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Posts
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The Renault SF will give you either an attack or a pet that I think caps out at lvl 35, so it's amusing for the .5 seconds it survives in your lvl 50 mission.
There's also a Skyraider jet pack.
Not a temp, but I always make sure to get Demonic when I'm aligned as vill/rogue. It's far easier to aquire than Archmage. -
It was like watching Godzilla, who could be 40 feet in one shot and 400 feet the next. Apokolips first showed up behind Saturn and bigger. To play a trick with perspective, you have to put the smaller object in front of the bigger one. So it goes from being a Saturn sized planet to barely moon sized.
Anyway, I have no complaints about the episode and I thought it to be a good, appropriate finale. I wasn't wowed by it but the show has never really wowed me to begin with, it was always, for me "good enough", which is how I'd ultimately rate the finale - "good enough". -
I went for Cardiac, got to T3 and then did some more thorough analysis to determine Nerve would be better for my Inv/SS. The Def buff was just enough to soft-cap me to Psi and reduced # of enemies to soft-cap 2 types (forget which ones and I have no Mids here at work) from 2 to 1.
I'm still satisfied that Nerve is the right choice for my inv/ss tank. -
Quote:Yeah that's what a temp power is, it lasts for a temporary period then goes away. Weird way to spin there.Oh, you mean the one in the set without the -Regen. The -Regen that combined with Containment would make Traps overpowered. But. Hi!
Technically you are right, it is incorrect. Realistically, it's not, because of this:
"Be careful, these powers can be lost when you speak to the contact from which you received them again. Even though they appear to have a certain number of uses remaining, the power will be lost and you cannot regain them!" -
I see no reason whatsoever that Ill doms would be OP. In fact I'd say it would be weaker than the troller version, since the Ill primary deals damage (and sacrifices controls) that would be redudant with a Doms damaging secondary. Illusion damage over debuffs (see Cold, Rad, TA, Storm [not intended to be comprehensive so don't point out what's missing]) makes it potent. Illusion damage with more damage... I don't see it.
Also, to say there is no immob temp power is incorrect.
http://wiki.cohtitan.com/wiki/Fettering_Nimbus
http://wiki.cohtitan.com/wiki/Web_Grenade_(PvP)
http://wiki.cohtitan.com/wiki/Web_Grenade_(Raid)
Maybe Illusion isn't as game-breaking as that post states, at least if "no temp immobs are due to Illusion" is what we're to believe. -
I was going to comment that Cloud Senses in Darkest Night looked like a Mids bug, but I checked my Necro/Dark and sure enough, acc to-hit debuff can be slotted. Weird, since Corrs and Defs can't slot those. I'm sure that's well known to /Dark MMs, but I didn't know. Mine's a retired 50 so I don't usually pay much attention to /Dark MM issues.
Anyway, only 2 comments.
Of higher importance, you have no accuracy at all in Dark Servant. Your global accuracy and Tactics may suffice for lvl 50 content, but even with your bonuses and Tactics, my back the napkin math shows that against +3s, he has an 85% chance to-hit. I'd use 2 of the Cloud Sense with Accuracy enh in lieu of any 2 you have already.
Of lesser importance, I'd use a Winter's Gift IO instead of Endurance in Recall Friend. You're not going to burn a lot of endurance tping people, but the -slow and -rch resists can be quite nice. -
I too thought the costumes were great in Asgard but on Earth, looked like cosplay.
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I very much dug it. I go waaaay back with Thor, it was #224 (fighting the Destroyer) that made me a comics fan in the first place. So, as a lifelong fan, I thought the movie delivered.
Some fun easter eggs, like a travel billboard that said "Journey into mystery". As ever, stay after the credits! -
The next level 1 I create will be a KM/EA brute. When that happens, I have no idea, could be months. Still, at this point, those are the last 2 powersets I don't have at 50, so I have to pair them together.
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Their summoning is the coolest, by far.
The Commando is straight from an 80s action flick. I say that as a good thing.
The reality is, Mercs will get you from 1-50, enabling you to solo the whole way if you wish, including all the EBs you face. It's just relative to other henchmen that it loses lustre. -
Quote:It's really mind-numbing to think about what the code must be to start Eden. Everything else seems to have a min and max check that, at least to a user, behaves the same. It's just hard to imagine what the validation code must be like for Eden that the devs can't make it like every other trial/tf/sf in the game.Here is the update: http://boards.cityofheroes.com/showt...64#post3619464
Leave all hope behind, Ye who enter here.
Practically speaking the level restrictions can be a little tighter than just 39-41. I've been on teams that started it with a 39 that was light on buff/debuffs and we just got stymied on a wall.
It's frustrating to me that Hydra, with a similar problem, did get fixed not long ago, but Eden sits there... Really too bad, I'm a fan and would run it more frequently if I could. -
I'll dig in a little more when I get home and have access to Mids.
I have an Earth/Cold/Earth and I consider it the best team support character I have and most of my 50s (there are many) are trollers/corrs/defenders/mms. I wouldn't nominate him for AV hunting though. I'd say he'd be a perfect complement to an AV/GM hunting duo, but the damage really is on the light side. I know Doms can use Seismic Smash for hold stacking on AVs, I don't think a controller can get there though, to hold through ptod.
Anyway, it is a fun combo and, as I mentioned above, I know a team will be better when he joins.
Off the cuff...
As mentioned above, it's an embarassment of riches for -def debuff as well as slows. They don't need to be enhanced, except for chasing set bonuses.
I 4-slotted LOTGs, I like all 3 of the bonuses and think they're more useful than just getting 2 from 2 LOTGs + 2 GotA. I'm sure you're chasing the endurance bonus but honestly, end consumption is a non-issue.
The Winter's Gift slow and -rch resist is awesome to stack with Artic Fog. You move across caltrops as if you had speed boost, no lie. That would be better for CJ than current slotting.
You are being a little stingy with the +Def for your teammates by not slotting shields. Not the biggest deal, really, since the troller numbers aren't all that high.
You don't need super speed for invis. Just a Stealth IO in Sprint along with Fog will do the job, that's how I'm slotted.
Quicksand recharges really quickly and has a long-ish animation time. Personally I put a dmg proc in it and call it a day, especially on a high recharge build.
I think you made the right call with the Earth APP. Seismic Smash can't be overestimated, I took Earth's Embrace as well. The only "problem" with Earth APP is I couldn't give enough slots to the 4 powers I took.
Like I said, more when I get home to Mids. -
I'm struggling trying to figure out what alpha to choose for my DB/WP scrapper.
She has a fine "bargain" build, soft-capped to s/l, 40% global recharge, sufficient for chaining the Attack Vitals and Sweep combos. Good enough.
Going down the list, Cardiac doesn't seem to get me much. Endurance is a non-issue, I've got Physical Perfection in addition to Quick Recovery + Stamina and the Miracle and Numina uniques. The Resistance increases don't wow me. s/l goes from 50 to 56, everything else 8.8 to 9.6.
Musculature seems interesting. Core would give a real increase to damage, which is this toon's "job". Radial offers some various benefits I wouldn't chase after, but I'll take (-Def, -ToHit, EnMod)
Nerve Core? Nah, Focused Accuracy + Blinding Feint(s) and 56% global acc have me satisfied for accuracy. Nerve Radial is interesting because it ups e/n def from 37 to 40 and f/c from 32 to 35. Psi from 23 to 26. This is worthy of consideration.
Spiritual - With a seemless attach chain of 2 combos and a wp secondary that basically gets NO benefit from recharge, this seems like an unlikely choice. Except... Spiritual Radial really buffs regen nicely. With 1 foe in range of RTTC, regen goes from 58 hp/sec and max hp = 2208 to 67 hp/sec and max hp = 2250. The to-hit and jump buffs are gravy. And hey, I won't turn down more recharge.
That leaves 3 enticing choices:
Musculature Radial Paragon
Nerve Radial Paragon
Spiritual Radial Paragon
And the winner is... Nerve? I almost want to use a random # generator to choose.
Does anyone want to pitch an alpha that they like for their DB/WP? -
Wow, it's hard for me to believe people don't find Gaga's tune to be "heavily influenced" by "Express Yourself". To be honest, the first time I heard it, I was thinking it was a remake of "Express Yourself", then I thought it was sampling it. I was honestly surprised when I read that it's supposed to be completely independent of it. If you buy that they're similar in that any pop music can be similar than you probably buy that "Ice Ice Baby" is coincidentally similar to "Under Pressure".
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Quote:See for yourself right now at tomax.cohtitan.com/dataI have to check the in-game stats and test the numbers for Traps when I get home. I'm all for it if they have updated the Defender pseudo-pets to be superior to the Corruptor versions, but I know for a fact that many pseudo-pets were not adjusted when ported between ATs. I'll post the comparison numbers later, unless someone comes along beforehand.
I have lvl 50 traps with all 3 ATs (3 with MM, 2 Def, 1 Corr) and those numbers above are correct. -
Quote:Yes, Auroxis is providing the accurate info here, Defender Traps buffs and debuffs are definitely higher than for Corrs.DP/Traps is awesome, go for it.
This isn't true, though. Defender trappers get better pseudo-pets.
Acid Mortar, FFG, and Seekers provide superior numbers for Defenders, which should not be discounted.
My Traps/DP is one of 3 toons I'm pursuing post-alpha incarnate stuff with. I'm that much of a fan. -
Quote:Certainly most everyone has experienced the cascading effects of Cimeroans. Not many people have experience stacked -resists, unless you fight Goldbrickers and Wailers, I don't think you encounter a group that just continuously stacks -resists. With Longbow, each Nullifier in a spawn will drop a disruption patch. That can cause some problems, but once it's done, it's done. Each Wailer attack that connects debuffs your resists. It's my own observation that Wailers create a "ramped up effect" that is more dramatic than -def cascades.I guess the other thought I have on this is:
Cascading Def: The reason it's such a shock is that you don't get hit much
with high def initially. After a few debuffs though, everyone hits you, so you
really get a ramped effect that is very noticeable.
Resistance: You were always getting hit the same number of times anyway.
It just doesn't hurt as much. The -res debuffs really just increase damage
taken.
So, in that sense, it doesn't feel like a ramped up effect from nobody hitting
to everyone hitting. They were all hitting previously, so things feel "typical"
until you realize you're taking way more damage than usual (or, you end
up dead because you *didn't* realize that).
Either way, with Resist, it doesn't *feel* like a cascade effect at the time.
Regards,
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I think I'm going to fill a last spot on a team now with this request "ITF looking for comic, observational humor preferred. No mimes"
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I can't say I know the master plan, I can say I once got one of these global invites, declined it and still got an e-mail to "shock the Christmas" (or whatever they say these days, that's just my personal favorite one I've gotten from these folks).
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Ok thanks for explanation. When thought of as a discrete process, that makes more sense rather than the continuous one I had in mind.
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Quote:It's been a while since I studied fractions, but best i can tell, those 2 are the same thing.Regeneration modifies how frequently an entity regains health, not how much health is gained. An AV will normally heal 5% of their max HP every 15 seconds; an AVs debuffed by 50% (after resistance) will heal 5% of their max HP every 30 seconds, NOT 2.5% of their max HP every 15 seconds.
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The rule of thumb that should be used is, check your team (or league) mate's notes info, if the global is @hedgefund, then all buffs should be directed to that particular toon.
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Few things I noticed
1) You have 6 different 6.25% recharge bonuses, meaning 1 is over the limit of 5.
2) You have no kb protection
You can address both of those by slotting Kinetic Crash into TK Blast. Adding another slot into TK Blast (to get the 7.5% recharge bonus) shaves about 3 seconds off of Hasten, making it a smidge off perma.
Flight speed is capped with Fly with no enhancement whatsoever. Your choice of Stealth, Winter's Gift -slow or Blessing of the Zephyr -kb would be far better. Personally I'd put the stealth in Sprint and WG's in Fly.
Now, this is a matter of personal preference, but I wouldn't delve into fighting to use 2 picks to just get Tough for a Dark Def. Again, personal preference, but I'd take 2 of 3 leadership picks instead. Your Accuracy bonuses are high enough that you're hitting +3s 95% of the time, so Tactics is probably the least valuable to you, leaving you with Assault and Maneuvers. Slotting an LOTG 7.5 into Maneuvers gets Hasten perma.
Here's what it looks like with those tweaks.
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Quote:Your numbers are right. I've always thought people overcomplicated resist debuffs.That's the part I was missing. So if I have 90% resistance and get a 100% debuff, I drop to 80%. If a second one hits,it debuffs another 10% (to 70%), not the 20% (to 60%) I was expecting, right?
First year algebra takes you from some complicated resistance resists resistance debuffs notion to something as clean as 1 - (1 - res buffs) * (1 + res debuffs). So in your 2 examples it's 1 - (1 - .9) * (1 + 1) = 1 - .2 = .8 and 1 - (1 - .9) *(1 + 1 + 1) = 1 - .3 = .7.
As Silas mentioned, very few mobs stack -resists. It's extremely nasty when it happens though. Goldbrickers do too. If you stay heroside you'll basically never know what it's like to go from yellow to dead almost instantaneously. Usually you can gauge your risk based on some linear model of incoming damage, but getting resists stacked throws that out the window. By the time you're in the yellow you've probably been hit by several debuffs and you're usually just a hit or two away from debt at that point with -res debuffs. -
I grew up in the south reading Thor comic books, which explicitly state he's a god, so I don't think the furor will be quite what (s)he expects.