Carnifax_NA

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  1. Quote:
    Originally Posted by Panzerwaffen View Post
    I'd add a magic flying pony that flies around pooping purple recipes, rare salvage & rainbow gumdrops on all the poor casual players...
    Fixed!

    It's only worth doing if BaBs can do a pooping animation for it.
  2. Quote:
    Originally Posted by DOLLAR View Post
    All,

    I wanted to share this with anyone who dislikes searching for anything for your PC:


    http://ninite.com/
    Yes indeed, amazingly useful site / utility altogether.

    Last time I reformatted by laptop it took only a few minutes to get Ninite to start downloading and setting up basically most of what I wanted on it.

    All I needed to do then was recopy CoH back onto the new machine and set Steam and Impulse going to reset-up my games and I was done.
  3. Quote:
    Originally Posted by Quinch View Post
    People colored orange are of the opposite alignment to you. It's simple enough to tell from there.
    I wouldn't call it simple particularly. The various colours and lack of any inscreen index or rollover hint on them is a bit bewildering.

    The colours system really wasn't done well.
  4. Quote:
    Originally Posted by Oedipus_Tex View Post
    Willpower as a Tanker or Brute powerset is really silly if played as if it is actually Willpower.
    Rocky disagrees with you!

    "AAAAADRIAN!!"

    See? I think that means "I disagree with your point of view and have often used my superior willpower to overcome powerful enemies even when it looked like I was down and out"
  5. Quote:
    Originally Posted by Samuel_Tow View Post
    1. This means that your final power pick which ought to be your best... Really isn't, because you're forced to deliberately put off a crappy power choice for last because of how the system is designed. Rather an anti-climax if you ask me. My game starts "ending" from around 47 or 48.

    I much prefer getting my "Best" power early on rather than waiting. Given how this game is orientated towards encouraging alts your approach doesn't gel with the design of the game as a whole. I like getting my awesome powers by 38 at the latest and then having some fun augmental powers to peruse in the 40s. Having to wait until 47 or 49 for a game changing power would frankly suck.


    On the plus side The incarnate System seems to be designed to appeal to people on the other side of the fence where the game doesn't "End" until 47 or 49.
  6. Quote:
    Originally Posted by The_Coming_Storm View Post
    I was being constructive... The best way to learn is to critically examine the powers for yourself.
    It really isn't. The power descriptions are vague at best and real numbers doesn't convey how well powers work or combine either solo or in a team situation.

    The best way is to ask others about their experiences, filter out the white noise and use the rest as a basis for planning your character.

    Personally I think it works for both fairly well. For a Domi it kinda works a bit like Ice Control in that you take a few seconds to lock everything down and need to get in close to benefit from all your methods of control. Learning to do things like opening with your chief Placable from cover helps a lot, letting it grab a hold of your enemies before getting in and launching your Assault.

    For Domis Earth, Elec, Ice and Psi Assault blend well with it as they can work well in melee. For Controllers it's a bit more open. The main issue is any secondary with powers which do DoT intefering with your pulsing Sleep Patch (Freezing Rain, Acid Arrow and Sleet as examples).
  7. Quote:
    Originally Posted by beyeajus View Post
    Ahh, I like the sounds of all that Thank Carnifax!

    OH, what about Call of the Sandman:chance to heal self in Poison Gas Arrow? I'm only taking PGA for the -DMG factor, cause I usually shy away from sleep moves. But if I can use it as a potenial heal, that would be sweet.
    I've tried this. It sounds better on paper than it actually is, mainly because you can't rely on it, it's underwhelming in terms of how often and how much it heals and you tend to be laying down PGA early in an attack chain when your HP is high anyway.
  8. Hasten, to get all those lovely AOE mezzes recharged.
  9. Quote:
    Originally Posted by Samuel_Tow View Post
    So much for Inventions not being required, I suppose. They aren't, except when they are.
    They are if you want to have your cake and eat it for this case.

    Of course there's nothing wrong with just slotting it with 1 Acc and 3 Damage if you want baseline effectiveness (or stealing some of the level 50 slots as well and taking something like Assault as your Level 49 power).
  10. Quote:
    Originally Posted by MentalMaden View Post
    I just look at confuse as another form of control that will make at least one (or more) of the enemy not attack me. And while you are much more survivable after PA, that doesn't mean deceive doesn't have it's uses. Confusing buffing or debuffing enemies to give YOU their buffs or debuff their friends is a very nice tactic that can really shift the tide of a battle, or produce some good comedy i.e. enemies with hurricane or earthquake or those that spawn pets that turn and attack their maker.
    Confusing any enemy with an AOE control or debuff is always gold.

    Carnifax, my Illusion/Stormie, especially likes doing so to Illusionists since the first thing they do is Flash their friends

    (Oh my!)
  11. Quote:
    Originally Posted by ClawsandEffect View Post
    Everyone else answered the first couple questions pretty well. I'm addressing the one they were fuzzy on: Domination.

    * Domination does not actually double the mag of a mez, or increase the duration. What it does is apply an identical copy of the mez, in most cases for a slightly shorter duration.

    It has the net effect of doubling the magnitude, but it technically isn't. If it doubled the magnitude, you would see it affecting bosses for the full enhanced duration of the power. But since bosses have mez protection, they will only remain mezzed for the shorter duration of the mez copy Domination applies. When the copy wears off, the boss's mez protection nullifies the remaining duration of the original mez.

    Hope that wasn't too confusing. I figuired I'd explain why Domination fueled mezzes don't last as long when you apply them to bosses while I was at it.

    Highlighted bit is wrong, the Domination Mez is typically 50% longer than the original one, not shorter.*


    So bosses will tend to stay mezzed for the normal duration of the mez, lieuts and minions will stay mezzed for around 50% longer.
  12. 1) Should hit everyone in the area effected. And since it's a "targetted placeable" it should do so every 10 seconds.

    2) A one-off shot at proccing on everyone affected.

    3) I think it's worth it, you tend to use Acid Arrow whenever available and it's quick to recharge. Plus it doesn't need that many other slots particularly.

    4) Not in my opinion, the slow recharge and the fact you want to max out Damage and Recharge on it make it less appealing than in Acid in my opinion. However if you max out Damage and Recharge via Frankenslotting and have room for it then go for it. The wide area and fact you are about to do a lot of damage by flaming it could make it worthwhile for you.
  13. Quote:
    Originally Posted by Samuel_Tow View Post
    I challenge you to look at Long Range Missile Rocket (sic), which is a power that requires accuracy, damage slotting and a not insignificant amount of endurance slotting, plus a power which really benefits from recharge reduction. It's a T3 pick in Munitions Mastery, which means you are physically incapable of taking it before level 47, and if you do take it at level 47 and six-slot it, then that means your level 49 power will be physically incapable of receiving more than a single extra slot.

    I've always maintained that we need to get a few more slots at level 50. Even if it's by a couple. Just something to make level 50 stand out a little more than just another enhancement level.
    Frankenslot with 3 Acc/Dam/End IOs (giving a total of about 55% to all 3) and a Damage IO (to bump damage up to 95%ish). Or 2 Acc/Dam/End and 2 Damage/Recharge if you prefer (or a mix between them).

    I've very rarely wished for more slots, but I frankenslot everything and every character. Even my Warshade was pretty content with the number they had in the end.
  14. Quote:
    Originally Posted by SwellGuy View Post
    I think Pong is 40.
    Pong doesn't have a face though (or an enormous marketing campaign trumpeting the fact that today is its birthday, and incidentally did you know there's a new one out?)
  15. Craftable Temp Powers. Especially in the 1-20 range. The +recovery and the heal can be lifesavers to a lowbie and are attainable, especially if you use Gleemail to send the lowbie a starting package.
  16. Quote:
    Originally Posted by james_joyce View Post
    It's very true that Eclipse is a free and pretty good IDE. I'd mark that as another point for Java. It might also be a good language to learn OO principles with. It's what I learned with in college, at least.

    The downsides of Java, at least a few years ago when I was using it, are that 1) You often get caught in XML hell - every configuration file seems to be in complex XML and it makes my brain hurt. I never encountered fluent interfaces or convention over config until C#/Ruby. 2) I really dislike their fat client library Swing for semantic and design reasons. You can always tell when something is Swing - it just looks off. Maybe this has changed since I used it (which was a while ago). 3) I also don't think they have a good MVC web app framework, though I could be wrong. I really dislike JSP after using it for a while.

    I will say, I think the Java community does a better job encouraging good practices than the MS community. For instance, in .NET there's a movement called "Alt.NET" which is basically people who want to do .NET using good OO principles and design. In Java, that's just the mainstream community.

    The other minor thing I like about Java is the syntax around inheritance. They actually use keywords instead of symbols, "extends" and "implements" rather than a colon. I always prefer semantic keywords to symbols.

    That's actually why I hate PERL so much.
    Agree with all of this. Java is handy enough to learn and flexible as well as (mostly) adhering to good programming practices and encouraging OO programming.

    However it's problem is is tries to be "best at everything" and therefore fails sometimes and can be bloated. Eclipse is a great tool though, using it right now.

    Java with Tomcat and Servlets might be a good place to start, with some JSP as you already have done PHP. JSP can be the devil and really annoying if overused but it will give you a good starting point since you can use your php experience in understanding it.
  17. Quote:
    Originally Posted by PhroX View Post
    Emps have Recovery Aura. Any Widow who doesn't need more end recovery is one so IOed out that anything seems lame

    Two nights ago my just-respecced Widow and a Empath teamed up in the RWZ. She was a hideous killing machine. AB + Fortitude + the two Auras meant my recharge was ridiculous, my Defense immense, I couldn't run out of End if I tried and any 1-in-20 hit which did get through regenerated insanely fast.



    Ironically half the reason I was in the RWZ was to try and gauge her new melee-only build and End consumption. The Empath made that impossible (but in a good way).
  18. Quote:
    Originally Posted by McCharraigin View Post
    Only way I can think of that happening is in the RWZ AE building. Hard to get there for the SoA..I think it is hard....only went there once with a level 5 (I think) brute to team my with hubby's defender and I don't quite remember how difficult it was....I do recall cussin' once

    Lisa.
    Yep, that and the Halloween / Xmas events are the only two ways I can think of the two to ever be able to team together at those levels

    But I assume Je Saist has some magical way for it to be an everyday occurrence given the tone of his post (or it's just a terribad example which makes no sense, which is what I'm leaning towards).
  19. Quote:
    Originally Posted by Nethergoat View Post
    I feel your pain- I had to put a piece of masking tape over the glowing blue power button on my tower.

    =(
    My 3 year old is a child of the new decade. She can't figure out why pressing the screen of my laptop doesn't work for opening things.

    If I'm playing with her around then basically I have to go to the Tailor and dress my toon in a lovely dress and shoes. Which actually worked out well as I had a ready made outfit ready for my newest Praetorian, Retro Chic in the form of a 60s inspired black and white dress.

    She loves Dr Who as well, in ridiculous amounts. She saw a tall auburn-haired girl getting off the bus a month or two ago and was like "Look daddy, there's Amy".
  20. Quote:
    Originally Posted by Candlestick View Post
    Chain Fences takes AoE sets, not ranged, so no Tempest. I recommend slotting Chain Fences with endurance sets, since the main purpose of Chain Fences is to make sapping much, much easier.
    Aaaw

    Yep, in that case I'd max out End Mod (and stick a proc or two in as well since I'm a sucker for them).
  21. Quote:
    Originally Posted by je_saist View Post
    ... looks like I am going to have to spell this one out.

    A defender's Speed Boost can be gotten at level 12. If exempted down to level 8, they would still have this buff power.

    An Arachnos, as mentioned in the first post, can get both the maneuvers sets by level 8.

    An Arachnos can't run both sets at level 8 because of the end-drain.

    However, with Stamina inherent, an Arachnos could run both powers by level 8.

    However, the players could get the same effect, that extra endurance, by simply exempting down a Kinetics Defender.

    The logic and tie-in reasoning here is very very very very simple: Players can get similar effects by teaming.
    Can you please explain how a level 12 Defender and a level 8 SoA are supposed to team with each other?

    Make sure you think about it first (for once).

    For me the changes will probably mean my Fort/Widow will be better at helping prevent a cascading wipe by taking Vengeance. My Fort has plenty of Endurance typically so more toggles in the form of Assault and Maneuvers are a given, but they'll actually be of more benefit to squishies rather than other SoAs since other SoAs are generally at the cap anyway.

    My Widow will probably go with Aid Other/Self instead since I use her more solo, along with Assault.
  22. Quote:
    Originally Posted by Local_Man View Post
    This change will allow people to take situational powers that they might otherwise skip. You missed a few:

    Recall Friend, possibly Teleport Foe. Stimulant, Aid Other, Aid Self, Resusitate.

    Then there are a lot of one-slot powers from powersets, some of which can be situationally useful with only one slot but would be better with more. Bonfire. Group Invisibility. Mutation and just about all other Rez powers that people generally skip. Permafrost and Tempature Protection. One with the Shield. Lots more.
    * Bonfire is a very good example. Pretty meh, except for that odd time you get totally swarmed by an ambush while still fighting another spawn, now it's a useful panic button. Other panic buttons like AOE Sleeps are much more tempting now as well. Stick an Accuracy in there and if the situation arises you've a tool reserved to at least give your team breathing space.

    Things like Fallout with just an Accuracy in there (in combination with Mutation). If I still had access to my Fire/Rad I'd be all over that combo once i19 hits.

    SoAs Vengence is another, always had better options to take and could never see myself squeezing it in before level 49. Now it'll easily fit before that.

    Temperature protection for Fire Armour is another. Yes it's not the best, but it needs no slots and gives you -Recharge protection. Normally I'd never take it but as a throw-away power with no additional End costs which gives some protection against one of your holes (-recharge is evil to Fire Armour as it kills off Healing Flames) it's probably worth getting and then forgetting about.
  23. Quote:
    Originally Posted by Clave_Dark_5 View Post
    It's probably a waste of a slot, but I've had fun with the Energy Manipulator: chance to stun proc slotted in mine. Very cheap and easily obtained at even the lowest of levels.
    That's pretty nice, basically gives your AOE immob a chance to "Crit-stun".

    Can you slot ranged sets in there too for the "Tempest : Chance for End Drain" proc? That'd be well worthwhile both in it and in Jolting Chains IMO and should be cheap as chips, especially ones under level 25 (since the salvage requirements are cheaper).

    The chain powers have lots of scope for offensive PROCing.
  24. Yay, but maybe after i19 when Stamina becomes an inherent.

    Currently my biggest issue with it was the quick animation / lowish damage powers meaning you eat through the Blue Bar very quickly.

    I was level 11 or so when I gave up and switched to a combo with better damage (Elec/Thorns, which does do more damage but there's a lack of synergy between the DoT and the Sleep patch)
  25. It's a nice idea, but my Warshade doesn't particularly want his teammates knocking those yummy corpses all over the place.

    Neither does my Plant controller who wants to feed them to his Carrion Creepers.