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Yeah, I've seen other games (including MMOs) that do "vehicle" missions and I've never been a huge fan of them.
In terms of CoH in particular I think the powers selection is going to make this really problematic. In most other games that use it they simply replace your entire powers bar with a new "vehicle powers" bar but we've never seen any hint of that sort of tech being practical with the current engine (look at the temp powers in iTrials). -
It depends on the level of the enemies you are fighting. Caltrops has an 80% speed debuff which is reasonably near the -90% cap for even level enemies. However due to the purple patch this decreases for higher con enemies down to 38.4% for +4s. A single level 50 speed IO caps the debuff at 90% for +0s, +1s and +2s and brings you up to a very respectable 75.5% for +3s and 55.7% for +4s.
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I don't particularly enjoy melee characters so I'm unlikely to use Street Justice.
I probably will end up making character(s) using Beam Rifle and Time Manipulation but I'm not sure what I'm going to pair them with. The obvious pairing for BR is Traps or Devices but I'm kinda burned out on those sets at the moment.
I'm contemplating re-imagining my Axe/Inv Tank as a Beam Rifle something or other but haven't come up with a combo I like which is true to the character, BR/Energy Manipulation is the best thematic fit but I dislike Energy Manip, I may go BR/Kinetics (or Kinetics/BR) but I'm not sure.
For Time Manipulation I'm currently leaning towards a Time/Elec Defender (or Elec/Time Corruptor depending on what exactly is in Time) as a totally mad (but basically kindhearted) time-traveling inventor. After all, I have all of those Steampunk and Science parts, I need an excuse to use them. -
Quote:I've heard that but not seen it myself. The Protector Bots seem to use their heals pretty effectively even with an extra Heal enhancement. I don't know if they changed the pet AI for heals or if a single heal still falls into the "sweet spot" but it seems to work for me.Correct me if I am wrong, but isn't a heal in the protector bots usually advised against as the larger heal makes for some wonky timing from the pet scripts?
I think it might actually be that they changed the AI. I also have a Demons MM and the Ember Demon seems to be perfectly content throwing off heals to "top up" the demons even if they don't need the full heal. -
I'll probably make a few of my favorite characters there just in case I even decide to move there in the future. I'm not planning on camping any names that other people might legitimately want though.
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Well since SG names are unique by server the ability to transfer an SG requires at least some provision for renaming it as part of a transfer. So presumably if they do figure that out they'll have at least the capability to make SG Renames possible. Of course, that doesn't mean they will make that option available to us...
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Quote:Basically mindless pets (Bots, Demons and Zombies) blow up instantly. Sentient pets (Mercs, Ninjas and Thugs) place the bomb and then futilely try to run away.For example, zombies and robots blow instantly, what do pets with a brain of their own do when you trigger the detonator?
Interestingly the way in which the power works is significantly different for the two types. The mindless type is an attack from the henchman while the sentient type places a pseudo-pet. This has significant ramifications for the damage done. -
Ouch, I accidentally purchased 20 Positonic Matrices at 9.5 million each last night so I feel your pain
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Quote:What you have seen is (almost certainly) the Rebirth Destiny power. It's much higher healing than Healing Aura (and larger area as well) but on a 2 minute cooldownThanks for the input guys. I'll look into the other options you've presented me with. I'll recheck my recharge rates and see how they are, and maybe worry about that first. I have seen in some LAM's and BAF's some healing auras for 500+ (and I'm pretty sure it was some kinda aura because multiple people al had the same green nunmbers rising from their hot steamy little heads) so stars knows what those folk have been doing... I think thats why I was asking - I was jealous and wanted that much too! =)
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Quote:It does keep track of the source of buffs in order ot prevent stacking. In fact, if you check the combat attributes window it will even tell you who a particular buff is from. There is a bug where zoning causes all buffs on you to be declared to originate from you (which is why you can temporarily double stack shield buffs after zoning). The zone reset would not be a major deal for the intent behind this suggestion though.Does the current system actually keep track of who provided what buffs, or does it only note the fact that a particular buff exists on a character once it's been cast? I would love this idea, but I'm afraid that coding it in would be a nightmare if buff origins aren't already being held somewhere.
Quote:For what its worth, the table can be found here. It doesn't do exactly what you want but hide autos, hide toggles and numerical stacking should make it easier to see your buffs. /optionset BuffSettings 4881 is the what I use on my Emp..
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Quote:Ok two comments. First I made a thread a few weeks ago asking for this, I vaguely remembered seeing it but could not for the life of me find it, unfortunately no one else remembered it either, so thank you for posting it./optionset buffsettings 2110240
add up all the options you want and use that with /optionset Buffsettings command.
Secondly I'm looking through the list you gave me and I don't see that doing what I want. Assuming I've back engineered your number correctly you are suggesting I turn on the following settings:
32 status hide buff numbers
4096 group window numeric stacking
8192 group window hide buff numbers
2097152 pet window hide buff numbers
Now when I select the "do not send buff numbers" option from the menu it still shows the buffs icons, it just doesn't give values if you right click on them. Is this supposed to work differnetly? -
So when you look at the buff bar (either your personal one, the for teammates or the one for your pets) there are two filters: "hide auto powers" and "do not send buffs" (or something like that, I'm doing it from memory).
I would like to suggest a third filter: "Show only my Powers" that would, if activated, hide all powers on the entity unless they originate from you. I think that this would be a huge boon to characters with lots of ally buffs (particularly single target buffs such as Fortitude and the new target AoE buffs such as those in Forcefield) since it would allow them to easily see which teammates currently have buffs and who needs them. It would also allow such characters to have their teammates buff bars open without having them extend half way accross the screen (a legitimate concern given the size of buff icons in the new interface). -
Quote:Well as a warning you may find it hard to get a team going for non-farming AE. The AE has an unfortunate reputation of only being used for farming so a lot of players are wary using it at all (and the ones who want to use it will expect you to be running a farm).Yes? Do I need to say what level I am or that it is non-farm/non-aoe in the invite? Any other tips?
As other suggested you might have more luck running tips or a regular contact (or an AE farm).
As for level I'd definitely state what level you are. With super sidekicking it's not critical to have all teamembers the same level but some people don't like to go up/down to much from their actual level. Some people like to use 25 or 30 as a lower bound for any higher level team since a character at that level has enough powers/slots/SOs to be useful on a high level team. It's not critical but a (for example) level 15 character with DOs struggles on a level 50 team since in addition to fighting +1 or higher enemies level 50 groups tend to have more powers and more debuffs/mezzes that a level 15 lacks counters to. -
Quote:Actually you're being generous. Debuff resistance uses the following formula:using diamagnetic for our example which is -5% tohit and -15% regen for debuff values, after AV resistance of 87% (which is what lvl 54 AVs have) it reduces each debuff by 65%
so for the -tohit portion of the power, at -5% a normal stack is -20% max, if you using it on an AV or a GM, the -5% gets reduced by 65% to barely 3%, which leaves your max stack at -12% (please let me know if i did the math right)
SufferedAmount = AppliedAmount × (100% TotalResistance)
So the 5% to hit debuff is reduced to a 0.65% to hit debuff against an AV. That means a full stack of four only reduces his to hit an almost negligible 2.6%.
The regen debuff has a similar problem being only 7.8% for a full stack. The reasons most buff/debuff sets have such high -regen debuffs (500% for most) is that they need it to get past AV resistances. -
I normally slot it with a slow and a slow/end/rech triple from one of the sets. I find that proccing it out is underwhelming and I rarely have the slots to use it effectively as a set bonus mule.
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Quote:Primarily the standard damage and accuracy (at least two accuracies in the lower rank demons, three if you skipped Tactics). It's also worth putting in all four of the pet Aura IOs if you use IOs.Besides end reductions, what other enhancements are best (or recommended)?
Quote:Also, is there a demon that Hell on Earth *should* be cast on most?
On the other hand in very sticky situations I will sometimes cast it on the Demon Prince since he's easier to keep alive. In terms of damage the Living Hellfires are more important than the damage buff so having the demon with the buff die really sucks. -
Quote:My experience is that the Demonlings don't need any, the Demons need one (but can mange well enough until level 32 without any if necessary) and the Demon Prince needs two (although you can hold off on adding the second until you reach level 32 if you want).The pets burn endurance quickly, you really need to slot some endurance reduction.
Other advice:
The Demon Prince makes a pretty good tanker. If you send him into the middle of a mob he will hold a reasonable amount of aggro on his own. His single target hold is also pretty useful so make sure to target him on bosses or annoying lieutenants.
The Hellfire Gargoyle is also an aggro magnet but keep a close eye on him, he isn't as tough as the demon prince. He and the Ember Demon constitute most of your AoE damage so it's important to keep them alive and well targeted.
The Demonlings are pretty squishy and like to charge into melee so keep an eye on them. Interestingly the Fiery Demonling (the first one) tends to stay at longer range than the other two. His Flares attack has a faster recharge than Ice Bolt/Corruption so he'll often sit back spamming that and Fire Blast instead of charging into melee. -
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Quote:Actually it's not a bug in Mids but rather it presenting healing powers in a slightly odd way. The value given on the "Info" tab is the amount healed as a percentage of the ATs base hit points. Since Corruptors have slightly more hit points than Controllers they show a smaller percentage for the same absolute healing. If you hover over the percentage value or check the "Effect" tab it shows the absolute healing value.You are correct. Must be a Mids database error. I just checked the powers in game and, at least according to the detailed game text, Corruptor/Controller healing is the same value. I've gone years thinking Controllers had slightly better (but not a whole lot better) heals, although I knew the shields were the same. Thanks for the correction.
I'm not entirely sure why Mids' does it that way. I suspect that it is something to do with how healing scalars are stored/calculated but I don't really know. -
Just as a counterpoint there was an older one where Penny met Pizza Girl (unless of course she was lying to throw Faye off her trail).
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I apologize for the pretentious tone of the following post, I'm sleepy and I get pretentious when I'm sleepy.
Quote:Maybe it's cliche but I enjoy each of my characters for what THEY can do rather than what other characters in my stable can do.How do you all find enjoyment in your "lesser" heroes? How do you escape that niggling feeling that you could be killing/supporting/tanking/etc better with one of your mains? I guess I just want to figure out another way to look at playing this game so that I can be perfectly happy just playing an interesting powerset (like /poison or dual blades) rather than the most efficient or powerful one.
To give an example I have a Crab Spider and an AR/Dev Blaster, both have top end builds including purples/PvPIOs and incarnate abilities (mostly T3s). Now by an objective standard the Crab Spider is "better" than than the Blaster, he's a lot tougher, has equivalent AoE damage, and has a large squad of robotic spiders to back him up. Yet even given that I still enjoy playing my AR/Dev. Why? A variety of reasons, part of it's the thrill of playing a Blaster riding the edge and seeing how far you can push it before you face plant. Part of it's the feel of the character, the simple animations of Assault Rifle really appeal to me. To some degree it's the character himself, Adeon is my special character, he is the me that I wish I could be and so playing him is something I enjoy and if he wasn't AR/Dev he wouldn't represent me.
At the end of the day it really comes down to whats important to you. CoH is not a perfectly balanced game there is a huge range of power between different sets and powerset combos. Therefore if your only interest is in the numbers then only the best sets will make you happy and playing anything else is a waste of time. On the other hand if you can look beyond the sets and enjoy a character for who they are and what they can do then any powerset is open to you. -
I'll probably do a bit of both. Do a long term game time purchase to get a bunch of rewards tokens (and buy game time I'll probably end up buying anyway) and then buy some points for store purchases and more reward tokens.
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Actually, IIRC there were people who started playing on US accounts but were then converted over to EU accounts when those servers opened (the Passport Badge). Inthat situation those people could conceivably be EU seven year vets.
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Quote:I don't seem to see radio missions run much these days. AE Farming is still very popular. The Incarnate trials are also very popular amongst level 50s. TFs/SFs also get run a lot (especially the Weekly Strike Target).I just got back after a long absence. What is the best way to form teams these days? Do people tend to run AE missions, radio missions, or something else?
I like CoX best when I am on a team. I am just not sure what the best way to form groups is.
The best way to form teams nowadays is global channels. I recommend wondering down to the sub forum for your server and inquiring as to the most popular ones for that server.
Quote:PS: I like to team on a 47 Fire/Kin and a lowbie Ice/Storm mostly - not sure if that matters. . There's a lot of action there so if you like them it's a good way to get teams.