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Posts
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Joined
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1) -
I didn't know you could slot Luck of the Gambler - Recharge speed twice, on two different powers. (Weave and Hover)
2) -
Why not spare a few Defense IO's on your Shadow Fall? Is the bonus from Steadfast Protection and/or Aegis really that valuable? You're giving up something like 1.5% universal defense you could get by enhancing, in exchange for the + 3.13 vs. fire/cold/ 1.56 vs. AOE Aegis would give you. Or maybe you could move the two steadfast protection procs over to Tough?
3) - I know you're trying to softcap def, but it's still usually a good idea to put one or two defense enhancements on your Enforcers to enhance their Maneuvers power. It greatly improves the survivability of your guys if they end up drawing some aggro. -
I got a few possibilities in mind. I agree with other posters, though, that it shouldn't be a game changing issue.
#1)
Allow origins to automatically supply certain types of salvage when making recipes. You don't need it because your origin always has a large supply of it. This, of course, doesn't allow you to make salvage and sell it on the market. (You can still sell the IO's you make on the market of course.) You just don't need those types of salvage yourself.
#2)
Allow origins to make some temp powers without a recipe, just by bringing the salvage. -Or- maybe have stores that sell pre-fabricated temps, but only to the appropriate origins.
Essentially we'd be saying the different origins prepare for battle differently.
#3)
Give the origins bonuses and/or xp when fighting specific enemy groups. Like maybe the Rikti are weak vs. magic (something that gets talked about in the in game story line, btw) or the CoT could be weak against technology?
The formula could be where one of the options that doesn't share DO's is the one you're strong against, and the other option is the one you are weak against.
So:
Science: Strong vs. Natural, Weak vs. Magic
Technology: Strong vs. Magic, Weak vs. Mutation
Natural: Strong vs. Mutatation, Weak vs. Science
Magic: Strong vs. Science, Weak vs. Technology
Mutation: Strong vs. Technology, Weak vs. Natural
Probably the best bonus/minus to use would be damage. You damage the one you're strong against more, and the one you're weak against less.
Quote:Yeah. Very much agree. I think all of maybe two people in the whole community would cry if they changed that, and everyone else would be celebrating. Even if all they did was change the name and description.
Hey, I can sympapthize. I think getting a "mutagen" inherent is lame as all get out.
Quote:That's because the "secondary mutation" and "Mystic Fortune" are random, i.e. a buffs you can't count on as being available even a majority of the time. And the blue wisp pet is really difficult to keep alive. It's very nice buff when it is, but even on my tanks, it won't stay up past the alpha strike very often. If the pets were more durable, making the buff more reliable, it would be a big deal. -
Quote:Right now, I'm thinking of a mercenaries/poison Mastermind. Robots/poison isn't out of the question, though. I think mercenaries would be more fun, using Serum.may i ask what power sets you plan to give this alchemist? it may give us a clue as to how his/her alchemy functions in the CoH-verse. If its say dual pistols using flintlocks to fire alchemical ammo, then science looks a good pick, if its dual blades, with empowered swords may be its more leaning to magic. Of couse it may be the power set dont directly relate to the alchemy at all, say Mar.Arts.
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Quote:How about Impervious Skin +mez resist? Does that count against other large +mez resist bonuses?The "Rule of Five" goes by the name of the set bonus.
As an aside, this means there's a difference between regular 7.5% recharge bonuses and the Luck of the Gambler +7.5% recharge IOs. Thus, if you were so inclined, you could have 5x LotG +7.5% Recharge bonuses AND 5x Large Recharge Bonuses. -
I'm glad you brought up Full Metal Alchemist, though going off the wiki, I have to admit what they do looks more like magic than science, what with the trapping of souls and all.
Do they usually call it a science in the cartoons? (I think at least I can cross technology off the list of possibilities at this point.)
http://en.wikipedia.org/wiki/Fullmetal_Alchemist -
I think I'm going to have to risk it. Will just have to hope they decided to save some money on animations, and have them blow up.
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Hmmm. I think I'm going to take the mystical road.
It's just kind of dicey. For example: Sir Isaac Newton. Clearly the man was a scientist, but he dabbled a great deal in Alchemy (despite it being illegal at the time). He came up with all kinds of interesting "end times" predictions and such based on the mysticism.
It's just one of those funny bridges. Don't want to mis-name it because I'll be mad at myself in a month and start wanting to delete the toon. -
Is it science, technology, or magic?
I want to make an alchemist character, and I'm trying to decide which origin I will be happiest with 5 weeks from now. Any input anyone feels like adding would be much appreciated! -
Just to be clear: does that mean I could have 5 large regeneration bonuses, and 5 medium regeneration bonuses, and 5 small regeneration bonuses for a total of 15?
You're just saying I couldn't have 6 large regeneration bonuses, right? -
The art resources for it already exist! All it requires is to clip all the arms off of all the existing torsos, and add them as options for robotic arm. No need to hire a highly qualified graphic artist and pay them to make more original content.
I've been making some really awesome costumes by taking the banded robotic arms and adding them to ordinary (non-robotic) torsos. I can do stuff like make a female character with one sleeveless arm and other has a sleeve, stuff like that. The frustrating this is that, unfortunately, banded robotic is the only option that looks like armor instead of cybernetics. But, why have it that way? Why not add all the other arms too? -
Quote:Ahhhh.... :-[i didnt take detonator, i need to give him a respec still, but i got too many 50s to work on atm lol
I've been trying to find out ever since DS appeared almost a year ago, but I've never had the will to just make one and level to 38 so as to find out. -
On teams, the green "heel" button is your friend, and the team's friend too. I usually wait until the tank has his aggro, and then tell all my henchmen to attack a single target in the group, then let them do their thing after he drops.
Focusing your fire means your boys only really draw aggro from one bad guy. Their AOE's will hit other nearby foes, but probably not in a way that makes them take their attention off of the tank. -
The thing with mercs is that they don't deal a lot of damage, except the commando, so life plods on very slowly until level 26.
I like them because they're very good at holding aggro, so if a battle starts to go badly and I don't want to die, I can just leave them fighting and casually walk back to the elevators, confident that the bad guys won't follow me until the last merk is down.
Quote:On a MM you don't take it to use it. (I agree it's almost totally useless.) You take it so you can slot the "recharge intensive pet" procs for defense and resistance. On merks, the resistance will be especially useful.Easy...I didn't.
Personally, I find tornado to be a marginally useful power, especially on teams. I'd rather be able to slot the entire blood mandate set in all 3 pets. I am not saying that as a definitive statement, but as my opinion of the power and how it works with my play style. As always, YMMV. -
Quote:i am the proud owner of a lvl 50 demon/traps. They're actually much better than what people make them out to be, especially once you get some sets in. I think yeah it's probably the thematics of both being completely different, still, it didn't stop me from making a backstory.Quote:im also the owner of a lvl 50 demon/traps guy, i went with the combo because i figured the demons decent dmg and -resist would couple very well with the traps debuffs and its working pretty well especially with the controls of the tier 3 pets and the heals from the tier 2 pet
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To the OP: If you're doing mercenaries, the coolest procs on your tier 1 henchmen are Achilles Heel: Chance for resistance debuff, and Touch of the Lady Gray: Chance for negative damage.
The resistance debuff doesn't stack with multiple applications, but since almost all of your tier 1 soldiers' attacks are defense debuffs, the 20% resistance debuff should become active on them after about every 5 attacks. The Lady Gray proc is just nice to have. You'll see a whole bunch of little -4 damages like always, but every now and again a -21 will appear in the midst of them when the proc fires. I put the Lady Gray proc on both my tier1 and tier2 pets. I only put the Achilles Heel one on the Tier1 pet.
So, if you decide to get recharge enhances in through the back door by slotting Defense Debuff sets, will that still work to make your pets resummon faster? -
My merks/storm MM has finally reached level 41, and it is time for me to choose. Right now, the two possibilities that appeal to me the most are Mu Mastery, and Chill Mastery.
I'm thinking Mu Mastery for Electrifying Fences, so maybe I could use Hurricane without knocking enemies around. I'm not sure if the repel effect would be nullified or not, but I figure it's worth a shot. The downside....of course.... is I would have to finish Scirrocco's arc to take it.
Chill Mastery would be great for all the self-heal powers. Right now, the only way to heal myself is with the power from the medicine pool (which I took), which is ...sadly....interruptible.
I don't know for sure that those are the best choices either. Just curious if anyone has any good advice. -
Quote:Unless you're after sales badges.I think though we need to exclude insane people. If someone wants less for their IOs they could just go give them away.
Quote:As I just posted in another thread, I am not selling my good stuff because the current prices don't entice me to do so.
If you sell at a temporarily high price, then you know you can always buy the item back later, and have both the item, and the money. -
Quote:Technically, there is a magic limit on how much corn can be grown in a given time frame. Countries with smaller amounts of arable farm land per person usually have to import food. You can only fit so many corn stalks on an acre.There's no magic limit to how much corn can be grown, either, but it's still possible to have a corn shortage because there's not enough of it to meet demand right now. The relative differentials between time expended and goods created produces inequalities in supply and demand, which drives the market's prices.
If I were looking for a good example of how the CoX economy differs from the real world, it wouldn't be the items that take player time to produce. It would be the NPC stores, which with their fixed prices and infinite supplies create the entirely wrong idea that all items have a fixed inf value.
In Cox, the limit on possible wealth generation is the number of active players, and the number of hours they spend playing. Supply would be infinite if the number of subscribers were infinite. (And so would demand....... which creates that "which infinite quantity is bigger?" paradox) -
Well, KB has the possibility to become problematic on a set that has a really slow movement rate. If you're careful and avoid (at all costs) slotting any KB to your powers, so as to keep them limited to knock-down, instead of knock-back, then I'd say Axe gives you better mitigation, and it's way more Viking.
Vikings were well known for using axes, even when they could afford swords instead..... but then again, there's also Thor sporting his hammer. But, do you want to be a Thor look-alike? -
Yeah. It's for a /Storm build, so the extra recovery is really worth it.
Quote:I agree that a respec would still be desireable, but I think I'll be ok waiting for the next COX update and using a freespec. Right now, pretty much the only time I ever find myself needing the extra recovery is when I'm firing off a lot of heals. The toon is a MM, so I use the heal power a lot even in single player.Or maybe you will. Unless you're consistently using O2 Boost at least once per 120 seconds, you're not getting your moneys worth from the IO. Also, it doesn't really make sense (to me) to have it in a power that costs END anyway. You're paying END to boost your recovery. Finally, after a fight ends and you're down HP and END, are you going to remember to zap someone with O2 Boost to keep your regen and recovery up? -
Quote:Oh. Now I see it. I'm not really good at taking screenshots, but yeah I can see it where you said it would be.When you use O2 Boost with the Proc in it, for the next 120 seconds the effects should show up in the Combat Attributes like this:
Sweet! Maybe I won't be needing that respect after all! -
I was assuming it would apply to the power's target. So, I put it on a targeted heal so I could apply the effect to other players.
Anyway, it's not affecting the targets (using it on a henchman was just a way to test that), and it's not affecting me either. It just plain isn't affecting anyone. -
I'm playing a Mercs/Storm MM, and I put the Numina's Convalescence Regen/Recovery proc on my O2 Boost power, but it isn't doing anything at all.
If I use it to heal a henchman, and then go into the henchman's Combat Attributes screen, it doesn't show that he's getting any boost at all to his regeneration or recovery. Neither one. Looking in my Combat Attributes, I'm not getting a bonus either. The proc is having absolutely no effect on anything at all. Can someone help me understand what is going on? I'm assuming I'll need a respec soon. -
I'm playing as a storm with Steamy Mist, which is great for stealthing my way through open areas to get between missions, but.... my henchmen never keep up. I can't go anywhere without them drawing trouble, even if I tell them to heel. They trail too far behind and don't get the stealth on them.
So, I'm wondering, if I took Group Fly, would that solve my problem? Or would they still trail behind, and get seen, or fall (because of getting out of the Group Fly radius), and keep causing me trouble. It's not really worth a power selection if it's not going to solve that for me. Not like I would want to use it in combat or on teams. (Though it makes wonderful thematic sense for a person who controls the weather to be able to make others fly with them.)
At this point, the only working solution is to just unsummon them, and resummon when I get where I'm going.