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Yeah, it always amuses me when I see people complaining about Farmers or speed runners. From a practical point of view those are the people that have the highest stuff:inf earning ratio which, in the long term, helps drive market prices down (since there is more stuff for every inf). People (like me) who play on teams and do more than the minimum mission objective are the ones hurting the market *maniacal laughter*.
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Except for a few specific items it's pretty hard to sell IOs in that range. Level 28-35 IOs generally sell reasonably well since they are popular with level 50s exemplering down but set IOs in that range provide less benefit than SOs so aren't particuarly popular.
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Kinetic Combat caps out at level 35 so on a level 50 character you need to move the level slider in BOTLER's interface to 35 before they appear.
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Quote:It works in powers that take Universal Travel enhancements. In addition to the four main Travel powers you can also slot it in Hover, Combat Jumping, Recall Friend, Group Fly and Team Teleport (there are also a few powerset specific powers like Inertial Reduction, I'm just listing the pool powers). You cannot, however, slot it in Sprint. This is a balance issue to prevent people with the veteran sprint powers from being able to slot 4 of them for free (something that would provide a substantial benefit in PvP).Question about BotZ: It says it's applicable to travel powers. Is that just Super Jump, Super Speed, Fly and Teleport, or do simpler things like Hover and Sprint work? Because I can just snag my four veteran Sprint powers and kit all four out with BotZ if that's what it comes down to. But can I do that?
Quote:*edit*
And another question: What would I want mag 8 knockback protection for? Aside from specific high-yield bosses, do normal critters get higher mag? -
The three you listed are the main ones. There are however a few other options:
1. Acrobatics (in the Leaping Pool) gives Kb Protection
2. Two sets (Kinetic Crash and Fury of the Gladiator) give knockback protection as a set bonus.
That being said the three you listed are generally the options that have the least impact on the build.
Quote:2. Which ones are the easiest to get for Fire and Dark armours?
BotZ is generally the most expensive on the market (especially if you go for a level 10 version, see below) but has the advantage of going in a travel power which if you slot it in a travel power you weren't planning to slot anyway can save you a slot.
Steadfast Protection and Karma are normally about the same price on the market (I think karma is a little bit cheaper on average but it's been a while since I checked). A character with Fire Armor or Dark Armor could easily use either of them. Both sets have resistance powers that allow you to slot a Steadfast Protection (at the cost of a slot) or can fit Karma in a pool power (CJ and Hover being obvious choices) or Cloak of Darkness for Dark Armor.
If you're planning to take Hover or Combat Jumping for your build anyway then a Karma in that is probably the best option. If not then either spend an extra slot to add a Steadfast to one of your shields or save up for a BotZ in your travel power.
Quote:3. Will they work even if the toggles they're put in are disabled?
What that means is that if you get a level 50 BotZ IO you will lose knockback protection whenever you exemplar down. Therefore most people try to get level 10 knockback protection IOs so that they are always on. Level 10s are, consequently, more expensive on the market since the majority of the stock are purchased with merits. -
Also all characters (50 or not) get bonus merits the first time they do the WST in a given week.
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You can take Acrobatics (Leaping pool) which provides a small amount of hold protection but that's about it.
On the plus side when I20 comes out one of the options for the Destiny slot is a status protection buff that at the higher tiers is permanent. -
Quote:The value of oranges depends a lot on your character. Purples provide more damage reduction on a per-inspiration basis (and are excellent for preventing a cascading defense failure) but for a character who lacks resistances oranges are pretty handy. Layered defenses are always useful and inspirations are one of the best sources of resistance.I usually have my tray clogged with oranges and yellows, both of which are pretty useless most of the time.
The value of yellows is definitely more variable. I tend to take Tactics (or an equivalent self only power) on most of my characters but for those who lack it yellows are useful against enemies with to hit/perception debuffs (like Arachnos with smoke grenades). -
Honestly 90% of the time my actions as leader are restricted to finding teammates and setting the mission. The majority of players in the game know how to play their characters and don't need any leadership beyond pointing them in the direction of an enemy.
I run with my map open (and moved from the default position, obviously) so that I can keep an eye on where team members are but even then I tend not to say/do anything unless the team is struggling. If someone wants to peel off and solo a bit I don't mind as long as they can handle it.
In the level 50 TFs there are parts which offer various strategy I'll generally announce what we're doing, sometimes with a "anyone have a preference?" beforehand and only go into detail if someone asks or if I know we have a first-timer. -
Specifically it's unlocked by earning the Mission Engineer Accolade which is awarded for getting a number of the AE Badges
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Honestly I'd say it's up to you. I have it and find it very useful but there are compelling arguments in favor or either not bothering with a heal at all or taking Heal Other instead. At the end of the day it cones down to what works best for you.
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Quote:Not really, most of it's easy enough to pick up as you go.thank you for the tips ill have to try those out. is thier anything i should read before i start like what all the stats or ablitys do.
The wiki is an excellent resource though:
http://wiki.cohtitan.com/wiki/Main_Page -
Yep there's an easy way. If you search for the recipe there is a link on it that allows you to search for required salvage. If you want to search for a recipe in your inventory you can drag it into the market pane and then click on find to quickly search for it.
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I think there's a weird bug in your matching algorithm; it keeps trying to match me with myself. Now I do enjoy my own company, but teaming with myself kinda defeats the point of the site IMHO.
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Fair enough. I checked in Mids' sometime back and it said that Centriole Enhancements boost the range of melee powers but I'll admit it's not something I've ever bothered to check in game.
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Quote:Actually the vines do respawn on the STF. A lot of teams take them down fast enough for it not to be an issue but I've seen them regrow on slightly slower teams.I even got yelled at for taking out a few vines as we were defeating the COT that surround the Thorn Tree..... I was told they'd only grow back and I was wasting time. Funny I'd done the dang TF about 6 times recently and found just the opposite to be true.. Its the STF NOT the Red side TREESPEC.
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Yep, the same as when Sister Psyche was the WST. Apparently I20 will make it so that you do get shards when exemplared down but for now it's 50 or nothing.
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By a strange coincidence I've also got 8 50s so here's my team:
Adeon Hawkwood: AR/Dev (T4 Alpha)
Adeon Hawkwood MK2: Traps/AR (T4 Alpha)
Adeon Hawkwood MK3: Bots/Traps (T4 Alpha)
Lyonette: Invulnerability/Axe (T1 Alpha)
Duncan Halleck: Sword/Shield
Blackhawk Quasar: Warshade
Marcus Taldari: Trick Arrow/Archery
Empedocles Mastrik: Earth Control/Storm (T1 Alpha)
Overall I'd say that's a pretty well balanced team. Adeon 3 and Lyonette would presumably handle aggro management, there's 2 trappers, a trick archer and a controller to stop anyone from getting hurt through debuffing enemies into oblivion while Adeon 1, Duncan, Blackhawk and John (Adeon 3's Assault Bot) mop up the survivors.
Of course this would raise the question of how exactly Adeon is operating all three suits of power armor at the same time. Presumably time travel is involved. -
I used to stockpile inspirations but as well but eventually broke the habit. Now I try to use them at least slightly faster than they come in (my general rule is to keep at least 3 slots free for new drops). I tend to hold a few wakies and break frees on most of my characters but anything else gets converted or used as soon as possible. When I solo my Blaster I'll quite often have 3 or 4 red inspirations running at once simply because I'm getting them almost as fast as I can use them.
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Quote:The problem is that the endurance drained is based on targets hit. All active pets would be hit by the upgrade even if they didn't get upgraded. Additionally it would make the endurance cost impossible to reduce with enhancements.As far as code is concerned, I think this is technically possible. Thunderous Blast, Electrical Blast's nuke, does -40 endurance per target hit so it's not a full crash if you only hit a few enemies. It would make perfect sense to apply that type of code to MM upgrades.
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People spend billions on a build because they want the best build possible. Sometimes this allows them to do things they weren't before but most of those things involve adding arbitrary difficulty (i.e. using higher difficulty settings, soloing AVs/GMs etc.). IOs are not required for any SFs/TFs/Trials in the game although they can help a marginal team do better. As for the discrimination, it's no different from any of the other team building "rules" people use (such as having a tank and a healer), when I see someone doing it I tend to just make a note to avoid teaming with them in the future.
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This has been bought up a few times and every time I agree with it.
The other solution I suggest is to merge the tabs. There are currently 6 tabs:
Base
Component
Event
Incarnate
Invention
Special
I would suggest moving all Event salvage to Special and all Component salvage to Base. That would reduce the tab count from 6 to 4 which fits in the standard width for the salvage window. Actually since I figure most characters have no base salvage whatsoever, I'd also suggest moving the Base/Component salvage to Special as well and reducing the tab count to 3 but I could see that being upsetting to someone who has a large base salvage collection.
Edit: Welcome to the forums. In general when making suggestions it is worth doing a search first. This has been bought up a few times before and some people get upset when people repost ideas. -
Quote:Well a taunt effect in the secondary would be ok, but a taunt effect in the primary attacks would be a lot nicer (and give more of a reason to take them). The thing is not everyone wants to draw aggro onto the MM himself. Some MM's prefer to tank by directing the damage onto their pets instead.The presence pool, just an idea, but....why not give MM secondarys a small, low mag taunt effect? Werent MMs going to be the redside 'tanks' anyway? If so, that would make sense. And it really makes sense that a baddie is going to focus on the person debuffing him to hell, instead of some -4 combat level zombie. This might invalidate the presence pool though..maybe someone with more experience of it can comment.
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The value of Nerve depends a lot on your build and slotting. Ideally you want to be able to get a 95% to hit chance against level 54s with your own resources and for some builds Nerve is extremely useful (you can go for a lower to hit chance and hope you're on a team with people who have Tactics but I don't like relying on that sort of thing).
Assuming that you have a level shift then your base to hit value against level 54s is 48%. With no to hit bonuses that means you need +98% accuracy enhancement/bonus to max your to hit chance (as a controller you actually need more in Crushing Field and Gravity Distortion Field since they have a lower inherent accuracy). Now most SO builds only put 1 or maybe 2 accuracy SOs in their attacks so Nerve is definitely useful for them.
However, if you have Tactics and it's slotted up that gives you a +15% to hit bonus (for a Controller). At that point you only need +51% accuracy so the value of a Nerve enhancement drops significantly. You could potentially unslot all accuracy enhancements (except for CF and GDF as mentioned above) and rely on the Nerve to provide most of your accuracy but in general I think at that point you'll find the other abilities more useful.
Of course the Nerve enhancement is even less useful on an IO'd build since they tend to pick up a bunch of accuracy bonuses incidentally.