Zathrus

Apprentice
  • Posts

    5
  • Joined

  1. [ QUOTE ]
    But you also get enhancements at your current level. There's a big difference between a few SOs and Training Enhancements.

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    You do not get SO-quality enhancements if you're at a level before you get SOs (like, oh say, L15). Heck, you don't even get SO-quality enhancements at all levels you could get them (have perma-Hasten, exemplar down to 22, you won't have perma-Hasten anymore).

    Enhancements degrade in some unknown fashion. However, you'll still be more effective than someone at that level. Partially because the enhancements you have are more effective than anything they could have at that level and partially because you'll still have more enhancements than they will. Powers get greyed out. Enhancements on powers do not.
  2. [ QUOTE ]
    If you encounter one of these and you do not wish to do it, simply take and complete the other mission choice your contact has. When you return, you will be presented with two more (random) missions to choose from.

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    First off, thank you. I virtually always group, but the ability to solo for a large part of the game is one of the great things about CoH.

    The question I have is, have you ensured that no contact will give two "group required" missions at the same time? Since contacts do not change the missions they give once first offered, if you don't check for that then a soloer will still have a dead contact.
  3. [ QUOTE ]
    Question 1: where does a character going to find these non-P10 DO Enhancements? We're talking about a minimum of 22nd level, so am I right in assuming they're in the origin shops in Talos and Independence Port?

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    Correct.

    [ QUOTE ]
    Question 2: Supposedly a 22nd-level character can also buy SO's at that level (for like 30k a pop). How does he get those?

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    At the same stores mentioned in Question 1.
  4. [ QUOTE ]
    get used to being in debt and learn to kill whole mobs of greens to pay it off

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    Kiilling greens is a waste of time. If you're simply XPing, kill whites in the largest groups you can handle with the least downtime. This has been proven time and time again. Killing 2x the number of green mobs will not get you more XP, it will get you less.

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    4. Sprint uses end yes but not as much as others turn it off in combat if you must but as you get more end and ways to replenishg it you may leave it on for quick step to catch a retreating enemy

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    Sprint uses 0.5 end/tick. Flight uses 2.5, Superspeed and Superjump use 1.5, and Teleport uses 15 (per port). Hover and Combat Jumping cost 1/tick, as do many other common toggles (Manuevers, Assault, Tactics).

    And you do not gain more endurance as you level. You start with 100 end and will have 100 end at L50. You do, however, gain more ways of replenishing it, either through your own powers or through those of teammates. But without any special way to replenish it you will regain 5 end every 3 seconds, so keep that in mind when figuring out toggles and how much end you use.

    [ QUOTE ]
    By default Hover offers a 5% defensive bonus, even if you 6 slot it with Enhance Defense enhancements, the most you can raise that 5% value is still below 10%

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    No, 5% * (1 + 6 * 0.20) = 11%. Not that that's a particularly worthwhile use of slots to most people, but it's still worth sticking a single defense enh in the free slot.

    [ QUOTE ]
    Melee attacks do 3 times the damage on average compared to Ranged attacks.

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    That depends entirely on the enemies you fight. At low levels melee is more dangerous than ranged combat, but that changes in the low to mid 20s for some villian groups.

    [ QUOTE ]
    The best enhancements to add to Hover are Reduce Endurance Cost

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    Reducing Hover's endurance usage from 1/tick to 0.75/tick is questionable at best. A single defense SO will raise Hover's defense boost to 6%. Not much either, but it edges out 0.25 end/tick to me.


    Oh, and my direct contribution to the thread?

    On the map screen you will see areas of a zone bordered in different colors. These borders not only indicate the boundaries of an area (the name shown on the map), but also the general level of the villians there. Areas bordered in red should have the highest level villians for the zone. Yellow is middle, and green is lowest.
  5. A note on combining (which I've never seen anywhere else, and discovered by accident) -- you can not only combine slotted enhancements with unslotted ones (the 10 you have at the bottom), but you can combine slotted enhancements with other slotted enhancements (in the same power).

    This can help greatly when going from one level of enhancements to another (15->20) or from one group of enhancements to another (DO->SO). For instance, at L17 when you can buy your L20 enhancements, instead of replacing all the old L15-ish enhancements (since you cannot combine them with the L20s yet), combine enhancements to free up a slot for the L20, and wind up with an improved enhancement in the non-replaced slot. Ditto for training->DO->SO (particularly the latter, which is hideously expensive).

    Concrete (if stupid) example:
    You have Brawl 6 slotted, all L20 DO damage enhancements. You've just reached L22 and want to start replacing the DOs with SOs. You can afford only 2 SO damages though. Enter the enhancement screen, click on Brawl to get the combine screen. Click on one DO that is slotted already, and then another DO that is also slotted. They'll combine and you'll have an empty slot. Repeat that again and you'll have two empty slots, 2 L20+ DO enhancements, and 2 L20 enhancements. You can now slot your SOs without overwriting the DOs.