Chyll

Legend
  • Posts

    2009
  • Joined

  1. Quote:
    Originally Posted by Marcian Tobay View Post
    *Looks at subject line*
    That locks it. I'm staying off of every section of the City of Heroes boards save for Comic Culture until the large goblet of wine that is Going Rogue is bone dry.
    This is getting out of hand.
    Yeah, that spoiler warning did not do any good, what with the spoiled item being in the title.

    Anyway, for the OP, not that it helps you after the fact, but one solution was to stand back and let Washington act alone - maybe buffing.

    Or, maybe she resisted peaceful arrest...

    As for your concern, it seemed pretty clear that Cleo is in the full Warden mode and willing to take all manner of heinous actions to meet her goals. (Think Golden Girl, only in the game. ) If your programming allows for scale balancing... you cover a lot of ground stopping a terrorist like that.

    As you probably know, there are some other Responsibility decisions to make. It will have to come down to 'greater good' or 'Cole's solution may not be ideal, but its better than...'

    Or, perhaps, even if you've gained sentience there may still be a loyalty subroutine over-riding any logic routines...?
  2. Great post. TY, was contemplating how to craft a character description in Resistance-speak. This will help immensely.



    Badger also for policeman (in addition to blueberry), from the arc I ran last night.
  3. Yes.

    I've had it most noticably and consistently on the enhancement screen.

    It is (seemingly) random at other times.

    No crashes, and no similar effect in any other programs.
  4. Had good success as a /regen in test.

    I plan to repeat the experience live.
  5. I love grav currently.
    Really nothing I think is desperately in need of adjustment.

    Maybe some -kb in the aoe immob...
  6. Quote:
    Originally Posted by Tabrok View Post
    I finally get the recipe I need, and now there aren't any circuit boards to be had anywhere!! AAARRRRRGGGGHHHHHH!!

    Any suggestions for which type of baddies drop them?
    Or, in a pinch, go find a 4 or 5 star arc in AE to try some fun new content. Then go do random rolls for common tech salvage with the tickets. You'll have more than you can use pretty quickly.

    And just to clarify, the markets are all cross server, so Virtue, Justice, Protector, it doesn't matter. The supply is the same.

    (And just around the corner red/blue won't either! yay!)
  7. Excellent, excellent guide.
    +rep

    Just a couple of comments to toss out:

    Quote:
    Originally Posted by abnormal_joe View Post
    Dark Melee. This set is smashing, negative damage. High points are tons of utility, damage buffing, and a nice little heal. Low points include a lack of attacks overall and a particular lack of aoe. I've run this set to 50 three times as a tank, scrapper, and brute. When you have a primary with a hole to fill this will often be the first set that comes to mind. I also enjoyed this set when I was fighting low numbers of tough foes like Bosses,EBs, and AVs. When fighting large spawns of minions and lts I felt the lack of aoe.
    I paired ElA/DM/Pyre, and it remains my favorite of my tanks. The AoE situation gets balanced with the Primary and APP, and with my slotting I have peeled aggro off an Ice/. Endurance and health I hardly have to watch.

    Quote:
    Originally Posted by abnormal_joe View Post
    Dual Blades. This is a lethal dmg set. It is also the only set in the game so far to make use of a combo system. The weapons and animations look awesome, there is some interesting potential in the combos. The only real drawback I noticed was adjusting your timing to make the combos work. I found it difficult to keep an eye on combo while managing the team's aggro. My experience was less than pleasant with this set, not because its is a bad set, but because I paired it poorly. Dark armor's heal does not play nicely with some of dual blade's animation times. I will probably play it again though. The combos can be very effective, and Blinding Feint can be stacked to produce some serious damage on a tank.
    true enough on the DB/DA being a bit of an oddball. Was fun to level in the end though.


    Quote:
    Originally Posted by abnormal_joe View Post
    3c.Steamrolling. Teams with very high dps and/or lots of buffs can wipe out spawns in just a few seconds. The spawns this kind of team fights can do the same thing to a teamate who gets aggro before you can. Your priority on a team like this is getting into the spawn one or two seconds ahead of your team and eating the alpha. If you play on these kind of teams a lot you need to make sure you have good mobility. Generally I target a foe in the front of the spawn and taunt as I jump over his head trying to land in the back 2/3 of the spawn. I follow this up with a aoe. This means that the spawn is not only bunched tighter for my team, they are turned AWAY from my teammates. This keeps the aoes and cones aimed away from the squishies. You will also need to leave the fight early. As soon as everything is dead or dying you need to be on your way to the next spawn not watching them melt away(freaks being a large potential exception).
    This playstyle is by far my favorite. I love getting the rhythm of the team and timing when to leave the current fight to go initiate the next - the rush of taking the full alpha, seeing the team arrive to lay down the beating, watching the aggro as the aoe threatens to steal some, judging that things are past the hump, and leaping out to the next spawn without a word... confidence, fun, speed. Great fun.

    Really freaks and wows players that haven't gotten behind a tank that plays that way the first time, too.

    Quote:
    Originally Posted by abnormal_joe View Post
    5c.To taunt or not. .... If its a question by all means try it both ways and decide for yourself.
    Hear! Hear!
  8. Quote:
    Originally Posted by EricHough View Post
    When power siphon is active, each successfull hit with a KM attack will give you a 31.25% damage buff that lasts for 10 seconds (these are scrapper values). You can stack a max of 5 of these, so after 5 attacks you will max out at a 156.13% damage buff. I have successfully hit the cap with a L11 character who just has the first 3 attacks - the real barrier to hitting the cap is the killing your current target and having to run to the next one :-).

    So, your peak damage bonus will actually be 50% higher than build up, although without a lot of opponents around you will probably not get more than 1-2 attacks in at this value. The buffs do not go away when the power siphon effect 'ends', lasting for their entire 10 second duration, which means the actual duration of power siphon is somewhere between 20-30 seconds, until all the buffs fade.

    Note that power siphon itself gives you a 7.5% to hit buff that does not require you to actually hit - while that is more in line with follow up than build up it is basically free, where follow up requires you to hit to get its to hit buff. I kind of consider power siphon to be a weird 3 way cross between follow up, build up and brute fury. One thing I know for certain - it does NOT play like either build up or follow up, using it successfully will require different tactics. I haven't completely figured them out myself but I think all the complaints about how it is so 'puny' compared to build up are from folks that expect it to behave the same way. They fire it off, hit thier biggest attack and basically get no benefit.
    Nice summary.

    And I agree with the 'weird 3 way cross' sentiment. It is a truly unique power.

    It took me a couple of levels to feel even half-way comfortable that I was getting good benefit from it. That is, my entire style of managing fights had to shift. I can't quite put it into words beyond the often repeated 'brute mini-game' - I felt noticably more like I do playing brutes while PS was up and that adjusted the pace and action in spurts - "get 'em! get 'em, now!", and then moderate back down afterwards.

    I anticipate a lot of build trying to get PS perma, or as close as possible. I predict this is going to be a popular scrapper set.

    (It is really nice to be in the teens, PS running, plus the occasional crit,... and essentially one shot your way through a spawn with DOs.)
  9. Quote:
    Originally Posted by OneWhoBinds View Post
    KM will have a variety of Knockdown, Knockback, and stun effects. From playing it... the effects are only semi-reliable. I think a War Mace Brute will still have an edge in additional mitigation.

    Still, it should be enough to help out early on, when no characters defense is really all that secure.

    The trick is, this isn't any better for Brutes than it is for other melee ATs. So yeah, Brutes will still have an edge of Scrappers in being able to last a little longer when fecal matter hits the rotary device. But KM will still perform a bit better on a Scrapper, than on a Brute.
    Yes, agreed, not least because that style of mitigation (KD, KB, stun), while beneficial to living will also show up in limiting Fury. That tradeoff is likely to give scrappers an edge.

    That said, I can easily see creating a KM on all three melee ATs, though. It is fun.

    edit: four melee ATs. I forgot stalkers. oops.
  10. Quote:
    Originally Posted by MunkiLord View Post
    I'll make another request to see some of the numbers. I would go to the beta forums to check out the feedback thread, but honestly sifting through 1000+ posts in one thread is a bit much.
    Or if someone could give me a page number to start with in that huge thread that would be a big help.
    Page number probably wouldn't help as everyone's settings are likely different. I blew a chunk of my lunch hour hunting for it. Actually an amusing thread to wade through, what with the (over 1100 posts) sound effects arguments, the debates about how Power Siphon works, and people brave enough to tell Arcanaville she was wrong about the maths.

    Anyway, the only thing I could find that was a consolidated set of values is outdated to current build (as far as I can tell). The last string of posts listing details on individual powers starts at post #956 if you have access to the thread.

    New Power Set: Kinetic Melee - Feedback in the feedback section
  11. Quote:
    Originally Posted by Dr_Unholy View Post
    It feels fine. It has a gimmick called Power Siphon that turns a scrapper into a mini-brute, a crit on the tier nine automatically recharges this power, meaning that to play KM to its full extent you need leverage PS and change your playstyle a bit.

    If you are willing to do that KM is fantastically fun.
    yep, the mini-brute game is fun. "Gimmick" has negative connotations for me. I like Power Siphon - adds a new mechanic and will let KM players actually get to feel a different play style. (Similar to what Elec Control is going to do mezzers. I like this recent trend in new powers actually having new elements. )

    I found it to work nicely with /regen in particular with the low level alt testing I did. I did not test /SD, but think they would work well together - KM is ST heavy so the aura can stay saturated and it may be fun to pump PS and then hit shield charge.

    Noise (and I don't mean that rudely, I just didn't feel the same and couldn't understand it) on the test boards had people saying it 'felt' slow and there were many that do not like the sound effects. Number crunchers put forth some pretty convincing evidence that the set actually performs quickly - the lower tier in particular (too lazy to go hunt for them, sorry). The sounds are what they are. *shrug* both those discussions got ridiculous and I quit reading them.

    visually, I like it: new style, flashy. pair that with finding new wrinkles for how powers work and play... and I am in firmly in the camp of looking forward to more new powers versus repurposing old to other ATs.
  12. Quote:
    Originally Posted by Starsman View Post
    Due to Brute incompatibility, Tankers are now the worse support AT and the worse DPS AT with only survivability as a selling point.
    You win the chipper and encouraging post of the day award.


    [I had a long snarky rebuttal, but...meh. I'll keep playing having fun with my tanks all the same.]
  13. Quote:
    Originally Posted by StrykerX View Post
    Short answer: it's the Dual Pistols of Brutes. It's pretty, flashy, and under-performing. The long animation times make it a pain to build Fury
    There was extensive debate in test forums that I thought pretty clearly debunked the idea that the animation times were keeping the set slow. I am not going to take the time to look it up, but I remember firm data showing that the lower tier attacks in particular were down right quick.

    Quote:
    Originally Posted by StrykerX View Post
    and the fact that it relies on a Siphon Power style damage buff power to make up for mediocre DPS really hurts on a Brute since they get less out of damage buffs than other ATs due to low base damage. But it is really cool looking...
    Most of my testing was on a scrapper, and I started to fall in love with the dmg buff. I used it like a mini-brute game to see what I could get out of it. My test brute never got the power (I was distracted by shiny elec control on a dom) so I cannot speak to this point.

    Quote:
    Originally Posted by StrykerX View Post
    But it is really cool looking...
    Yep, a pretty and fun set.

    Quote:
    Originally Posted by StrykerX View Post
    I'd recommend a Scrapper or Tank instead... Scrappers can make much better use of the damage buff and Tanks don't care as much about how hard they hit.
    I have a couple of tankers that would disagree with that sentiment.

    Quote:
    Originally Posted by Doctor_Bob View Post
    so what secondary is going to be nice working with this new set?
    As I noted, I played as a scrapper mostly and it did very well with /Regen.
    For Brutes, I was toying with the idea that /Shield or /Will as its ST focus will let auras on those get saturated.
    I also toyed with some /Energy thoughts, mostly due to visual appeal of combining the two sets.
  14. Quote:
    Originally Posted by SimonSayz View Post
    Dominators generally do not make good sappers. Usually by the time you get them to the point where they won't attack because they have no endurance, they are dead/held forever.
    that wasn't my testing experience at all
  15. Quote:
    Originally Posted by Shred_Monkey View Post
    Tanks do nothing but keep squishies alive.
    Squishies do nothing but keep squishies alive.
    Scrappers kill everything and keep the pace moving.
    Blasters clean up the leftovers if there are any.
    I know these are the scrapper boards, and "I luvz me some scrapperz" but... um....

    Gonna assume you tongue was at least somewhat in your cheek.

    edit: and oh, OP, welcome to the fun that scrapping is
  16. I need to go watch these when I'm not at work to see what you all have pointed out (don't know all the referenced films).

    I always liked the shootout at the house from "'Four Brothers", not for over the top action but just intensely gripping and emotional.

    edit: added the link (someone added music and took out the sound so its a bit *****, but I couldn't find another version after a quickhunt)
  17. Chyll

    Mitigation

    Quote:
    Originally Posted by Drane View Post
    I just rolled a Dark/Fire Tank and I'm loving it! (lvl 20) But it seems to be lacking in mitigation. I love the AoE of fire but it seems I cant rely on my (great) heal alone. I don't think fire can kill everything fast enough to keep me alive if not enough enemies are around for my heal. I may be wrong but I would like to keep some DMG from coming in. I was thinking stone has a little AoE and mitigation but heavy on endurance. Could someome please help me with a secondary with AoE and mitigation? TYVM in advance!
    A lot of Dark/ mitigation comes later - fear and stun auras in particular.
  18. Quote:
    Originally Posted by Slope View Post
    Currently, we only drink coffee and tea.I think there should more to offer more choices of drinks.
    /e drinkbottle
    /e drinkcan
    Those are the two most important ones i can think of.
    Yeah, I could easily see some variation of these being implemented.


    Quote:
    Originally Posted by BBQ_Pork View Post
    Not me.

    /em drinkfrombowl
    Fun idea and a neat extension of the growl emote...
  19. Yep, I generally know where the spawn points are, common glowie locations, and I can often recognize a map layout after a room or two.

    Any variety in these patterns would be welcome.
  20. Quote:
    Originally Posted by BBQ_Pork View Post
    DINGDINGDING!!! We have a winner!

    I predict chaos. Or hilarity, depending on your point of view.

    but, but,... its so cool.
    Nothing that cool can be wrong.
  21. Quote:
    Originally Posted by Schismatrix View Post
    Really, the way the OP was presented seemed a bit petulant, but that may be a misreading on my part. Still, i'm pretty sure the overall Veruca Salt-ish impression i got from it wasn't totally my imagination.
    Nope, I got the same impression.

    In fact my first reaction (albeit likely unfair) was Champions player trying to hint how much better their favorite game is.
  22. fire/earth dom

    or really an earth/ dom or troller - with customization it is easy to make it lava-like
  23. Quote:
    Originally Posted by Train_Wreck View Post
    Yeah, I have the mutant pack, but that toon was made on Freedom.

    -TW
    Right, I was just saying that during the Mutant Pack Beta this was a known bug. If I go back and check my notes I could probably take a stab at the steps you took right before it popped up. Fiddle (technical term for perform x-y-z) with the gloves, three monstrous options appear, select, and right hand vanishes.

    Sadly, I thought it had been fixed.

    But I've been wrong before, and I'll be wrong again.