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Posts
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Joined
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Smoke and Flash Arrow have always been auto hit Smoke Grenade wasn't. But now all these similar powers are auto hit.
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Nope. I don't know about smoke for fire control, but Flash Arrow "used" to have a to-hit check as well. I think it was changed to an auto-hit in I7 though, or a patch soon thereafter.
Does this mean that Smoke Grenade is auto-hit in pvp as well? I know that Flash Arrow "is not" auto-hit in pvp, I'm wondering if the same is true for SG. Maybe it's just a PvE change? -
Actually, Claws are a threat to:
--Nimrods
--n00bs
--and uhm....that's about it.
Claws has always been pretty weak in pvp, and even pvp oriented squishies with half a brain shouldn't really fear them.
The blunt truth.
Claws guys, don't take it too hard, you all still do great in pve.. -
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Unbelievably, Impale is 80' range.
Disclaimer: No, that does not imply an impending range reduction for impale or increase for Focus.
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He does still read the forums!!!
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Man....your damage and control must of been simply SICK.
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/Signed.
In light of all the changes and the introduction of ELA, I honestly think the dev's need to look back into fixing FA. It's a "decent" set, but boy does it's ability to absorbe damage in pve pale in comparison to other sets
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Yeah its amazing, our 4th tier PP has a 15 minute recharge! Thats basically the WORST recharge than any pet in the game. That means in a 10 min. Arena match, you'll be able to summon the pet twice. And thats only if you have 3 recharge in it.
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Actually isn't 15 minute recharge the longest recharge of any power in the entire game?
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Ha, very very possibly.
That dang pet had BETTER be one helluva tool, that's all I can say....... -
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Oddly I'm blown away by how fast I can peg the bar on my dominator. Meaning I can peg the bar. I have never pegged the bar on my brute. I have been toying with jumping into a mob, and having a bunch of greens just to see if I can, but I'm needing the infamy right now.
Yes I'm that cheap
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Brute "Fury" Bars are actually quite different from Dominator "Domination" bars...so that's not a very good comparison or annalysis.. -
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With Enhancement Diversification comes a benefit for ALL City of Heroes powers.
Every power, across the board, is getting a 13.33% reduction in its Endurance cost.
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Ha, well how about a 20% increase in damage accross the boards as well? Or a 13.33% increase in accuracy? How about a 20% decrease to recharge times across the boards also?!? That might help to stev off the fact that your nuking our abilities! Sure, the end rdx is a start, but you'd better dig a little deeper into other things as well, such as the MAJOR damage reduction your doing to Blasters (thier only defense) and the MAJOR defense reduction your doing for Scrappers and Tankers (thier sole means of survival). You guys used to say that you didn't want to "force" coh players to have to group for survival, that's turning out to be a bald faced lie....
End cost? Meh, it's a start, a good start, but it's not the "band aid" you guys are needing right now, not even close. You guys are going to lose alot of people, and many of whom have been advent board members and CoH buffs since release. Don't make that mistake.
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Yea..........I had Regen back in I2-I3..........all I can say is wow. We have fallen so so so so extremely far from those days. I recall tanking monster island before........at lvl 40
This is why you hear all the cries about nerfs to regen, and how were so weak now. It comes from all us old schoolers. We know what Regen used to be......so its so very hard to see it as it is in it's present stateThe ONLY buff regen has gotten is the healing rate to Integration, which made levels 16-28 more bearable, but even it's healing rate was offset by several factors....so it's not like it really "added" anything.
Anyways, in all seriousness, my assumptions to the next nerfs to regen:
-->QR is a gonner, seriously. Don't count on it being much soon.
-->MoG will be made even more useless, I have a feeling it's defense and resistance will be greatly lowered. I'd bet by at least 15-20%
-->Recon......say "bu-bye" to our last savior to our ability to "heal" and be a freggin regen in the first place. I see either an large increase to it's recharge time or a decrease to it's base heal.....or worse, both. I'm betting on both.
-->Fast healing will have 50% non-enhanceable with 25% enhanceable......
-->FH and Health from fitness will no longer stack.
-->IH will get an increase to it's recharge time with a decrease to it's duration, plus it will act like Hasten after it's duration, but worse. After IH wears out you will LOSE 50% endurance. Dev's thinking: "hey, you're regen, you get QR, you can dig it"
-->Regen will get an inherent power called "Dev Mockery" which basically means, once you die, Statesman will appear from your dead corpse, pull his pants down, and take a nasty on your rotting body....then laugh profusely at your efforts to make regen still work
You think I'm lying? Try me. "Most" of those I put up there because I've gathered this as being the "behavior" of the devs. So yea, I honestly expect "some" if not most of these come true.......
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*puts coke11 back into straight jacket, gently places him back in rubber room and locks the door*
Sorry bout that folks, sometimes they just find thier way out.
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I can bring my Jack, unless we already have enough of those. Bah, I'll try to make it either way, just in case. Jacks melee dmg is pretty darn sick btw, when he's slotted 1acc/5dmg of course
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Please note Statesman,
that "tweaking" Regen might just "kill" regen. Honestly sir, try playing a Regen without the ut-most optimal build, you'll fully understand. Try no tough, try no weave, try no resilience....things would get ugly fast. Our healing rate is just enough to keep up with attacks from bosses, some Lt's, Monsters, and AV's. I can hardly see exactly "how" you would fix this? Unless we recived some kind of resists to more than just smash and lethal, any decrease in IH and Regeners will become "AT's of the past" Honestly.
Sir, Regen is one of the most balanced AT's imo actually. It is a very nice build to solo with (just as scrappers are suppose to be able to do) yet when we do group, we face the dilema in which the scrapper AT should. We don't fit quite right. We can't tank, we can't blast, we are right in the middle. We simply give the defender a break, because we are soloable, we don't HAVE to depend on her to heal or buff us too much if we're smart. She can focus on the rest of the team more, and that's about all we really bring to the table in terms of teaming. But isn't that what scrappers should bring? We were suppose to be the AT that can't really fit into a group too well, and that's what Regen is. Honestly, check it out for yourself, and think about it for a moment.
We can't tank. We can't blast. We fall in shy of both the tanker in defense and the blaster in damage. But we are almost totally independant from the healer. Sounds like the "perfect" scrapper to me. Fits the "solo" scrapper role JUST right.
Resists to more damage types and less healing = ok, livable, good
NO resists to anymore damage types and less healing = extinct, bad.
Thanks for your time.
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Hey guys. This question has probably already been answered in the 100s and 100s of threads posted already (lol) but alas, I have not had time to thoroughly go through each one and find my answer
. So please, tell me Robinson or others, for my fire blaster, is it better to have 5 slotted attack and one slotted cone range increase -or- is it best to have ALL 6 slotted for attack and forget about cone range? Just wondering what would be more effective, more damage, or more area. Also, how many slots should I put on targeting drone? 6 or is that overkill? I also have combat jump just as you stated, although I have it slotted with a defense buff, is this better than slotting it with jump enhancers or is this useless? Maybe I need more slots on it with defense buffs? Hmmm. Well, there they are, please, answer these for me anyone, input is nice
I appreciate it, Thanks!