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Quote:I find myself agreeing with Johnny a lot in this post.No.
No more system changes/tweaks being given out as vet rewards. City Traveler was a mistake. They should have removed the prerequisites for all the pool powers, not just for the travel pools and not just for a select few players.
Just about everyone wants or could use more slots, not just an increasingly small number of people. The devs have said that an increasingly small percentage of players will ever realistically see the newer rewards.
If you're suggesting they handle it like the Free Character Slots, then yes that would reach more people, but then where does it end? Should 72 month vets get six more power slots? That seems a bit much to me.
If they did give us extra slots, they should just give them to everyone and keep the number of slots fairly low. Three, maybe four, max.
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I'm scared. -
Quote:Since you have posted an actually thought-out question, I feel inspired to answer it! But, before we begin: welcome to the game and to the forums! Now, onto your questions.I'm new to the game and I've recently built this also and I was hoping that I could get some suggestions.
I've picked up that this build is good because it has a bunch of AoE attacks that will pick up alot of aggro. Did I understand correctly?
Does anyone have any suggestions on skills that I should or shouldn't get?
Does this build have any inherent strengths? Weaknesses?
I've noticed that at the very low levels I was having some real trouble but now that I'm level 10-ish I'm doing much better. I'm not doing any real amount of damage but I believe that's to be expected.
Thanks in advance!
1) Yes, this build will have a lot of AoE in it, and therefore will be pretty good at getting aggro on it's own. Also, by level 38, you will have two attacks that actually teleport you into melee and do AoE damage, which is quite fun. However, as this is your first Tanker, I would HIGHLY recommend getting the power Taunt. It's a pretty fool-proof way of getting aggro. If you find yourself not using it much later on, then you can get rid of it, but it's a good power to have in your repertoire, even if you don't use it that much.
2) Skills that you should get:
Almost everything from Shields/
Almost everything from /Electric
Possibly the Fighting Pool, for Tough and Weave
A Travel power
(For now) The Fitness pool, for Stamina
Powers that can be skipped:
Grant Cover
One with the Shield
Powers that SHOULD be skipped:
Lightning Clap
3) Does this build have any inherent strengths? Yes, in spades. The two teleport powers I mentioned above are fun and really nice. Your focus will be in AoE damage, which is great in this game. However, your single target damage will suffer a bit for this. The somewhat unreliable draining of endurance from your attacks can help to run all of the toggles that you'll have by the end of the game, which is nice. Also, your aggro aura helps you out by giving you +Damage for each foe in range, which will help you kill pretty quickly.
Does it have any weaknesses? Also yes. However, they can be largely mitigated. You have no self heal, so any damage you do take won't go away that quickly. Also, as I mentioned above, your single-target damage isn't all that great. However, neither of these are deal-breakers, and this combo should be a great one for you.
4) Tankers really come into their own once they get to level 22 and can buy single-origin enhancements (SOs). I would definitely recommend sticking around until that point to see if you like it.
Hope this helps! Have fun! -
No more so than if the same number of Americans bought the game and were playing it.
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Quote:This is a forum to ask questions of other players. You are unlikely to get a dev response here. If you want one from them, send them a PM.My question isn't about getting more bandwidth. I solved that problem. I'm asking this question, how much bandwidth does the CoH client require to provide a fluid user experience? I've heard between 512k-1MB. I need a technical answer for this. I'm not looking for opinions. I need a developer response.
However, we have had players on dial-up for years, so that's the minimum that you need. Anything more than that just speeds it up a bit. -
If your account was hacked, they might never have posted on the forums. Why? If they knew what they were doing was against the EULA (and, you know, laws), then why draw attention to themselves?
Also, if some random gold-farming company hacked your account, they might have only ever needed to use it to shuttle influence back and forth, and never needed the account to log onto the forums. Still, they might have changed things just so that it was tougher for you to get it back.
I would definitely change your user name and password, talk to support, and make sure all of your characters are still there. -
There are very few things that you can do to increase your bandwidth. Besides paying whatever company you get your internet from more money, you will only ever have so much bandwidth.
However, that is NOT the only place that lag comes from. Your computer's RAM and video card can be big factors in what you're seeing, too. As well as your CPU and other basic components. You may want to post your computer's specs over in the Tech Issues and Bugs forum, to see what they can do for you.
Also, you are on the busiest server. If you moved to a less busy server, you'd likely be able to play with few problems, if any at all. -
Quote:I really, really, REALLY hope they don't tie stats in with Origins. If one origin is tougher than another, it's a much better Tanker than the others, and all of a sudden you never see a Tanker that's not Technology in origin. If one does more damage, then Blasters will choose that.i know for my fire/fire/pyre tanker, this means.....depending on the slots situation, adding FE and maybe combat jumping and Maneurvers or stealth. That would basically add 5 more defense to a build that has upper 20s defense....he would be unreal with more damage with FE.
well at this time, it might be better to put any previous glimpse or hopes/projections on previous Alpha information on hold.
I believe Castle and the link, stated larger system changes were coming in 20......
One can only hope on this new "inherent" is just part of a new system. I am hoping the new inherent system works with the orgins. This "new inherent", might be just something along the lines of "character attributes" like endurance recovery rate, regen rate, base accuracy rates, resistance to debuffing, baseline run/jump speed, etc.....hopefully a baseline dexterity (ie defense) and constitution (baseline resistance). I am hoping, that using other games as a template, a mutant might have a baseline regen, recovery etc, a natural then would have a different baseline regen recovery....we finally get the origins to mean something. I hope that is what it is.
we might need to hold off on previous alpha information, i guess alot of this was planned. If we are gonna get that level of change coming, all our previous alpha info may be way off. anyway, we are only seeing glimpses at this point.
Can't wait, was just in process of making a new tanker and all sorts of new toons for this expansion pack....ugh!
Make origins meaningful? Sure, I guess. Tie them to stats? No thank you. -
Good for what? Did you do any searches for it, or check out any guides?
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My biggest concern on this for most of my Tankers is finding the slots to go into the three new powers I'll be taking. I'm already slot-starved on a lot of characters.
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Well, the *slightly* condensed ToHit formula is something like this:
Final ToHit = (Base ToHit + ToHit buffs - ToHit debuffs - Defense) * (Acc + Acc Buffs + Acc Debuffs)
As such, ToHit Debuffs function exactly as a like amount of Defense in that equation. HOWEVER, when you apply a ToHit debuff to a higher-level enemy, it is less effective. Because of this, your -3.5% ToHit debuff, against higher level enemies, will be less than 3.5%. So, if you're building for the soft-cap, and often fight higher level enemies, then you will need to build for something closer to the 45% softcap. -
Yes, there is, but it involves IOs, and won't help too much. You can definitely slot for it, but it's really going to depend on what you're after whether it's worth it or not.
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Keep in mind that Immob Resistance =/= Immob protection.
Getting Immob resistance from sets only lowers the duration of the effect on you. It will NOT stop the effect from occurring.
The recharge thing is what I'm going for, instead of grabbing Tough and Boxing/Kick. If I can find it, I'll like you to a build that I did and got some help on, that focuses on Recharge as a Fire/Kin build. In this way, you get burn, your AoEs, Healing Flames, FE, Power Siphon, etc all back up quicker.
Edit -> Here we go:
http://boards.cityofheroes.com/showthread.php?t=233723 -
Also, Stone Armor and Ice Armor have damage auras, and have KB protection. The only Tanker set on release that didn't have a damage aura was Invuln.
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There is no /duel feature in the game.
However, you can either go to a PvP zone (only Warburg is going to let a hero fight a hero, though, and that's too high of a level for you), or go to the Arena, and set up a fight there. The Arena is likely your best bet, and they can be found in several zones around the City. -
If you were fighting equal or plus-level mobs, they shouldn't be running away from you, unless it's like that one guy in every spawn that just decides to take off for whatever random reason. If the entire spawn is running from Burn, bug it.
At level 22, I would take Blazing Aura. It's an aggro aura, so will help you perform a Tanking function on a team, and deal decent AoE damage.
Power Siphon gives all of your attacks an additional attribute: a self damage buff for each successful attack, up to 5. Think of it as a reverse build up. Instead of doing lots of damage now, you deal lots of damage after a few attacks. Combined with Fiery Embrace, it will help you deal lots of damage throughout the fight.
There are few Kin Melee guides out there because it's such a new set. Combine that with the fact that few guides get written nowadays, with Mid's being such a good assistance to most people, and you end up with a decent lag time in guides being written after a new set comes out. Still, there should be lots of builds out there with the new set that you could check out, plus several threads about the set in the forums for each AT that got the set.
I would strongly advise getting both Taunt and FE, for various reasons. Not sure what you could drop to get Combat Jumping, but it would help you a lot. Personally, I would push Tough well back in the build, and get Combat Jumping in early. -
Quote:What level are the foes you're using it on? If they're lower level than you, they will tend to run away. There seems to be a bit of code to cause random running if the mob thinks that it can't beat you. There is nothing in Burn anymore that would cause them to run anymore than using something like Combustion would.oh yea sorry i got confused lol.. So many power choices with fire/kin and most other than the knockback attack seem good.
Ive been running test runs of burn in Talos and every group in run up no matter if its Tsoo, Warriors or whatever seems to run the second i click it, very frustrating. I wish i had an immob but the guy who said they dont scatter by it was wrong they do run more often than not they refuse to stay in it.
Burst may cure some of that if its knockdown rate is high but for right now i just wish i knew what to pick next but without a hero planner im a little lost. Cant get it to work yet on my new win 7 rig. -
Quote:Okay, gotta go over some basics here, then.I tried running as an administrator and it still doesnt work. Not sure what i am doing wrong but it keeps saying it cannot run 64 bit.
What i am wondering is i see some sets that say defense and others say damage resist, if they both help S/L do i need both?
i mean in fire its all damage resist, tough is the only defense set i have, does this make any difference?
what do you think should be my next move blazing aura? Taunt?
Defense makes it so that an attack might not land at all. Resistance means that any hits that do land are reduced in the damage they will do. This means that having both can be useful, because you're both reducing the amount of attacks that hit you, and also reducing the damage of any hits that do get through.
Fire Armor is a resistance-based powerset. It has no inherent Defense powers at all. As such, you might think that getting set bonuses that increase resistance would be the way to go (stacking up resistance versus getting some defense bonuses). However, there are two reasons this would be wrong:
1) Resistance set bonuses are often really small. Despite 1% Defense = 2% Resistance*, the resistance set bonuses are most often smaller than an equivalent defense bonus from another (or the same) set.
2) Stacking types of protection tends to have a multiplicative effect.
Let's take a look at an example. Let's say that you've got 20 minions attacking you, with a 50% chance to hit you, and each attack that lands does 100 damage.
Base, this means that you will be taking 1,000 damage from these minions each time they attack.
If you increase your Defense by 25%, you lower the incoming damage by half, meaning that you take only 500 damage.
Similarly, if you increase your resistance to their damage by 50%, you lower the incoming damage by half, meaning that you take only 500 damage.
If you can get to 25% Defense and 50% Resistance, you will only take 250 damage, or 1/4 of normally incoming damage.
Another benefit of having Defense is that if an attack misses, the secondary effect does too, so that's something to think about as well. -
You should be able to run the framework 2.0, you just need to make sure that you run it as the administrator.
Now, a few tips on your build:
1) Tough could really have been pushed off a bit to get more useful powers earlier.
2) Burn is actually a really good power now, and doesn't cause the enemies to run out of it. It's also mostly front-loaded damage, which is good. This means that you don't have to get a group immob from a Patron Pool just to keep mobs in the burn area.
3) You are likely going to want to get some Steadfast Protection -KB IOs. This will be a big hole for you as a Fire Tanker. Immob, too, unless you plan on using Burn a lot to clear yourself of immobilize effects. This is one of the big reasons people get combat jumping on a Fire Tanker.
4) Healing Flames could probably use some different slotting whenever you get a chance. 5 Doctored Wounds should be enough for that power, which will free up a slot for somewhere else.
The Defense soft-cap (the point at which having more Defense isn't that useful) is 45%. It's going to be tough to get there without dipping into pool powers, if not impossible). Taking Weave and/or Combat Jumping will help a lot. -
The armor and the summons do not whip the mace out, as far as I am aware. Any attacks will use the Mace model.
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Don't mind him, he's just grumpy for some reason. Like another poster said above, you may want to check out the Tech Issues and Bugs forum. Those guys really know what they're talking about when it comes to issues like this. This forum is more for gameplay issues and questions, not that it's a bad place for a question like yours. You're just much more likely to get a GOOD answer to your question up there.
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This is actually better in some situations than the old power, actually. If you're at the damage cap, the new FE will actually let you do more damage, since it's basically acting as a proc. The old FE wouldn't do anything for you at that point.
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FE is no longer a global damage boost, but an add-on to the damage your attacks do as extra fire damage. So it probably won't show up in the damage boost section.