. Aggro 3+ groups, scatter (not herd or gather) the aggro, and then find a nice minion by himself to attack and watch as the team dies one by one, overwhelmed by all the aggro I created. It turns out that this is a much more effective and less stressful way of getting the point across. I've found taking the team members to task, berating them for their behavior, and insisting that they play intelligently and cooperatively only serves to stir up anger and resentment and more rebellion. Yet playing as badly as they do seems to get the point across. A tank can run in willy nilly and endanger the team just as easily (if not more easily since tanks can actually BRING aggro to other individual players) as any other hero.
So what do you think? Too vindictive?
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Do you wanna know why? I have the answer. Wait for it... a bit longer... No Patience.
Most just want constant action.
The point is, with a good tank, with a well made tank.
1. A collection point is identified "I will herd to here".
2. A point is identified for the team to wait. "Stay out of sight and wait for my signal" or "wait here for my signal."
3. After a "dance with death" the tank makes the room angry, and focused on him.
4. The tank runs to the "geometric" corner and stacks the baddies.
5. The tank gives a ready and the team attacks.
SIMPLE RIGHT?
WRONG.
n00bs now have no patience. They attack early, they "watch", they stand in harms way, they take aggro before it is secure.
I dealt with it last night. I could not herd properly at all. Nobody had patience beyond 10 seconds.
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This is right up there with the lost art of a Tank "herding" up a room. A good tank can taunt n pull an entire room into a tight area, give a ready, and a blaster "boom" them. What ever happened to that skill?
... and don't give me "nerfs". I still do it with all my tanks. Personally, the nerfs just made badly built tanks unworkable. This needs to change! -
IMO, Stalkers own PvP way too much. Their chance of successfully striking you blind is so tilted in their direction it is amazing.
It should be dangerous for them too. It seems that heroes need glasses when they are around because we are all so blind. And, some AT should be impossible for Stalkers to A. Strike just as it is impossible for some ATs to do other things.
Yes, they can be overcome, I do it, but on the other hand... they run about nearly without fear. They strike n run making some ATs have a nearly impossible chance of reply.
A good example: Fire/Ice Tank - Warburg:
Fire/Ice - with ICE PATCH DOWN, AOE of Aura running, gets hit. Detoggled. Stalker... slips one or two times... gets off the patch and gets away. Fire/Ice rebuttons up, Stalker does it again and again and again. Stupid. I know, I have both types. The Stalker cannot kill the Fire/Ice and the Fire/Ice cannot even hit him before the Stalker gets away. What is the point? Besides, what other AT (the Tank) is so toggle heavy in it's primary with a wimpy secondary? And what is the deal with Stalkers always coming back just to prove what they could not do before?
All I can say is Hide, and Strike, and Placate allow Stalkers to run about PvP zones and pretty much have it their way... until they meet my Dark/Electric... Muh ha ha ha... I wish I could rename him "Stalker Killer". -
ABSOLUTELY SUPERIOR!
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Statesman, before CoV came out, was more in line with a Tank Defense and Scrapper Damage. Today, with CoV out, he could be better classed as a Brute. Either way, he is tough and powerful. My daughter has had the pleasure of being on a team with him long ago. His powers exceed level 50. I understand that Jack is nice, knowledgeable, and very helpful on builds. She also told me they played on maps not released to us. If I tried to make one like him, it would be a SS/INV on the CoH or CoV side.
Captain America is more in line with a Martial Artist with a special ability to gain defense/attack from a shield. A pure Scrapper - with an epic set like power. Call him a level 50+ type right out of the box. If I made one like him it would be a CoH MA/INV or MA/SR or a CoV MA/SR. -
I will pass on some advice. I learned this in the Fall of 2004. Since SG members and folks I meet seem to ask for help on the Aura Mission, let me tell you the "Easy Way" to get your Aura.
1. Get your Freaks in Talos. They are so low that a 30 Empath with 3 Attacks can defeat them.
2. Get your Rikti in Creys. Go for Rikti Monkeys. You need the monkeys anyway. They are on the roofs just inside the door and to the right.
3. Get your DE in Creys. Go for the DE Swarms. They are inside the door to the right and middle. Basically if you get the monkeys above, head straight in till you hit the water.
And you will be done, wearing your Aura, just that quick. -
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Placate doesn't drop anything that I'm aware of, it just causes the target to ignore you for x amount of seconds.
Not sure if it 'turns off' damage or status effects due to any tggles the target is running (as in, you placate a stormie running Hurricane, will you still get knocked back?)
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All I know is... when playing a Tank and some silly Stalker wants to play with me... it drops toggles. It is a royal pain in the neck.
1. Tank stands.
2. Toggles Drop but there is no "alarm".
3. Stalker hits.
4. Stalker runs, Tank might get in a meager hit... I said might.
5. Tank "buttons up"
6. Stalker returns...
Repeat Ad Nausium
Something drops the tank's toggles. I wonder what? -
I did not see Placate. What does it drop?
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I am not sure if this is correct. Could someone verify if the, for example, fire sword toggle drops only work for blasters and not tanks?
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Personally?
I doubt it. They leave Defender powers alone, unless we either prove (with much nashing of teeth) that they're not working right or when a power lets Defenders get close or near to the power of a Controller (see Dark Miasma, i5) or Blaster (see En Field). The only fixes to Hurricane I can see would be to fix that damned bug with -range debuffs.
I'd just expect players to end up getting easier access to tohit buffs and repel protection.
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Ahem... :::koff::: they did not leave Dark Defenders alone and have made several changes to them over the issues... and not all were for the better ... :::koff::: -
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Could care less about toggle dropping in PVP wish they would lower the NPCS so my brutes/tanks and scrappers would not get stunned on large teams unless they have the right helpers.
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Eh? Even with the mez resistance hit, tanks and scrappers still have a pretty good mez protection. And if you're on a large team, odds are you're going to see more mez buffs from controllers/defenders.
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Got held twice in PI with my 50 Fire/Ice against 2 Death Mages. Faceplanted. Went back and they did it again. Same two guys! After that I "arrested" 40 with no problem and ran up to 6 at once. Go figure.
Last night with my Axe/Fire I was toggle dropped once - I got to run away. Once actually killed by freeze by a Cryo Scientist. Sure, cold is a problem for him, but that was a very quick death.
I have been toggle dropped with my scrapper many times lately. At least with him, his primary is so powerful I can still destroy the enemy. My tanks primary is his powerful side too but is toggle heavy. Toggle dropping needs to end cuz in PvP my tanks are fodder, bad enough it is done in PvE, but PvP it happens with almost every encounter. -
A Study on Stamina
Stamina is chosen by many out there, but, few know just what it can do for you. I did a bit of math and put together the following chart for you. I hope it helps.
1. Base Endurance Regeneration is 5.01 every 3 seconds or 1.67 per second.
2. The time it takes to recover Base Endurance from 0 100% is 60 seconds.
3. Stamina without any enhancements will deliver a boost of .42 per second.
The first row of numbers is the number of enhancements, the second is the value of the enhancement, the third is the output or improvement to basic endurance.
Stamina with Training Enhancements.
1 -3 .44
2 -3 .46
3 -3 .49
4 -3 .51
5 -3 .54
6 -3 .56
1 -2 .44
2 -2 .47
3 -2 .5
4 -2 .53
5 -2 .55
6 -2 .58
1 -1 .44
2 -1 .47
3 -1 .51
4 -1 .54
5 -1 .57
6 -1 .6
1 -0 .45
2 -0 .48
3 -0 .52
4 -0 .55
5 -0 .59
6 -0 .62
1 +1 .45
2 +1 .49
3 +1 .52
4 +1 .56
5 +1 .6
6 +1 .63
1 +2 .45
2 +2 .49
3 +2 .53
4 +2 .57
5 +2 .6
6 +2 .64
1 +3 .45
2 +3 .49
3 +3 .53
4 +3 .57
5 +3 .61
6 +3 .64
Stamina with Dual Enhancements
1 -3 .47
2 -3 .5
3 -3 .55
4 -3 .6
5 -3 .65
6 -3 .7
1 -2 .47
2 -2 .53
3 -2 .58
4 -2 .64
5 -2 .7
6 -2 .75
1 -1 .47
2 -1 .53
3 -1 .6
4 -1 .66
5 -1 .72
6 -1 .79
1 -0 .48
2 -0 .55
3 -0 .62
4 -0 .69
5 -0 .76
6 -0 .83
1 +1 .49
2 +1 .56
3 +1 .63
4 +1 .71
5 +1 .78
6 +1 .85
1 +2 .49
2 +2 .57
3 +2 .64
4 +2 .72
5 +2 .8
6 +2 .87
1 +3 .49
2 +3 .57
3 +3 .65
4 +3 .73
5 +3 .81
6 +3 .9
Stamina with Single Enhancements
1 -3 .5
2 -3 .59
3 -3 .69
4 -3 .79
5 -3 .89
6 -3 .98
1 -2 .51
2 -2 .62
3 -2 .74
4 -2 .85
5 -2 .96
6 -2 1.07
1 -1 .53
2 -1 .65
3 -1 .78
4 -1 .9
5 -1 1.03
6 -1 1.16
1 -0 .54
2 -0 .68
3 -0 .82
4 -0 .96
5 -0 1.1
6 -0 1.24
1 +1 .55
2 +1 .7
3 +1 .85
4 +1 1.0
5 +1 1.14
6 +1 1.29
1 +2 .56
2 +2 .72
3 +2 .87
4 +2 1.02
5 +2 1.18
6 +2 1.33
1 +3 .57
2 +3 .73
3 +3 .89
4 +3 1.05
5 +3 1.21
6 +3 1.37 -
It would be nice if folks would use my Empath more often. You see, by the 40s, folks don't mind hitting yellow or even a touch of red once in a while. I'm not sure if folks become numb to it or that they are so tough that the yellow and red are simply a temporary situation in a battle. As far as being blue goes, well, they simply slow down a bit or pop an inspiration and that ends that. Yep, I'm kind of convinced that folks know their AT so well by the 40s they have found the proper way to push them to the limits of endurance and health. I am glad for them, but, it hurts to find a good team for my empath. I would like to suggest that the answer may be for empaths, late game (like starting at level 38), to "learn" that their primaries can also "hurt" an enemy. Maybe our RA would also slow their endurance recovery or health recovery? Our Clear Mind could have a chance to disorient? Something like that? This would give empaths a chance to at least solo effectively and make it to 50 with honor and not be some self esteem deprived looser who made it only by being a team middle or some lucky soul that had wonderful friends and a great supergroup.
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The blasters I play that don't get debt, don't get xp as fast as my other characters.
Honestly, I don't play my blasters in a fashion that gets debt so I am not sure how others play. Maybe your experience is different.
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Your are playing, probably "classic" blaster. I have noted other blasters (who do not die much), play in a the classic role. For me, what I mean by classic is, blasting and an overall avoidance, unless necessary, to engage at close quarters.
Sadly, IMO, a mistake was made when creating the blaster line. Note how Blasters obtain some attacks like "Havok Punch" and Swords. I believe that this encourages blasters to get in and do Scrapper like activities. Please notice that the Defenders (kind of like Jr. Blasters here), get no such thing until the Epic Sets. Also note that Scrappers get no blaster like tools until the Epic Sets. I propose that that same be done for the Blaster. Now, I am not speaking of the Few Blaster PBAoE attacks, I am discussing the Scrapper like tools that encourage close, toe to toe, fights. Now you might add "what will a Blaster do or get instead?" I'm not entirely sure, maybe, some Controller like or Defender like tools designed for them? If a Blaster could control a crowd a little bit, with more say disorienting attacks, they would survive bettter. This might approach of cutting down the Scrapper like attacks, with a bit more crowd control would go a long way to solving the blaster problem of deaths and high debt.