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  1. Quote:
    Originally Posted by Yogi_Bare View Post
    It was, primarily, a counterpoint to the quote below and stayed well within the context that the topic was being steered towards; really shouldn't have been any confusion. That I even went into detail about it was mostly to get things back on track.
    That explains why Flurry shouldn't rival a Primary/Secondary attack, but why should it be better than Boxing? (Sorry if it is clear, but I'm still not getting it.)

    Considering changing Flurry's damage is something stated in your opening post, I'd consider us still on track.
  2. Quote:
    Originally Posted by Yogi_Bare View Post
    What does that have to do with anything?
    I think we're confused why you're able to say Flurry should be better than Boxing because you didn't explain. Better equals faster? More Damage? Less Animation Time? Then after that *why* should it be better? Boxing and Flurry are both single target, tier 1 attacks in a pool power set. What are you measuring it against that indicates one should be better than the other?


    Personally I'd love it if Flurry was a single target attack with a very fast one punch-like animation on the order of a .50-.75 second animation without a recharge time (akin to Teleport). That way the attack in the speed set could be its own attack chain. It's damage (low) and endurance cost (perhaps moderatly high in comparison) would have to be taken into account, but I know at least Brutes would find it useful.
  3. Quote:
    Originally Posted by MaestroMavius View Post
    An unknown percentage of the player base at the time didn't want PvP in 'their' playground and had to be assured they wouldn't have to participate.
    I believe this is a more accurate representation. I fell into the group that was excited to get into PvP.


    Quote:
    Originally Posted by MaestroMavius View Post
    Also why PvE and PvP rewards are kept seperate.
    You may want to look at in-game rewards again ;D


    Reiraku already explained this, but PvP was definitly 'on the table' when City of Heroes first came out. The developers had talked about it and had it in advertisements before release.
  4. Quote:
    Originally Posted by Ironblade View Post
    Really? I think the Astrals are pretty much useless. I'm SWIMMING in them, after buying everything available from the vendors in Ouroboros. Empyreans are another story, but those Astrals just pile up.
    Quote:
    Originally Posted by Ironblade View Post
    I have more inf than I know what to do with and the character with the stack of Astrals has 6 powers at Tier 4. So, yeah, the Astrals are pretty useless. I used some to buy an aura for a new toon but most of my toons don't use auras and I actually like the cape mission.
    So if you're not concerned about Astrals, inf, or iXP is the reward you are after during that phase purple drops?

    I am after Astrals because if the character I am on doesn't need them for Incarnate advancement, I can use them to get IOs like Luck of the Gambler +Recharges.

    Quote:
    Originally Posted by Electric-Knight View Post
    I don't see the BAF door strategy as needed or particularly useful... but it certainly is a different option... and that's a fun thing to learn of, if nothing else!
    When I started using this tactic on my Mind/Fire Dominator, the difference was night and day. I could either keep my door perma-slept ensuring no one escaped or do some damage to the lieutenants and defeat some of the minions. It seemed to me that I was doing more to ensure our victory by blocking the door.

    Quote:
    Originally Posted by Electric-Knight View Post
    Just remember that it is a team event! So, if enough people are against it... there ya go!
    Agreed, though Freedom is really the only server I have gotten any flack from using it. The people on Pinnacle have been very polite as usual.
  5. Quote:
    Originally Posted by Lemur Lad View Post
    I wasn't being literal. I was referring to the fact that other people are killing for drops and iXP while you're not, which slows the rest of the league down. It's not an equal contribution, and the "ease of getting the Atral" isn't enough to counteract it.
    I see what you mean now.


    Quote:
    Originally Posted by Lemur Lad View Post
    Unless people are completely pants, its always a success, and it has a fixed time limit. You're not saving time, you're not making it easier for anyone, you're just robbing the group of drops.
    Actually a previous day when I was with a league doing back to back to back Bafs, the league was failing that portion (Not completely, but we never kept 0 from getting out) back to back to back.

    But I understand where you are coming from, thanks for clarifying it.
  6. Quote:
    Originally Posted by Lemur Lad View Post
    At this stage, people are there mainly for iXP for alts and threads. Plugging 1 door just means they spawn elsewhere and someone is doing the work you should be doing.
    Then what happens if you do the same thing to all the doors? I was under the impression that the doors are not interconnected. Back when I used to do this with my Mind/Fire I kept tabs on which doors were spawning how many and it didn't appear to increase elsewhere.
  7. Just hoping to pick some brains. I have recently started Incarnating out my Gravity/Force Field Controller and there are a couple tactics that I use that I'm not sure if I should continue to do. What are your thoughts?

    1) Plugging Baf Spawn Points

    As most of you probably know, the spawn doors in the BAF trial can only have so many NPCs spawned at one time (16, iirc). My tactic for those doors is to try to keep the minions alive for as long as possible. Between Crushing Field, Repulsion Bomb, and Gravity Distortion Field it is easy to keep the minions all grouped up at the doors entrance and watch as nothing else walks out the door.

    At one point during a string of BAFs there were a few people who wouldn't stop killing my nicely controlled groups. I took that opportunity to explain in league chat why I was doing what I was doing and basically got two responses:
    • Don't complicate things, people don't listen anyway.
    • We'll get less drops and iXP.

    In my opinion, an easier time getting the Astral is more than worth the lost iXP and drops.

    2) Negating Crate and Container Mobs in the Lambda

    I've recently learned that the Weapon Crates and Containment Chambers in the Lambda are resistant to intangibility, but the Mobs around them aren't. When I run through them with a team I target the Crate/Container and use Dimension Shift effectively nullifying the threat around them.

    I've noticed that people aren't used to this strategy. Kinetics users are the worst as they attempt to target the Mobs for heals and buffs only to find nothing happening. This method seems to work very well for me (I can jump right in without having to wait for a meat shield) but it looks like it confuses others. I believe the 'less drops and iXP' also could also count here, but safety and quick destruction is more important in my opinion.


    What's your opinion?
  8. That's the same reason I love Rocky.
  9. Quote:
    Originally Posted by Dz131 View Post
    Grav is terrible outside of the pet.
    Really? I currently find Singy to be the least useful power in Gravity Control. He's a mobile Repel field that likes to dive into the group that I just got so neatly organized.
  10. Computer

    Kicked from LaM

    I am having this same problem. The first time I try entering the Lambda with a League I am kicked during the loading screen. Kicked in the sense that my loading bar stops (the same place each time) and I just sit there for probably a minute or two until the log-in screen shows up. No error boxes, no "lost connection to mapserver" pop-ups. Just the regular log-in screen. When I do log-in, I get the "This account is already logged in" message once.

    When I get back into the game and choose the "rejoin last instance" from the LFG I am able to load into the Lambda trial and everything from there on out works fine.

    While not completely prohibative...its dang annoying.
  11. I took my Ninjas/Time out for a spin the past couple days. He's running on all SOs and tier 2 Cardiac.

    Demons:
    +1/x4(With Boss) was a breeze.

    Council:
    +2/x8(No Boss) was no sweat.

    Devouring Earth:
    +1/x5(With Boss) was slightly harder.
    +2/x5(With Boss) was very annoying, but sustainable.


    In the end I really like the set myself. The endurance is manageable. If you spam everything you have every mob, your endurance will bid you farewell. I basically just used Distortion Field and Temporal Selection when they were recharged, and kept a steady supply of Temporal Mending going. I was able to get though the entire fight without going below half endurance. I went with Ice Epics so I also had Frozen Armor, Maneuvers, Tactics, Hover, and Time's Juncture going at the same time.

    On all but the Devouring Earth +2s I was able to breeze through mobs without losing any pets. Though if I was late with a Disruption Field, or if I was stunned and Time's Juncture was detoggled, or heaven forbid they both dropped, my pets were in trouble.

    With the Devouring Earth +2s I was able to take down groups, but I ended up with 1-2 pets after the group went down every time.


    Overall a very fun set to play! I just wish +recharge meant something to pets, and the Heal could be sped up a little for Temporal Mending (Not the ticks. The burst heal seems to come at the very end of the animation, but that might just be my imagination.).
  12. Quote:
    Originally Posted by Soul_System View Post
    The only issue i see with this is that i dunno if they can separate the immob from knockback protection. They might be built together.
    That shouldn't be a problem. Immobilize and Knockback protection are completely separate.


    As for the overall suggestion, if they can work a high level immobilize into the Stay function I'd considerate it adequate if they are working on actually fixing the commands shortly after (Then removing the immobilize).
  13. Quote:
    Originally Posted by Adeon Hawkwood View Post
    First does it increase their current hit points by the same amount? For example, if I use it on a Tanker who is currency at full health (1874 HP) his max hitpoints would increase to 2409 but will his current hit points also increase to 2409 or do they remain at 1874 until he regenerates the bonus 535 hit points or receives some other form of healing?
    The Tanker's Hitpoint ratio would stay the same. Meaning if he was at 100% HP (1874/1874) then when he is buffed with Frostwork his health will stay at 100% (2409/2409).

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    Secondly, assuming the answer to the first question is that his current hit points do increase if the power would take the character above the HP cap for their AT are their current hit points increased by the full effect of the power or by the same amount as their maximum hit points? For example, suppose I use the power on a wounded blaster who is currently sitting at 1000 current HP out of 1204 max HP. Now obviously his maximum HP will be raised to the cap for his AT (1606 HP) but what about his current HP? Is it raised by the full strength of the power (giving him 1535 current HP) or is it raised by the same amount as his maximum HP (giving him 1606 - 1204 + 1000 = 1402 current HPs)?
    How your senario would work is this:

    The blaster is sitting at 1000 out of 1204, or in other words 83% health.
    When you use Frostwork it buffs the Blaster's Hit Points by raising it to the cap, while maintaining the ratio. The Blaster is now sitting at 1333 out of 1606, or in other words 83% health.
  14. Quote:
    Originally Posted by ORACLE View Post
    ...defense of all shields given to teammates goes up by an appreciable ammount...
    Quote:
    Originally Posted by Local_Man View Post
    Power Boosted Ice Shields will help teammates who don't already have some defense, but won't provide much benefit to teammates who already have good defense.
    I'm pretty sure Powerboost doesn't affect Ice Shield buffs, that is a bug in Mids.

    Imo, Primal Forces isn't quite competative enough with the other Epics when talking about an Illusion/Cold. It has its place. I took it on my Plant/Empath, but that was because it affects Fortitude. It just doesn't bring that much to the table for this combo.
  15. *Drool*

    I'm going to LOVE my new Ninjas/Time Manipulation Mastermind.

    It doesn't look like I can get the Ninjas (perhaps the Jounin) to the Defense cap, however with that huge -Tohit debuff from Time's Juncture coupled with its massive radius means that won't matter for non AV fights.

    Some things I don't like:
    • Temporal Mending's Recharge
    • The +Recharge buffs which are partially (since they come with other side effects) wasted on Pets
    But overall it looks nice!

    Edit: Silly me, I forgot to say Thank you very much Aett_Thorn!!
  16. Quote:
    Originally Posted by Deathbeforedisco View Post
    You think anybody will ever have 48 Level 50's?
    Many many issues ago I heard of someone at Comicon that had 70+ level 50s. Personally I have 56 level 50s.

    Getting them all incarnated out? While certainly possible would be more a test of how long you can go before you get bored of farming.
  17. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    I think Computer was saying he's excited about largely unslotting an existing character, but I could be reading that wrong.
    You're right, thats what I meant. I just wrote slots instead of trays accidently. Oops :P

    Edit: Well trays wouldn't work in that context, but I can see how someone could misunderstand it.
  18. 20 more enhancement slots (in two trays) for a total of 30?!

    Thank you $deity!!!

    This alone excites me because it will allow me to respec some characters whom I decided to go in a whole different direction with.
  19. A few things:
    • If you are going to take Absorb Pain, I'd slot it. Personally I love the power.
    • Definitely don't slot Fortitude like that. It is a 'bread and butter' power and shouldn't be treated as a set mule.
    • I'd personally slot Psychic Wail differently.
    • Mind Over Body is very under slotted.
    • Stealth is very under slotted.
    • Stamina is under slotted.

    I think you are giving up a bit too much functionality (especially in Fortitude) in search of set bonuses.
  20. Quote:
    Originally Posted by Oathbound View Post
    The Presence pool power is also kind of Meh. The only real uses I can think of for it are Tankerminds or SoAs with very tanky builds. Very few others who don't get an agro aura actually WANT agro.
    Don't forget Scrappers without Taunt Auras. My Dual Blades/Fiery Aura Scrapper would kill for a Taunt aura...or she would if she could catch someone.
  21. There are currently 3 Pneumatic Pistons on the Market with over 1900 bidding. The last five prices are:

    1,001,111
    750,000
    750,000
    750,000
    300,000

    Sell them while they are hot!

    *Translation, I am currently crafting and need more, so start selling!*
  22. Quote:
    Originally Posted by DumpleBerry View Post
    If anything, there should be a "SORRY, YOUR LEAGUE IS NOT INTELLIGENT ENOUGH TO FINISH" warning. Then you can find a different league that can read and count.
    Hey, then it'll match the "You're too stupid to use a Hospital Door" pop-up.
  23. Quote:
    Originally Posted by Aurorae View Post
    Howdy folks. I'm finally into incarnate runs, and notice, even with my crafted enhancements, and rebirth slotted, my aura is STILL only 273 heal hp, max. Since this is all I've been doing lately, I would like to get the aura values higher, but have no idea how. Any suggestions/advice?
    The only thing that will help is more healing enhancement, either directly or through set bonuses, if you are specifically after bigger numbers for your Healing Aura. Posting your build will help people comment more directly about it.

    Though I can make some other general observations:
    • 273 is very respectable for Healing Aura. My multi-billion inf Empath heals for 293 with his Healing Aura, and while I have seen higher (311 I think is the highest I have seen during play), it makes very little difference.
    • Getting your Healing Aura up to high numbers is a good goal, however there are far greater accomplishments that your Empath could be making. For example, gaining recharge to keep your buffs (Which are typically well argued to be stronger/more important than heals) up more often can help much more.
    • If your Empath already has respectable recharge, I personally would look towards other goals (HitPoints, Defense, Damage) before worrying about Healing Aura.
  24. I came in a little after Beta, however after a bit of searching I was only able to find one source (seemingly from that time period) that talked about a couple Earth Control abilities having crushing as a damage type.

    Quote:
    Stone Prison(1) : Immobilizes a single target within an earthy formation. Deals some crushing damage over time as it Immobilizes the target.
    Quote:
    Stone Cages (2): (AoE) Immobilize a group of foes within earthly formations. Deals some crushing damage over time as it Immobilizes the targets.
  25. Computer

    ill/rad question

    Quote:
    Originally Posted by PreyingGermantis View Post
    Do most ill/rads build for recharge or defense or something else?
    I tend to make builds on what I want rather than what everyone builds for, but let me ask you this:

    If you build for enough recharge so that you have three invulnerable Tanks working for you at all times, do you really need defense?

    Recharge just makes everything better on an Illusion/Radiation, however I would say build for some defense (Ranged or S/L) if it doesn't come at the cost of your recharge. It will come in handy for the times where your pets will be limited by their AI or cast time.