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Quote:Except that unless you are planning to never do the trials again you will eventually earn more threads. If you get (say) 7 "odd" threads every trial then after 3 trials you'll be able to trade them for an extra common component.If you end up with an odd number of threads each time, there's no real reason not to. Those 7 threads aren't going to do you much good on their own, so you might as well convert them to XP
I would actually say the exact opposite, there is no reason to trade threads for iXP. You will earn sufficient iXP to unlock all four slots well before you get T4 abilities in each slot (in fact unless you get very lucky you'll probably do it before you have T3 abilities). iXP from Trials is free while buying it costs you threads you could use to get more components. -
Not sure about the lore questions but yes the Barrier Destiny has a decaying portion. Real Numbers for it are bugged (no clue why).
Actual Numbers are here:
http://boards.cityofheroes.com/showthread.php?t=257011 -
Go to your badges tab under "accomplishment" abnd look for a badge with a button on it.
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You can use the the Window Scale command to scale an individual part of the interface.
http://wiki.cohtitan.com/wiki/Window...ash_Command%29 -
Except in that case lying and then saying "oh by the way, we lied but it's fixed now" is a worse PR move than not saying anything.
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Quote:It's certainly possible, but I find it unlikely. If they are lying then someone will eventually figure it out in a way that proves it which will have a HUGE backlash in terms of PR. So while it is a possibility I find it a very shortsighted one on their part.I kinda wonder if they are lying. I mean, I don't know half of these new devs... not like we "knew" Castle or Babs who would actually interact and post with us.
Also what's the benefit? Saying "yes, it does work that way, we screwed up and will change it in the next patch" is probably a better PR move than lying and leaving a broken system in place. -
Quote:It depends on the character but in general running at +8 and then adjusting the level to give a good kill speed is best. In terms of inf recipe drops are your biggest earners (either commons that sell for 80K-100K each or rare ones you can sell on the market).What is the optimal difficulty to maximize drops with new incarnate powers? 0x8 high speed slaughterfest, or maybe +5x8?
How much does increasing the level effect the rate of recipe/salvage drops?
Level does not impact salvage/recipe drops but does increase inf drops (I want to say it's about 30% but I'm not certain, it's probably easiest to just test it yourself).
I think his point was that you can't set the difficulty to +5. -
I've gotten enough Very Rares to fill out all of the new slots on my Trapper without any attempts to "game" the reward system (in fact empirical evidence on my other characters shows I really, really, suck at attempting to game the rewards system). I still need to get my slots unlocked and farm up the commons I need to actually make the abilities though.
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Oh sorry, I misread your post. The correct answer it "yes". The system will let you make a bid for all of your inf.
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Quote:A few days ago in a different thread I was debating with another person as to whether the incarnate content favored melee characters unfairly. Their argument was that melee characters were overrepresented in incarnate content.The backslapping on the boards doesn't change the fact that they are under represented in level 50 content.
I'm going to give you the same response I gave them. Representation alone is not sufficient reason to say something is balanced or unbalanced. It is simply a measure of how much the player base enjoys playing it.
To use an example from another MMO. Characters there are split into the trinity: Tank, Healer, DPS. DPSer's are heavily overrepresented, Tanks are slightly overrepresented, Healers are underrepresented. Does that mean that DPSer's are overpowered? No, the game is balanced around needing all three types it's simply that DPSers are easier and more fun to play so more people play them.
The same is true here. Masterminds are underrepresented because they are more difficult to play than other ATs. Now an argument that the devs should attempt to fix that definitely has validity but that is different from simply buffing MMs. -
I originally wrote this as a response to someone in a similar position, I think it covers the basics of what you should be doing and aiming for:
Quote:As for which powers to get in each slot. That's harder to say since it depends a lot more on your build.There are essentially three tiers to the Incarnate Content (at the moment)
Tier 1 (Shards): The old level 50 content (ITF, LGTF, STF/LRSF, Khan/Barracuda, CoP, Mothership Raid, Hamidon) plus the Weekly Strike Target
Tier 1.5 (Shards + Threads): Apex and Tin Mage
Tier 2 (Threads + Incarnate XP): Lambda and BAF trials
Running the Tier 1 content will get you shards and shard-based components (you can actually get shards from any content but the content listed also gives components or extra shards). The only requirement is to have your Alpha Slot unlocked.
Running the Tier 1.5 content will give you a few shards and a few threads but it is a lot less efficient than either the T1 or T2 content so I wouldn't bother with it for now. It requires you to have a boost (of any rarity) slotted into your Alpha slot.
Running the Tier 2 content will give you threads and thread-based components as well as Incarnate XP to unlock the slots above Alpha. The only requirement is to be level 50.
Now what do I mean by Shards, Threads and Components?
Once you have unlocked a slot you need to place a boost in it. Boosts are manufactured from components. The exact components needed depends on the boost but the rarity of the components is the same for all boosts:
Tier 1 Boost: 3 Common Components
Tier 2 Boost: 1 Tier 1 Boost + 1 Uncommon Component + 2 Common Components
Tier 3 Boost: 1 Tier 2 Boost + 1 Rare Component + 2 Common Components
Tier 4 Boost: 2 Tier 3 Boosts + 1 Very Rare Component + 2 Common Components (Alpha slot needs 1 Uncommon + 1 Common instead of 2 Common)
The Alpha Slot boosts can be made using either Shard based components or thread based components but the other four slots can only use thread based components.
Getting Shard Components:
Common Component: 4 Shards or run a specific TF (see below)
Uncommon Component: Crafted from Common Component + 8 Shards
Rare Component (Notice of the Well): Run the Weekly Strike Target (max 1 per week)
Very Rare Component (Favor of the Well): Crafted from 2 x Notice of the Well + 32 Shards
In addition the old level 50 tasks give a specific common component as an option instead of reward merits:
ITF: Ancient Nictus Fragment
LGTF: Hero 1 Blood Sample
STF/LRSF: Essence of the Incarnate
Khan/Barracuda: Dimensional Keystone
CoP: Penumbra of Ralaruu
Hamidon Raid: 4 Shards
In addition, 150 Vanguard Merits can be traded for a Grai'Matter (limit once every 18 hours).
Getting Thread Components:
Successfully completing the Lambda or BAF will give you an Empyrean Merit (one per day per trial) and a component, additionally you will earn threads and Astral Merits while doing it. The component is semi-random, the game selects a component rarity at random and you can choose any component from that rarity.
In addition you can craft components:
Common Component: 20 Threads
Uncommon Component: 60 Threads
Rare Component: 8 Astral Merits
Very Rare Component: 30 Astral Merits
You can also craft Rare/Very Rare components form Uncommon Components + Threads + Inf but this is not a particularly efficient method.
Finally Empyrean and Astral Merits can be exchanged for additional threads. Empyrean Merits yield 20 threads but you're probably better off saving them for Rare/Very Rare Components. Astral Merits yield 4 threads and currently that is their only function although according to the devs we will eventually be able to buy other things with them.
In terms of efficiency if you have a good team that can speed TFs the level 50 TFs probably the best way to get the Alpha Boost. If you don't then I'd say do the trials to get the components to make a Tier 2 Alpha Boost (and pick up some incarnate XP while you're at it) but run the WST and a couple of other TFs to get the Tier 3 Boost. Thread based Rare components are expensive so even if you get a lucky drop I'd save it for the other slots. Once you have a T3 Alpha leave it alone and start running Trials to get components for the other slots.
Getting a T3 in all five slots should be your first goal. The T3 requires about 25% of the effort of a T4 but is about 75% as effective. In particular for the Alpha, Lore and Destiny slots it provides a Level Shift which is a huge bonus so focus on those slots first. Judgment and Interface get smaller benefits from the higher tiers so consider leaving them with just a Tier 1 boost until you have Tier 3s in the other slots.
Alpha: With Elec/Elec you should have any End issues so you don't need Cardiac. If you are on SOs then Nerve is a good choice since it'll help you hit in the trials (which are at +4). Otherwise choose Spiritual or Musculature depending on which you think will be more useful, attacking more often or hitting harder.
Judgement: Ion. Ok, they'll all work reasonably well but Ion fits thematically.
Interface: Reactive is the most popular, especially if you solo a lot. You might also like Diamagnetic or Paralytic for a bit more survivability when solo. Gravitic is the least popular in general but if you have a sapper build you might find the extra -recovery useful.
Destiny: Clarion is a popular option if you wnat mez protection. Rebirth is nice for a Blaster since you lack many options for regen/healing powers. Barrier is the defense one although I find the duration buff a bit weak (it's good for the first 30seconds and after that it's weaker than an inspiration). Ageless is probably not that useful to you, the recharge is kinda weak, you shouldn't need the endurance and the debuff resistance is going to do you a lot less in terms of survivability than the other options.
Lore: If you want a support pet Seers or Clockwork are best (Clockwork gives you slightly better healing and and defense while Seers gives a damage and to hit boost as well as healing and defense). If you want Damage Warworks is the way to go. That being said the difference isn't large enough to worry to much if you want to select one for theme reasons. -
Quote:Probably. Although I suspect most people who have excess billions store it as market bids. I tend to place stacks of 10 bids at 200,000,000 each on gladiator's armor globals. They won't fill and it stores 2billion in one market slot with no change of bids combining.Using the gleemail, 19,999,999,980(20x999,999,999) would be the maximum that could be held there in addition to the 2,000,000,000 per character. I would be scared to hold billions in Gleemail but I guess someone is doing this.
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Quote:It isn't as good, but it might be good enough.I was wondering if the tier 4 Barrier was good enough to perma and dump Tough and Weave.
Fully slotted Tough and Weave for a Defender provide 23.4% S/L Resistance and 7/8% Defense to all.
Barrier Core Epiphany is "permanently" up but does not have the same effects for the entire duration. Over a period of 120 seconds you will get:
90% resistance and defense for 10s
32.5% resistance and defense for 20s
7.5% resistance and defense for 30s
5% resistance and defense for the last 60s
So for Resistance Barrier will be better than Tough for 30 seconds out of every 120 (or 25% of the time). The rest of the time it will be quite a bit worse than Tough against S/l damage but better against other damage types (which Tough does not resist).
Barrier is pretty much as good or better than Weave for 60 seconds out of every 120 (or 50% of the time). The rest of the time is will be about as effective as Weave if you hadn't slotted it.
So Defense wise Barrier is almost as good as Weave but you'll need to find another 2.5% worth of defense bonuses if you want it to be as good. Resistance wise it's quite a bit weaker against S/L resistance but does provide resistance to everything which Weave doesn't.
Another option you might consider is taking the Ageless Destiny. If you take the Core path then it provides a refill of your blue bar upon casting plus a huge recovery boost (minimum +100%) which will be permanent at tier 4. -
Quote:The problem is that the majority of leagues are entering pre-formed which REALLY skews the wait times. If you don't want to wait then your best option is to go to whatever co-op zone is popular for forming leagues and join a pre-formed league (RWZ is popular on a lot of servers).This past weekend, I logged on with a few of my level 50 toons to get some BAF and LS Trials in. To my surprise, when I would click on LFG tab to enter into the queue for these trials, my wait time was forever. When I say forever, I mean so long that I eventually logged off and did some more important stuff like take a nap....heh. Anyways, my question is if it says your minimum wait time is 1 minute then let it be 1 minute. Unless this is a glitch and this is something that cannot be changed due to long lengthy wait times? If it can be changed, then let's get it fixed so it will show how long you have to wait to get in.
Quote:Now I did notice the little button at the bottom that says "first available". I can say I have not clicked that yet so I have no idea what that does? If someone can enlighten me on this, that'd be great. -
Quote:Good point I was talking more about the general case (can you tell I don't play melee types a whole lot). You are correct that Tankers do not resistance cap themselves either but they get closer to it than Brutes/Scrappers. Brutes are slightly more survivable than Scrappers but the difference in their survivability is a lot less than the difference in the survivability of Brutes and Tankers for the same powerset.I'm assuming you're talking about to all types, since Fiery Aura and Electric Armor both hit the resistance hard cap of the "specialty" type (Fire and Energy damage) for their respective ATs without god mode powers. With that assumption, even Tankers don't resistance cap everything and the only qualifying AT is a Warshade using Eclipse.
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Quote:As with all Alpha Slot boosts the resistance acts as if you have slotted additional enhancements in your powers.Does that 20% boost apply to each of your individual resistance powers or is it an overall thing?
That means two things:
1. It increases the base resistance provided by your powers
2. It is partially affected by ED.
In your case both Invulnerability and Unyielding provide a base resistance of 10%. The bonus from cardiac is therefore a maximum of 2% resistance from each power assuming no ED. In practice you apparently have the powers already ED slotted so the enhancement from the Cardiac is reduced from 20% to about 14.3% which means each power will get a 1.43% increase in it's resistance so your energy resistance will go from 32% to 34.86%. -
Quote:I'm not really sure what you're expecting here. There is a finite amount of content in the game and if you solo a lot you will end up doing a large chunk of it leveling up. At that point your only real options are:Serious question here. I like the character, I want to play him, but I can't bring myself to sinking down what will end up being an entire day fixing his sorry *** if all I have to look forward is "repeatable content." Because beyond that, I'm out of ideas, and it seriously sucks. I like this character.
1. Run repeatable content (either the stuff you mentioned or the team content)
2. Re-run content that you already did either using Ourobous or by teaming with someone who's already doing it.
3. Use the AE.
4. Play a different character.
So... yeah. Even if you're missing some of the contacts Gruumch mentioned you will reach a point where your only options are the ones above. -
Quote:No, you're getting the impact of the proc correct, it's just that you're putting in a power that will cancel out the effect.I guess I was over estimating the power of this proc but I was expecting to hit a x8 group with fire cages and see around 1/4 of the minions and Lt's hit the ground.
Since KD and KB are the same effect mechanics-wise the KB protection in Fire Cages makes it's targets immune to KD as well. -
Actually the -kb is a separate effect that will be applied whether or not you stack enough magnitude to immobilize the enemy
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I have a G110 and what I did was set the 12 programmable keys to correspond to standard keys that I don't use (I used the NumPad keys, but if you use those then using chord keys is a good way to generate "extra" keys) and then for each character bound those keys to whatever I wanted to do. If you have some set of keys you'll be using the same for each character than making a bind file to rebind them is a simple solution.
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Quote:Fair point. I was generalizing somewhat. To be completely accurate a Brute has, on average, slightly higher survivability than a scrapper, slightly lower damage than a scrapper and aggro management that is almost, but not quite, as good as a Tanker's.I agree with most of what you said here and I suppose this is a somewhat offtopic nitpick, but how does a brute that has higher hp caps and higher resistance caps equally survivable to a scrapper?
I tend to describe Brutes as having the damage/survivability of a Scrapper because while that is not quite 100% accurate it's close enough for most purposes. Brutes and Scrappers have the same numbers for their secondary powers and neither can reach the resistance cap anyway without outside buffs or god-mode powers so to a first order approximation their survivability is pretty much equal. All other things being equal the Brute will be slightly more survivable than the scrapper but the difference is small enough that it would be hard for the average player to notice the difference. -
Quote:It's still around.And I now feel compelled to go Google for the Real Men/Real Roleplayers/Real Munchkins lists that probably vanished with Usenet...
http://home.netcom.com/~shagbert/pages/munchkins.html
Quote:Adeon all that you have said doesn't change the fact that the primary focus of every RPG is to engage players imaginations with colorful storylines and entice them into playing a role in the game. Whether or not the players embrace the idea or choose to minimize it is a different issue.
Now I'll agree that the systems towards the "story-driven" end of the spectrum have a primary focus on actual role-playing but at the other end of the spectrum that isn't always true. Games at that end of the spectrum do tend to be closer to Wargames with the focus less on character interaction and more on beating people up and taking their stuff.
Dungeon's and Dragons is a good example. While it does have a setting it mostly plays like a squad-level Wargame and 4th edition moves even further in this direction. I think this is partly why so many RPGers dislike D&D, in many ways it's made to appeal to the Wargamer more than the RPGer.
My response was more about Forbin's statement. I don't really care about the OP's request one way or the other since it's a feature I'd be unlikely to use but at the same time wouldn't negatively impact me if it were added. -
Quote:The problem with this is two-fold. First off most ATs fit into more than one category. Secondly Healing is not a category by itself. There are no Healing ATs, instead a number of ATs with Buff/Debuff powers get healing powers as well. However it's important to realize that in terms of damage mitigation healing powers are a LOT weaker than other forms of damage mitigation.Now correct me if I'm using the wrong terms but this is what I have so far...
- Damage Dealer
- Tank
- Healer
- Buff/Debuff
If you go with:- Damage Dealer
- Tank
- Support
That does give you a rough framework but most ATs will fit into multiple categories. Additionally some ATs can change category based on different power sets and builds. For example a Scrapper with Shield Defense will be much "tankier" than a Scrapper with Super Reflexes. This isn't because Shield Defense is inherently tougher than Super Reflexes but because Shield Defense is one of the few Scrapper secondaries with some aggro management capabilities.
The other issue is is the idea behind "Support". There are 6 ATs that have what I consider support powers in one of their power sets. However, depending on the AT and the exact power set the support they provide can vary substantially. Additionally Tanking can also be viewed as a form of support, it's damage mitigation by inducing enemies to attack the target that can most effectively handle it.
However with that in mind here is how I would class the different ATs, I have listed which categories each AT mostly falls, roughly in order of how common/important the category is.
Blaster: Damage
Defender: Support/Damage
Controller: Support/Damage (more support than the Defender, but less damage and damage comes later)
Tanker: Tanking/Damage
Scrapper: Damage/Tanking (Tanking ability depends a lot on the Scrapper's secondary but all Scrappers can at least take an alpha strike reasonably well).
Warhade: Damage/Tanking
Peacebringer: Damage/Tanking/Support
Brute: Damage/Tanking (has the aggro management of a Tanker but the damage and survivability of a Scrapper)
Corruptor: Damage/Support (basically an inverse Defender)
Dominator: Damage/Support (like a Blaster combines melee and ranged damage but also adds a Controllers ability to control mobs)
Mastermind: Damage/Support/Tanker (Tanking is doable with most MMs but requires build choices not all MMs choose to use)
Stalker: Damage (similar to a Scrapper but a focus more on attacking single tough targets instead of AoE, can theoretically do some tanking but doing so goes against their main playstyle)
Arachnos Soldier: Damage/Support (along with Widows is the least Supporty of the Support ATs, some SoAs also do a bit of Tanking but this is not a hugely common build style)
Arachnos Widow: Damage/Support (along with Soldier is the least Supporty of the Support ATs) -
Quote:You are hardly the first RPGer I've seen with this attitude and it always irritates me. There are many, many ways to play RPGs and there is no "one true path". It's not a matter of skill or experience, it's a matter of preference.Obviously you have very little experience actually playing RPG's or the people you played RPG's with have very little experience actually running them. The point of RPG's isn't about getting more powerful, it's about Role Playing. That's why they are called Role Playing Games.
Some people enjoy playing solely to gain power and use it to vanquish more powerful foes. Others prefer to minimize that sort of thing and focus on the story. In my experience, however, most people prefer a middle path where they combine story telling with the chance to punch monsters in the face.
At the end of the day what really matters is that everyone involved has fun. Most of the horror stories you hear about RPG players really come down to having a player whose personal style and preferences were incompatible with the rest of the group (although in some cases the problem player is deriving enjoyment from upsetting the others which is a different topic).