zeldo

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  1. [ QUOTE ]
    7. Pick from the zone your in first. Toons are more likely to join you if they don't really have to travel... Yes this is easier to do in lower levels but to date I have very rarely had to cross zone search to find team mates unless it was a tf of some kind.

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    Amen, brother. When I'm building a team, first thing I do is pop out the map to see which zones are adjacent, or on the same train line, and limit my search to those zones. This is particularly curteous and helpful when you're in the teens or lower levels, so players don't have to sprint so far.

    Plus, some people just plain hate some zones (Hollows, Perez Park, Fautline, etc) and you'll save grief putting that in the tell, rather than having the person join and drop after finding out where it's at.

    On the subject of people asking "Which mission?" - some people have been playing long enough, or the same Origin often enough, that they know many of the missions. Heck, even I know all the Wincott and Flux missions!
  2. [ QUOTE ]
    sprint off

    sprint on

    ...guess who i was trying to make...

    [/ QUOTE ]

    Kame?
  3. zeldo

    Hover Speed

    [ QUOTE ]
    I haven't checked to see whether Inertial Reduction does the same thing; it's functionally identical to Super Jump, so the real question would be whether SJ has the same -inertia component as CJ.

    [/ QUOTE ]

    Inertial Reduction and Super Jump are not the same.

    Super Jump has more interia than Inertial Reduction, and doesn't have as good of air control.

    With IR active, when I change directions, it changes NOW. When I stop pressing Forward while leaping, I stop moving forward. With SJ, directional changes are more of an arc, and releasing a directional button does not cancel movement in that direction.

    I haven't used SJ with Fly, but IR with Fly completely cancels out drifting - I stop or turn right when I release or press a button.
  4. Cool guide, and I really enjoyed your tactics.

    One question, though - does ST stand for STorm Summoning? I didn't see any power with those initials, but the way you use it it seems you're referring to the Storm powerset.
  5. [ QUOTE ]
    Switching targets is a great thing, and is useful to a team. If another player is targetting through a Tank, that is their fault. No player should be targeting through the main tank. It's a bad idea for debuffs and attacks. That's really what every other AT should learn, not us.

    [/ QUOTE ]

    It's also the easiest way for a Kinetic to heal the tank after the alpha strike... in addition to tons of other stuff when visibility is limited.

    In some battles, it's easy to zoom way out for a large view of what's going on. But when fighting in hallways, caves, or those darn CoT mazes, there's no way to zoom out above the battle. Support toons in the back are unable to see anything past the first line of animation.

    Should we just forget about whatever we can't see? Or go ahead and target through the tank, trusting that he's good at picking targets?

    Also, thought the guide was a bit contradictory, in instructing to focus on the boss, while changing targets with every attack, and using as many AOE's as possible.

    On the one hand, a goodly number of tank builds won't have a lot of AOE's. On the other hand, Scrappers have a faster boss-arresting attack chain, so let them tag the boss.
  6. The challenge of setting up for a good resting damage hunt is a reward all its own! I haven't had this much fun in ages!
  7. [ QUOTE ]
    I do have a question about IR. Near as I can tell, the only benefit of this power is to gain (and give) the power of super jump. There's no +RES(immobilize) or anything like that? I know that Siphon Speed has an advantage in combat, in addition to providing you with a travel power, but it seems that IR does not share that distinction. It just gives you a travel power.

    [/ QUOTE ]

    The main difference between it and Super Jump is that it does not suppress during combat, which can be invaluable if you like that sort of thing.

    Also, it cancels out the physics of inertia, so it's way easier to control your movement in the air or on the ground. If you're flying, you stop when you stop pressing a movement button.

    The other big benefit is that it applies itself to all nearby friendlies, so can help a movement-hindered team get around, or you can go to Atlas Park and boost teh lowbies for fun.
  8. This guide is inspiring! Do I really have the time for ANOTHER alt?
  9. [ QUOTE ]

    Stealth will provide -perception and 1.875% defense**. With 3* SO DefBuf: 2.9%. The defense**
    is twice that when not attacking, being attacked or clicking an object (Blasters 1.75%,
    Controller/Mastermind 2.25%, Tanker/Defender: 2.5%, Others: 2.125%)

    [/ QUOTE ]

    The phrasing on this bit confused me. Is Stealth with 3 SO's providing a defbuff of 2.9% during combat & glowie clicking, and 5.8% during movement?

    Thanks for all the figuring you've put into this guide!
  10. Scrapulous is officially my Rich Dad.

    This is a good plan! I hadn't thought of buying cheaper SOs to + or ++ SOs I already had, but that's a great way to get more life, for much less inf.
  11. [ QUOTE ]
    Name: Order of the Jet Moon

    Group Make-up: Katana/SR scrapper, of course. Setup as per my Katana/SR guide that's floating around here, natch. MA/Regen set up with Crane, Axe, Storm, Eagle's, Dragon's, Cobra's, and Focus Chi. Spines/Dark Armor Scrapper specializing in Build Up'd area damage. Quills, Death Shroud, Spine Burst, and Dark Regeneration for big healing. Stone/Super Strength tanker with three slotted Swift, Rage, Mud Pots, Taunt, Earth's Embrace, and a maxed Rooted and Granite. Big engine of destruction, in other words, great for the sumo character. Ice/Storm controller with Shiver, Freezing Rain, Snow Storm, O2 Boost, Jack Frost, Lightning Cloud, and Ice Slick as key powers. Dark/Dark Defender with Fearsome Stare, Darkest Night, Tar Patch, Dark Servant, Howling Twilight, Dark Pit, Tenebrous Tentacles, and Nightfall as key powers. Fire/Fire Blaster with Fire Blast, Fireball, Fire Breath, Fire Sword Circle, Blaze (slot 2 Range), Blazing Bolt, Inferno, Tough, Weave, and Bonfire (three recharge to perm it) as key. Electrical/Electrical sniper set up with threeslotted Hover, Charged Bolts, Zapp, Lightning Bolt, Ball Lightning, Voltaic Sentinel, Aim, Build Up, and Tesla Cage as key (some Range on Cage, Voltaic, and Bolts to take them all out to ~80 foot strike range). All builds are assumed to have Stamina threeslotted by at least level 24.


    [/ QUOTE ]

    It would be awesome to do this, and have everyone with a set of bind/macro attacks that announce some martial art sounding technique with each attack: Kameh-ha-meh-ha! (fire ball) Utan-ikki-ryo-do! (fire breath)
    I don't know how quickly it'd get old having everyone announce every attack, but it'd be simple to have a chatty-macro attack bar, and a quiet attack bar, and switch between them.

    [ QUOTE ]
    1. Immobilize will work for this team! Most ‘trollers decide to forgo the AoE immobilize powers (I have skipped these on 3 of my trollers, but I did take it for my fire/ troller to go with flashfire) since they are somewhat costly and do not keep baddies from attacking.

    [/ QUOTE ]

    Funky, I wasn't aware that most trollers skip the group immobilize. Hadn't noticed that trend.
    I love the group immob on my grav/kin 'troller. I usually open with it - it sets up the group for containment, and holds 'em still so they can't come pound me. Ranged attacks usually do less damage than melee, so holding them still keeps me alive longer. Plus, it'll immob foes around a corner that I didn't even see.
    As for the end usage - it's cheaper to launch one group immob than 7 or 8 holds... plus, two end reducers and it's as cheap as the single-target immob.

    But - that's a discussion for another forum.
  12. [ QUOTE ]
    Ok... here is my problem. I have a targeting bind that would target enemy near then target enemy next. When I hit TAB it targets the enemy near like its supposed to, but when I hit TAB again I get "Unknown command target_enemy_near $$ bind_load_file c:\cohkeys\TAB.txt"

    [/ QUOTE ]

    It looks like you have a space after target_enemy_near, between that and the $$. All the guides I've seen say to avoid having spaces between the command name and the $$. Have you tried that?

    eg: "target_enemy_near$$bind_load_file c:\cohkeys\TAB.txt"