Adeon Hawkwood

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  1. Adeon Hawkwood

    Currencies

    Quote:
    Originally Posted by Kinrad View Post
    If that was the reason, why not just restrict running the new iTrials to a character having all 5 incarnate slots unlocked and slotted? There is already precedent for that with the Apex and Tin Mage trials. That way we won't need a new currency?
    Because that solves the opposite problem. The issue isn't people without the current slots running the new trials it's people using the OLD trials to fill the new slots. When the trials were first released they were somewhat tricky however now we've got them on farm mode. If the new-slot trials give the same rewards as Lambda/BAF/Keyes but are designed to only be doable by people with the current crop of slots then they will likely end up ignored in favor of farming BAF/Lambda/Keyes to open up all abilities. A new currency avoids that by limiting how far you can progress through particular content types. So currently you can progress up to Alpha slot by doing TFs and up to Destiny/Lore by doing the current crop of trials. Progression up to Omega will presumably be via a new tier of content rather than through repeating current content.

    as a side note I would actually quite like it if the devs figured out a way to do a "gear reset" so that the "up to Omega" set of trials provide a similar level of challenge both to people with all of the current slots and people with no Incarnate slots at all allowing people who haven't done the current trials to run the "up to Omega" ones on almost equal footing with people who have all T4s (for example they could have those trials disable your alpha level shift and incarnate shifts so everyone is facing +4s again).
  2. Adeon Hawkwood

    ranged dominator

    Quote:
    Originally Posted by vernichterhelge View Post
    so whats the best secondary to pair with plant for being ranged all the time (i wont play fire as a secondary)
    Well Fiery Assault is the best Ranged secondary. It's got three ranged blasts with better than average damage plus a heavy cone. While it has melee range powers none of them are hugely critical.

    Now if you won't play Fire it's hard to say. Thorns is probably your next best bet. You aren't exactly playing to it's strengths at range but it does at least have three ranged blasts and a reasonably heavy ranged cone. It's also got some extra control to help you stay at range.
  3. Quote:
    Originally Posted by Another_Fan View Post
    Its not a question of are they nice, its did everyone get more out of them ?

    Blasters really get the least out of the pairings. Recharge+Heal is win win with a cherry on top for a wide variety of ats. End Reduction + Damage resistance is pure cake to the ats with decent armor sets (and that includes controllers, doms, defenders, etc)

    Where is the Damage/Range or the Recharge/Range
    Well lets see.

    Endurance/Range is a solid choice for any Blaster with cones who also wants to run a number of toggles (i.e. Leadership, Fighting, Epic Shield etc.). Blaster toggles mostly come from power pools and have a correspondingly high end cost.

    Recharge/Stun or Recharge/Stun/Slow allows a lot of Blaster combos to get higher recharge while maximizing the potential of some of their secondary abilities (which they often lack the slots for). Most Blasters have access to a stun of some type and slows are present in several sets.

    Damage/Immobilize allows a Blaster to make better use of the immobilize from their secondary and also helps if they opt to pick up an AoE immobilize from their Epic Pool.
  4. Quote:
    Originally Posted by Another_Fan View Post
    Never needed more than a numina unique

    But either way tossing isolated examples and saying that makes the case for hundreds of combinations is hardly valid
    Oh I've got that as well, and the miracle unique, and a bunch of recovery set bonuses. My Blaster still runs hot enough to need Cardiac. Now if Cardiac didn't exist I'd shift things around and add more end reduction (or drop some toggles) so he could run without it but that would come at the cost of damage and/or defense.

    The Alpha slot is useful to Blasters because by building around it they can get more of other things they want. If you look at the Alpha slot in isolation then it doesn't do a whole lot for Blasters, it's when you start figuring how you can optimize your build around it that you start seeing opportunities.

    A T4 Alpha provides 15% ED-affected enhancement and 30% ED-free enhancement. It's important to consider both aspects when designing a build. I have several characters who use the Musculature Alpha boost. With them I always look for powers where I can usefully drop their damage enhancement to 85%-90%, when you factor in the Alpha Boost those powers have pretty much the same enhancement as if I'd gone for 100% enhancement and the half a slot savings allows me to enhance other aspects of my build.
  5. Adeon Hawkwood

    Currencies

    Quote:
    Originally Posted by Venture View Post
    Adding the threads didn't stop people from grabbing the next set of Incarnate abilities at warp speeds. Adding a new currency for the next set won't work either. It's a waste of effort that just adds another layer of obfuscation to the already obfuscated.
    See, people assume that was the intent of the currency switch but I do not buy it. If that was their goal then the devs screwed up by not putting a timer on the trial rewards. Now since the TF components all had a reward timer I really doubt they just happened to forget to put the trial ones on a timer.

    Instead I'm pretty sure the purpose of the currency shift was to control what content could be used to progress through the new slots. The idea with the incarnate system is that you need to do Incarnate trials to progress, the Alpha slot serves as a bridge linking the old content to the new. In some ways I think introducing Incarnate Shards at all was a mistake. The purpose was to help ease people into the system by allowing them to start it through familiar content but it ended up giving people a false idea as to how the system would work.

    But yes, I'm am sure the next round of slots will have a new currency. Not because the devs are trying to limit the speed we get it at but because they will want to stop us from progressing through the next slots by repeatedly running BAF/Lambda/Keyes (which I think we can run in our sleep by now). Instead the next slots will presumably feature a new round of trials which assume you already have your J/L/I/D abilities.

    It would be nice (as Shubbie suggested) if when they implemented this change they depreciated either Threads or Shards so that there is only one currency needed to
    'gear up" for the higher trials but I'm not going to hold my breath for that.
  6. Quote:
    Originally Posted by Another_Fan View Post
    Blasters got bent over with the alpha slot, and as far as I can tell got the least benefit of the ATs maybe masterminds or khelds did worse but I doubt it.
    I'd disagree. Cardiac Alpha allows my AR/Dev to run all 7 toggles at once with no end issues and the +range makes my cones a lot better.
  7. My advice would actually be to switch Soul Mastery for Dark Mastery if at all possible. The Dark Mastery version of Soul Drain has half the recharge of the Soul Mastery version (unless of course you're taking Soul Mastery for reasons other than Soul Drain in which case ignore this advice).
  8. Quote:
    Originally Posted by Dechs Kaison View Post
    EDIT: After other facts have come to light, Thermal pretty much does all this but better. Well, at least you can get personal status protection from Sonic. You can now disregard the rest of this post.
    I'm not sure. Personally I think Demons/Sonic and Demons/Thermal are going to be noticeably different creatures. With Demons/Thermal the MM himself is VERY squishy, I have to use my pets to take aggro because if I get any significant aggro (such as from an ambush) bodyguard mode causes my pet's health to drop at an alarming rate (often faster than I can kill them). Additionally having no defense means that I'm extremely vulnerable to mezzes. Switching to Sonic Resonance adds a decent chunk of resistance and mez protection to the MM making Tankerminding a lot more practical.

    Additionally Sonic has more reliable -resistances than Thermal which should mean more damage. I don't think Demons/Sonic is going to approach the OP-ness of Bots/Traps but I think it does offer some potential opportunities that Demons/Thermal does not.
  9. A Claws/Fire Brute might work well. Claws gets a good AoE power early and even with no slotting Fiery Aura gives plenty of fire protection. Setup a custom Fire Farm Ambush map with enemies optimized* to give 100% rewards at level 12 and it should work out.

    *For foe optimization, custom enemies need different numbers of powers to give full rewards depends on level. Since the normal fire farms are optimized for level 50 a level 12 specific farm could probably have enemies with fewer powers.
  10. Quote:
    Originally Posted by Wicked_Wendy View Post
    But taking absorb pain for a third heal was only the start for this guy. As mentioned he had taken the medicine pool for the extra heal and rez and I can't remember but possibly even stimulant. And then it just started to get strange.. He had recall friend, not completely unusal for a support toon I have many that add that as well, but then instead of taking a SINGLE attack other than his tier one this guy seemed to decide he would be the transport KING.. he had Teleport from the tp Pool, he also had hover and fly, I think hasten along with Super Speed and I can't recall if he still had options that alllowed him to get into the leaping pool or not. It was as if he was determined to make certain he had absolutely no way to assist a team but to heal and buff them.
    It's the general problem with the "pure healer" type build. There aren't enough useful non-combat power pool powers to fill a build so sooner or later you have to take something useless to fill the build.

    A character has 24 power choices:
    9 Empathy
    4 Leadership
    Hasten
    Recall Friend
    Travel Power (needs to be SS or Teleport due to power pool limits)
    Stealth and Grant Invisibility (stretching the definition of useful there)
    Tier 1 Blast

    Works out to 19 powers meaning you still need to spend 5 more. I guess you could take PBU, Temp Invulnerability and Force of Nature but that is REALLY stretching the definition of useful (PBU isn't that useful for an Empath since Fort has a longish recharge and you don't need resistance if you aren't taking damage)
  11. It's a new player thing, you have to start your first character in Praetoria. If you start a new character you will be given the option to start in Paragon City (Hero ATs only), The Rogue Isles (Villain ATs Only) or Praetoria.
  12. I like that idea. The only thing I would add is that it would be nice to add it to one of the personal attacks as well but that might be to much from a balance viewpoint. The only one I could see it working with is Zapp but it would need to be a pretty limited chain (lower damage than Zapp and only one jump).
  13. Quote:
    Originally Posted by Kinrad View Post
    I'm not sure if they would do the first one or not. It seems to me that it may be possible to abuse that. Buying the ability to play AE arcs on a F2P account means that anyone could create a second account with 1 character on it and use that 1 character to PL all their other characters. (Of course, first they would have to PL the new char on the F2P account). And I'm sure there are other examples that could be considered worse.
    Except F2P accounts can buy points themselves anyway. If one person own two accounts they can presumably use their credit card to buy points for either account. I figure it's a given that a decent portion of people will probably have a second account for power leveling but it's probably not the end of the world if they do. After all there are plenty of ways to power level now, a second account just simplifies it.
  14. Adeon Hawkwood

    Detonator

    Quote:
    Originally Posted by Primantiss View Post
    IIRC, they do the least amount, because it uses their level for the damage calculations..

    So if you use it on a Tier1 bot, it will do a lot less damage.. (as they will be -2 levels to you)

    Assault Bot would do equal-level damage, but who would want to do that?
    Ok, I found the old thread on the subject:
    http://boards.cityofheroes.com/showthread.php?t=248962

    Someone in the thread did some testing and found that for human henchmen Detonator did the same amount of damage regardless of the pet used (although he tested against a very low level minions so it could have been lost in the noise). Conversely my testing using Robots showed that for them at least Detonator damage dropped a LOT when used on low tier pets since they apparently got lower base damage (after accounting for the effects of the purple patch and enhancements). the human henchmen also seemed to get a higher base damage than non-human (but again see my concern regarding the method used to test human henchmen).
  15. Quote:
    Originally Posted by DrGemini View Post
    Did you bother to read anything anyone has said? Have you bothered to read numbers?

    There are no IOs or Incarnate abilities that can truly replace the Regeneration and Recovery values that Empathy has.
    Yeah, but the same is true of ANY support power set. You can't fully replace the -resistance and -regen from Rad, the -slow and knockback of Storm, the -to hit and control of Dark or the resistances of Sonic to name a few. I would say that Forcefield is the only set that is truly marginalized by IOs and Incarnate Powers (it isn't useless by any means but it is the set that has the least to offer a team composed of high-end IO/Incarnate characters)

    Yes, Empathy has nice buffs that aren't completely replaced by anything else but the same is true of every support power set, Empathy isn't anything special. It's also worth considering the value of the things it does offer compared to other powersets. You mention Regen and Recovery but how useful are those really? At high levels most people build their characters to be self-sufficient in terms of Endurance management and as such in the few situations where they need extra help (due to enemy debuffs) a lesser recovery power (such as from Kinetics or Radiation) is often sufficient, it's rare for a high level character to truly need the level of recovery provided by Empathy. The extra regeneration is more generically useful but even there outside of a Hamidon Raid it is simply one method amongst many of keeping green bars topped up. The benefits Empathy provides, while nice, are not irreplaceable.

    Don't get me wrong, I like Empathy, I think it's a solid support set, I just get annoyed by people who try to elevate it on a pedestal above other support sets (I also dislike the opposite, people who dismiss it as useless).
  16. Quote:
    Originally Posted by AquaJAWS View Post
    I'd wager that getting tokens every 1200 points is more intended to give the players without a subscription an opportunity to earn some rewards, not as a mechanism for subscribers to get all the stuff as quickly as possible. Its just a side effect of opening them up in that manner. On the other hand, if you want to go in and drop $500 on a game to get all of them, that't your prerogative and the developers won't mind the extra cash one bit.
    Actually, I'm betting it's a mix. Allowing subscribers to buy their way up the tree is another method of encouraging them to spend money beyond the basic $15/month subscription. Someone could easily start out buying a few thousand points for the extra PRTs but that then serves as a gateway drug encouraging to spend even more in the store.

    Additionally, according to Zwillinger PRTs are awarded up front for subscription time so I bet a few people will switch to yearly subs in order to get a lot of PRTs early which again is a large benefit to Paragon Studios.
  17. Quote:
    Originally Posted by je_saist View Post
    I seriously have to ask a question: Short of intentional "E.R.P." and I'll put quotes on that, why exactly would anybody go around telling people something to the effect of "I have Bewbs in Real Life!"? The flip side of that coin can be asked as well: Why exactly would anybody go around telling people something to the effect of "I have 12inch long... you know what goes here"
    I agree with this. Most problems caused by gender are because people on both sides of the problem choose to make an issue out of gender. Some people in this game are males, some are females which one a person is only matters if you allow it to matter.

    If someone is harassing you about anything the correct response is to petition them and then put them on ignore doing anything else will either muddy the waters when the GM reviews the petition or, worse, encourage further harassment.
  18. Adeon Hawkwood

    Detonator

    Quote:
    Originally Posted by BigBoss Eyepatch View Post
    Which type does the most damage then? Im guessing the mindless ones!
    I'm afraid I don't remember. If you do some searches int he MM forum you might be able to find the older threads on the topic.
  19. Personally I went with Rebirth on my AR/Dev and have not regretted it at all. My second choice would almost certainly be Clarion though so in your case I'd got for that.
  20. Quote:
    Originally Posted by DarkGob View Post
    I would think it's just 100*cos(45). Although the object can't move along the y-axis, part of the force is still being applied in the y-direction, it's just being opposed by whatever is keeping the object in place along the y-axis.
    That matches my (admittedly somewhat shaky) memory of physics. Assuming a perfect restraint and no friction the Y component of the force would be canceled by an opposing force meaning that the net force on the object would be the X-component of the applied force.
  21. Well, if I did my math right you left sometime between Issue 7 and Issue 8. So what changed since then? Well, pretty much everything .

    The two big, big, big changes you should probably read up on are the Invention System and the Incarnate System. The Invention system is a new type of enhancement that are more powerful than SOs but harder to get. The Incarnate System is a method of acquiring new powers for level 50 characters.

    Now if you aren't into that sort of thing there are lots of other changes. Going Rogue introduce Pretoria as a new starting area. You can level to 20 there helping either the Loyalists or the Resistance (morality is more flexible there so neither side is fully good or fulyl evil) before leaving to become a Hero or a Villain. Additionally the alignment system allows you to make your heroes villains and your villains heroes or alternatively live in the grey area between the two.

    Between new powersets and powerset proliferation there are a LOT of new powerset combos for you to try out.

    Architect Entertainment allows you to create your own story arcs and share them with other players (or more commonly create a custom farm mission).

    We can now change the color of most of our powers if desired.

    Check the wiki for more info:
    http://wiki.cohtitan.com/wiki/Main_Page
  22. It's a known bug. Move the "gototray" command so that it is the final command in the macro and the problem should go away.
  23. Quote:
    Originally Posted by DrGemini View Post
    I'd like to take a moment to respond to the sentiment that Empathy is less useful in the end game.

    That sentiment is a huge fallacy.
    It's useful, but I still think it's less useful than other sets.

    Quote:
    1. No other set can provide the quantity and quality of reliable "green" numbers when you need them. Sure, preventing the damage in the first place is a good way to go. But, throughout the game, Empathy is a power set that provides consistency in terms of carrying the team through some tough fights. And, I can tell you from personal experience there is a lot of satisfaction that comes from knowing that you were able to keep key members on their feet (notice how the devs are working in more things that seem to ignore resist/def buffs?).
    I disagree. The problem is that the one place where green numbers are really needed is Keyes and the nature of the trial invalidates a lot of Empathy's advantages over other sets. Since the Empath himself is constantly taking damage it's had to safely use Absorb Pain. This means you fall back on HA and HO which are good, but not significantly better than other sets. Thermal has direct clones of them, Kin and Dark lack a single target heal but have a stronger AoE heals which are actually more useful on large teams.

    The place Empathy shines over other sets is when only a single character is taking damage, a situation which rarely occurs on the trials.

    Quote:
    2. No other set can provide the quality of Regeneration and Recovery buffs that Empathy does. Yes, other power sets can provide some of either. But, Regeneration and Recovery Aura can be "up" enough to provide a significant boost to everyone (including yourself). Not even the new Destiny buffs can provide a boost that consistent (they diminish over the life of the buff while Regen/Recovery Auras do not).
    I don't disagree with this, in fact I think Regen Aura is the primary power of a high level Empath.

    Quote:
    3. Though they are single-target buffs, Fortitude, Clear Mind, and Adrenaline Boost are a trio of buffs that every character loves to receive. I currently have Fortitude able to be consistently kept on 4 teammates. That's 4 people doing more damage and taking less thanks to you. Fortitude provides 3 buffs that any damage class loves. Clear Mind offers stackable protection from every "status effect" in the game. And, Adrenaline Boost is definitely a buff loved by whoever you can keep it on. Personally, I will throw "AB" on the tank and then be free to ignore him while he has some pretty impressive regen, recovery, and recharge.
    Yes, they are wonderful boosts. However, on a large team the ability to make one member a killing machine is a lot less useful than giving smaller boosts to lots of members. A Force Field or Cold Domination character can provide a similar defense boost to 23 people. Similarly Radiation Emission can buff the damage of all 24 league members (to a smaller degree, but a much larger boost overall). Most leagues tend to have a couple of people with Tactics with alleviates the need for the to hit buff.

    Quote:
    4. Empathy is a great power set to have as a team anchor. A lot of times, Empathy defenders are able to carry and slot the full set of Leadership. Thus, again, your presence is providing a boost to the team. The individual buffs may not be that much but they do help.
    That isn't specific to Empathy though. Most Defender's I've met have at least a few Leadership buffs (and with Inherent Stamina a lot of other ATs are taking them as well). Empathy doesn't really offer any advantages over other sets and in some ways is worse since it has a larger number of critical powers and high endurance usage.

    Quote:
    Eh, maybe that response was a bit overdone but I get so tired of hearing people rag on Empathy. Is Empathy the best? That's up to individuals to decide. But, I highly doubt that you will find many people who will turn away a good Empath from their team.
    I agree with this. As I said before, it's a solid middle of the road set, it isn't the strongest set around but it also doesn't have any major weaknesses and it works about the same in all situations (the closest it has to a weakness is widespread AoE damage but it can handle that reasonably well). I'd never turn one away but then I never turn away ANY support character. I love them all.
  24. Quote:
    Originally Posted by Forbin_Project View Post
    While we've all run into guys in Bill's example, I think players that deliberately gimp their builds and mooch off of others are exceptions to the norm.

    It's my opinion that seeing powerset selections just gives the build nazi's something to act elitist about.
    Ah, but what about the people in the middle? I like to look at other player's power selections simply so I know what powers are floating around on the team.
  25. Adeon Hawkwood

    Traps/ help?

    Quote:
    Originally Posted by AWRocketman View Post
    #2) Still depends:
    - If you want to stick to primarily AoE and Ice isn't your style then put DP here

    Why DP:
    - Lots of AoE and you can use it up close. No second slow hurts, though, because baddies sometimes run from Acid Mortar. Which can be really annoying.

    Others:

    Assault Rifle: Basically no synergy and a lot of down side. AR is a ranged set due to the cones and traps is up close. Does not mesh well.
    I would actually rate Assault Rifle ahead of DP in terms of a good AoE combo with Traps. Yes, it lacks obvious synergy but it makes up for it in other ways.

    The primary advantage of DP over AR is the PGT + HoB combo which I will admit is more convenient than the PGT + FA combo but FA has half the recharge which I find largely makes up for it.. M30 Grenade and Buckshot work the same as Bullet Rain and Empty Clips but have much faster cast times. Flamethrower is a cone, but it's got a wider arc than a lot of Blast set cones which makes is surprisingly easy to use up close.

    Additionally Ignite works well with Traps since Web Grenade provides an easy immobilize.