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Posts
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Quote:My understanding is that it was actually a bug that was introduced when they lowered the Imps to -1 level... it made the entire Soulbound set ineffective in the Imps. This bug got fixed in fairly short order and the set has worked fine ever since.I am sure I read that they stopped this working for pets < level 50 at the same time as they did the recharge change on pets (I assumed they did it on purpose), which wasn't all that long ago (Or am I just mis-remembering dates?).
I only found out myself that is now worked on lower level pets last night, and don't remember reading anything about it being fixed in the patch notes.
I well remember all the commentary about it at the time; it did a fine job of dropping the value of the Soulbound set on the market for the few weeks it took for the bug to get fixed. That little issue made me a couple hundred million or so on marketing Soulbound IO's... buy 'em up dirt cheap and sell once the bug was fixed. -
Quote:Yep, there was a bug of some form a while back that granted a lot of extra vet rewards. One of my buddies who'd been here from Beta but left for a year or so to play with trolls suddenly got an extra year of vet rewards.I believe I have more Vet rewards than I should have. I have a few idea's about why this is.
1. It was a benefit of prepurchasing Going Rogue.
2. They add all the time of both my accounts together.
3. It is a mistake.
I am kinda hoping it is not number 3 because my conscience is killing me.
Does anyone have any idea why my vet rewards and actual payed time should not match up?
As far as I know the official response is "Oops our mistake. Well, enjoy". You just got the lucky break there like my buddy did.
<wonders when I'll ever get a similar break>
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Quote:This would match with my experience; I don't have an Ice at a significant level yet but I have main tanked the ITF with both a BS/Shield scrapper and a Shield/Fire tanker with no real problem. The debuffs are pretty frequent but they don't last that long; a brief jump back to allow some of them to wear off and you're fine. If they start getting into you that's what your insp tray is for... the last time I tanked it with my scrapper I think I used about 10 or so small purples the entire TF. My Shield tanker didn't use more than 1 or two.I'm not saying this is not a problem, but I havent had quite that bad an experience on my Ice Tank. Yes, the Cimmies can hack into your Defense with their debuffs, but I generally find that Energy Absorption and Hoarfrost gives me enough of a cushion to hold out pretty well. I also have Hibernate and while I know some hardcore Tanks may see it as a cop-out, I say if you have a useful tool, use it.
I'm not saying I never die, but I generally find Ice Armor to be pretty sturdy, and fun. -
Quote:Interesting question; although in my experience Invuln is tougher than Shield both are very good, just in different ways. I tend to think it's a fair trade, Invuln gets better durability and tohit while Shield gets the damage bonus and more DDR.No, but it can have a heal, an even bigger HP boost, some -end res, some -rech res, some DDR and a fair amount of +To Hit. Is that enough trade off for those two things?
Still, it's a gut feeling and not backed up by any analysis of the numbers.
I do enjoy playing both sets and I can tank anything I've run across with either although Invuln has a marked advantage against some things like Ruuarlu and DE. On the other hand Shield is better against the very rare Psi mobs.
In the final analysis both sets perform very well. -
Quote:The new player guide is exactly the approach I took with my first 20 levels guide for Invuln; and I agree that we need a lot more good basic guides for various powersets. Hmm, I'll have to think on this a bit; I have a decent familiarity with quite a few diverse powersets across all the AT's. Maybe I should jot down something for a few of them along the same lines.Actually, I think it's because people who write guides are clueless - they're 50, they've been 50 for a quite some time and they've forgotten what it's like to not be a 3-year or 5-year vet, or to not be someone with 50 million inf who knows how to make another 50 million any time they want. I'm not necessarily any better, and probably I'm worse.
There are some general "levelling up" build hints in my frankenslotting mini-guide; maybe those will help?
The upcoming change to Fitness in the next issue will certainly throw a fairly sizeable monkey wrench into anything written for today's game though. -
Quote:I tend to doubt that'll happen, it's looked at as the advantage of rolling a MM. With a little practice though you'll get the hang of keeping the little ADD monkeys somewhat under control by your positioning.Oh can I please add one more thing to the "never will happen" list?
As as CONTROLLER, can we PLEASE FOR THE LOVE OF GOD have the ability to CONTROL our pets? You have no idea how many times my imps will just run around randomly hap-hazardly aggroing other mobs that I'm not even working on yet.
It REALLY gets fustrating to play as a CONTROLLER sometimes. Masterminds can CONTROL their pets, why can't CONTROLLERS? I would love to have the same control that a Mastermind has on my controller.
Although judging from your registration date I imagine you probably have figured this out yourself by now. -
Quote:It's hard to argue with this, I've played several Rad characters; Rad/Rad defender, Ill/Rad & Fire/Rad controllers to 50 and Rad/Sonic defender to 35. I've also played a Dark/Dark defender to 50 and am currently leveling a Fire/Dark corrupter; level 31 as of last night so I know both sets pretty well.I think Rad is a bit more versatile esp. if you are willing to sit on the foes with choking cloud. AM is a great all around team buff and Dark doesn't have anything like it. I think Dark is safer with the ability to stay at range and post 32/38, double healing and double to-hit debuffing with you and dark servant.
I think it's really hard to objectively say one is always better. I have played both to 50 and rank them both in my top 5 and probably top 3 of the buff/debuff sets in CoX. My main is a Fire/Rad controller and I am doing Dark Miasma again to 50, on a Corruptor this time (having done a MM and a Defender).
Dark in my experience is the safer set with it's rather extreme tohit debuffing but it's somewhat slower off the mark; a Rad can toss out EF, RI and LR on a group faster than a Dark can toss Fearsome Stare, Tar Patch and Darkest Night. The Dark has better control though and has less problem with mob scatter thanks to FS and TP.
Speaking of Dark's debuff ability, I figured up my Dark/Dark defender's tohit debuff and found that I can fairly easily maintain a -70% tohit debuff on a spawn and just under -100% on a single target before I consider Fluffy's contribution. That much debuffage covers a lot of sins.
Oh, the debuff works out:
Darkest Night - 29.3%
Fearsome Stare - 18.8%
Tentacles - 13.5%
Nightfall - 9.3%
Total AOE debuff - 70.9%
Single target sustainable debuff:
Twilight Grasp - 6.25%
Dark Blast - 9.38%
Gloom - 9.38%
Total single target debuff - 25%
Total debuff - 95.9% not counting Dark Servant
Just for giggles, adding Fluffy's numbers:
Aura, Chill of the Night - 45% debuff
Darkest Night, when he uses it - 22.5%
Twilight Grasp, when he uses it - 7.5%
Tentacles, again when he uses it - 7.5%
You're getting into serious debuffage here. I've slotted for the debuffs on both my powers and Fluffy, but even the base values are significant. -
Quote:By "two at a time", do you mean two foes, or two spawns? Because I was getting a least 4 or 5 foes in each ambush wave, with a sapper in each one, and almost no time between waves.
Now granted, Tanks don't kill super-fast, but still, they were coming so fast that I could only take down one or two in a wave before the next one arrived.Quote:In my experience based on 5-7 runs with settings 0/x1/yes/no, every ambush wave consisted of 2 foes (in random combination: 2 sappers, sapper and operation engineer, 2 operation engineers). In total it was 5 or 6 waves, sometimes 2 or more spawning in very quick succession.
After I faceplanted roughly 60 seconds in and had a chance to look around there had to be 20-30 Malta in the room with me including 2 Zeus Titans; they really were coming much faster than I could kill them off. I was also getting bosses while set to "no boss" in addition to the Zeus which could have been from voltron'ing Hercs.
I just took the death train out and dropped the mission. I can only imagine what it would have been with a team or with my normal settings of +2/8. The next times I've gotten the mission I just deleted that tip. Challenging is one thing, but something that broken on those dif settings is something else altogether. -
Quote:Likewise here, it forced me to relog just as I clicked on this very topic. It happens at least once or twice each day and as Finduilas mentioned it resets every topic to read.ironically, it happened to me as I was replying to this post to complain about it.
>:e
Very annoying; it's been going on for the last couple of weeks or so. -
Quote:Two reasons. First, I was a soft capped shield scrapper, and that character has zero difficulty in main tanking the ITF. Second, Frosty got killed inside of 10 seconds. Somehow his meatshield abilities weren't overly impressive.Why wouldn't you use Frostfire as a meatshield? He hits them pretty hard. I've done this mission multiple times on my bane without any problems. Well, YMMV.
I was surviving until one of the four sappers got lucky and drained me dry; after that I faceplanted within a few seconds. -
Quote:I just got this mish on my soft capped BS/Shield scrapper. Dif set to 0/1 and in about 30 seconds I had about 15 Malta on me, in 60 seconds I'd faceplanted thanks to FOUR sappers (that I SAW; there could well have been more) and I didn't even count how many other mobs. In fact, I saw at least two more ambush spawns charge in while I was face down before I used the base rez.Well then hopefully the devs are keeping track on which tip missions get abandoned. That way if they see this mission getting dropped more than all other tip missions combined, they'll do something about it.
This is a character who normally cruises through +2/8 missions of pretty much anything including the occasional Arachnos or Malta mission. After all, typically I only have to deal with, at most, one sapper per Malta spawn and my 45% def is more than up to the task. Four of them at once however and they're entirely too likely to get lucky and when the end bottomed out so did I almost instantly.
It's a broken mission where my best solo character has massive problems on a mission set to the base difficulty level. I wouldn't even consider trying this on my squishy characters, it would be completely pointless. -
Quote:It sounds like you've the right attitude for a tanker... that's far rarer than you'd think and the one thing that's almost impossible to teach. As long as you have the tanker mentality of holding aggro and pushing the pace everything else is just technique, and technique is much easier to learn.And mine. While I don't tank here, often, I usually play tanks in every other friggin' MMO I've played in the last ten years or so. None taken, in other words; I wouldn't have posted here unless I meant to garner some tips ;-)
-The tank I mentioned running previously, I did run from scratch through all the TFs as a team leader on, but I'll be the first to say I took every tip an experienced CoH tanker (who was taking one round as a scrapper) was willing to send my way.
In my experience, a tanker who is not humble enough to take advice or ask for it, is usually not a good tank! ;-)
All of us pick up new tricks on occasion, or new ways of using some of the old ones. Don't be afraid to experiment a little if things are going well; you'll find that a technique that works just fine against one set of mobs doesn't work against another.
If you run Praetoria you'll find that Ghouls are the IDEAL mobs to tank; they bum rush and stick in melee making aggro management a snap. A friendly controller and AOE blaster makes taking them out a snap as well. On the other hand mobs like PPD and Clocks tend to like to stay at range; moving around them will tend to bunch them up, as will the ever reliable run around the room and then out the door into a corridor. -
Quote:Well, Elec should be good early falling off to adequate in the late game unless you dedicate the effort to adding defenses to it's resists. On the other hand from what I know of Kinetic Melee I can't really recommend it for a tanker. Take that for what it's worth as my personal experience is with a 41 Kin/Shield scrapper on test... it was fairly underwhelming as a scrapper primary. Very long animations and pretty mediocre damage.Okay, note I'm usually more of a blaster type, but I do have one successful WP/SS tank that knocks around the server.
On my home server, we have a series of TFs/etc that occur every Monday, and I am one of the usual suspects for that series. Last night, we started a new round, and I noticed a lack of tankage. So, thinking about rolling a new Tank.
Anyone have opinions on a Ele/Kin Combat tank? -
Quote:I'd agree, it's a question of what you want to do with the tank. For farming large numbers of easy mobs you'll kill fastest with a Shield/Fire or possibly Shield/Elec. I haven't personally played an /Electric Melee character but I have a 45 Shield/Fire tanker that's almost at scrapper level in damage output.It'll do quite all right as a farmer, but it is certainly not the best out there.
Invuln is quite survivable, and Fire Melee is as good damage as you can get on a tank. (Fiery Melee is a good mix of ST and AoE damage. Yes, /Elec has more AoE damage, and any number of primaries can match or exceed its ST damage.)
But, your primary gives you no extra damage to make the farming go faster. A Shield/Fire or Fire/Fire will farm faster.
I'm probably the last person to say Invuln isn't a great all around tanker and it IS tougher than Shield. With that said if you want to farm then go with Shield; Against All Odds really does make a big difference and Shield Charge isn't anything to sneeze at. For damage output it'd be hard to beat Shield. The downside is that Shield takes awhile to come into it's own... early on it's pretty squishy.
If you want to stand up to absolutely anything the game can throw at you and laugh then Stone Armor is the best choice. Invuln is, in my opinion, probably #2 in durability behind Granite Armor and has all the tools to be a great aggro tanker... it's also much tougher in the low levels.
So to the OP what you need to ask yourself is what you really want to do with your tanker. Inv/Fire will be quite capable in all respects but there are better combos out there for some tasks. If you want a highly durable team tanker with nice damage output then it's a great choice. If you really want to farm large numbers of weak mobs frankly a Scrapper would be better. -
Quote:Well, it won't cost you a ton of inf but using my soft cap guide as a foundation will get you to a pretty nice level... 90% S/L resist, soft capped S/L/E/N defense and ~32% F/C defense as well along with roughly 25% positional to melee/range/AOE that'll apply to Psi.I've got a 50 Inv/SS tank I'd love to spec for maximum survivability, going first for smashing/lethal resists then getting as high a defense as possible. Sample mids' builds would be helpful. Price is no object, so add all the purples and pvp io's your heart desires! The only limitation is he's strictly heroic, so no Patron Powers please.
The bad news is that everything in my guide should be doable for ~200 million or less. When I wrote it the cost was under 50 million.
But heck, you can throw lots of uniques and other high ticket IO's into other places once you've maxed out the survivability so all is not lost in the quest for a multi-billion inf build. -
Fire/Dark corrupter, it's quite good solo and a team of them makes for a steamroller. Fire/Rad corrupter would also be a good choice.
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In general no, I don't find the Axe that useful. Here's my rationale:
- Sands is a cone AOE hitting up to 5 mobs (2-3 fairly reliably if you line it up)
- Sands has a much less resisted damage type.
- Sands deals more damage than the Axe.
- The foes that the Axe deals it's extra damage to, by and large, also have substantial tohit debuffs making it much less likely to hit. Against other foes it offers a widely resisted damage type.
- While the Axe has a considerably faster animation it's other drawbacks do not, in my opinion, make up for this.
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Well, I did notice that your video drivers are pretty old
Quote:I'd say there's a very good chance that's what your problem is. The Intel graphics seem to be problematic for a lot of players; from what I've heard updating to current drivers does tend to solve many of the woes though.Video Device Name: Mobile Intel(R) 965 Express Chipset Family
Manufacturer / Chip: Intel Corporation / Mobile Intel(R) 965 Express Chipset Family
Video Memory: 358 MB
Driver Version: 7.15.0010.1472
Driver Date: 7/10/2008 11:26:00 AM
Driver Language: English -
Quote:Hmm, interesting thought there. I'm not sure if it would be good, bad or indifferent but it's interesting. It WOULD tend to throw a fairly sizeable monkey wrench into power selection though so I'm not sure the Dev's would go for it. On the other hand, I wouldn't have expected Fitness to become inherent after all these years and all the requests for just that.Question:
If you don't want to slot a power at all, even its default slot, why did you take it? I can't imagine why you'd use a power in such a state or that you couldn't find one aspect worth enhancing.
I supposed possibly you took it because you "had" to, because it was a prerequisite for the power(s) you actually wanted.
In that case, I'd suggest again that the devs take the power prerequisites off all regular, Patron and Ancillary pools and allow players to take a power as long as they meet the level requirment. You'd still be limited to a set number of pools, of course; no dipping into both Energy and Pyre Mastery for example.
City Traveler would still allow vets the advantage to get their travels at level 6, but everyone else could then take their travel power at 14 without needing one of the powers in the pool.
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Quote:Yep, this is the case; I've found that it's generally easier to get beacon badges on a character who hasn't gotten the badges before since that way I get notification when I hit the badge.I may be remembering incorrectly, but if you've already gotten the exploration badges, when you go back around a second time while in SG mode, you won't hear the 'ding' or see a notification. Because you've already gotten them.
It just silently keeps track of the ones you've hit in SG mode, that is until you unlock the zone Beacon Badge.
Talos is particularly bad for this, there's one exploration badge in the northern part of the zone on a ship that doesn't have a visible badge marker, you kind of have to jump around the bridge area until you hit the magic spot. It's rather hard to get a second time when you don't get feedback that you're in the right place. -
For what it's worth back in issue 16 closed beta when Elec was first ported to tankers I rolled up an Elec/SS tanker that was level-bumped to 50. Bear in mind that the tank was slotted with SO's only.
For comparison I had an old, SO only version of CMA, my Inv/Stone on test. For both tankers I ran the same types of radio missions vs the same mobs on the same settings (+2/8 to simulate tanking for a typical 8 man team).
Here's the gist of what I found:
Against Carnies it was no contest, CMA was substantially more survivable. Groups that were no threat to the Invuln required lots of care with the Elec. Advantage: Invuln by a bunch.
Conversely against Malta it went the other way, if a Sapper managed to hide from my initial look through of a mob it was a minor irritation for the Elec/SS while the Inv/Stone could be taken out quickly via drain/toggle drop. Advantage: Elec again by a substantial margin.
Nemesis was an advantage to the Invuln since most of the attacks were S/L and Invuln caps at 90% (with Tough). Even so I wouldn't be too concerned with the Elec in this situation; it had no real difficulty. It's just that Invuln was better here. Advantage: Invuln, but Elec is perfectly adequate here.
Council weren't much threat to either tanker but the large numbers fed Invincibility to pump up the Invuln's defense dramatically. Invuln's better here but no worries with the Elec.
Circle of Thorns are a real mix of damage types; again Invuln had an overall advantage thanks to it's strong defenses but an Elec would have to be pretty careless or completely overwhelmed to have significant problems.
I didn't test against any other mobs so anything else would be strictly theoretical.
Overall I had the impression that Elec could really use another 10% S/L resistance to get it closer to the 90% cap; it's problems were all a case of far more attacks landing than on Invuln and most of those hitting for more damage. On straight SO enhancements in the end game Invuln is certainly a more durable tank all around.
Now, if you're throwing IO's into the mix then things will change... adding significant defense to Elec will boost it's performance by a huge amount and if you soft cap it vs S/L (I doubt it's practical to go for anything more) I could see it becoming a great tanker. On pure SO's though it's considerably below Invuln excepting a few mobs that play to it's strengths.
In the lower levels though an Electric tanker could well be a force to recon with; it gets good resistance to most damage types making it perform very well indeed in the <25 game. -
Like many players the choice of what to take is HIGHLY variable from character to character.
I do see Leadership being more attractive in a lot of builds but for others it'll allow me to include primary/secondary powers I had to drop to get room.
For example, my Inv/Stone tank, CMA, will probably pick up an extra APP (Char/Fire Blast/Fireball); I'm still debating about the other two although there's a half dozen powers I'd like to have. It's a balancing act of cost/benefit for each power and slot I have to distribute.
Some characters will be unaffected like my Archery/EM blaster who never took fitness in the first place; frankly endurance was never an issue with him.
On the other hand my Fire/Rad and Ill/Rad controllers will be going back to the drawing board; both are huge end hogs (206% recharge Ill/Rad burns end even faster than a Fire/Rad). I'd really like to toss in Leadership but both of them are on the ragged edge with endurance as it is.
This new change is certainly going to be a great boon to the players despite the few whiners I've seen around complaining about not getting more slots. I swear, some people would complain if you hung them with a new rope. -
Indeed, I generally stock my tray with half purples, a few orange and two medium/large greens. Apart from tanking LR in the STF I very rarely need ANY of them so it tends to last quite a while.
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Quote:I'd modify this a bit.If the Tank dies, it's the Healer's fault.
If the Healer dies, it's the Tanks fault.
If the DPS dies, IT'S THEIR OWN DAMN FAULT!
If the Tank dies, it's his own damn fault.
If the squishies die it's the tank's fault.
If someone runs off and dies away from the team then it's their own damn fault. -
Well, it sounds like a bad stick of RAM; I'd download Memtest86, (it should download a .iso to burn a bootable CD) create the disk and then boot your machine from that Memtest disk.
Let it run for several hours, it'll press, fold and bag your RAM and tell you if you have a bad stick. Just out of curiosity does everything run fine with EITHER stick?