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Quote:My problem with Cloak of Fear is that it costs far too much endurance in a set that's already heavy on consumption for a very inaccurate effect that's not even solid control. To make it borderline useful, it requires at least three additional slots. The -tohit may be nice, but it can't be counted on against high level enemies or AVs.I like Cloak of Fear better than OG. Just a preferance, but it did get me a good chunk of Smashing Lethal Defense.
OG, on the other hand, costs a fraction of the endurance, is accurate out of the box, is control that cannot be bypassed once every few seconds, and only requires the base slot. The HP cost is a pittance to the damage it saves you from taking, and the power lets you use the endurance and slots you saved to kill things faster. -
Quote:I was just trying to come up with a generic situation. Better than average skill and a better than average weapon. At what point does the skill stop being natural and become tech/magic?Are you asking which origin you're choosing?
Is this character always using this cool glowing sword? Does this character not care if he's using a robot-chopping axe on a regular human body so only has this glowing sword for every costume? Did they develop this sword themselves or just find it/was gifted it? -
Quote:So what do you call it when it's both? Let's say I have some extraordinary skill with a sword, head of my class and whatnot. Now, that's not good enough because a regular sword doesn't just cut through robots. So I get a cool glowing sword that's either magic or tech enhanced to be extra sharp, or give me extra strength or whatever.That's just the difference between Natural and Tech origins. If I lose my gun, can I pick up any other gun and be just as (or close to) as effective? If so, I'm Natural. If I lose my gun, am I kind of out of luck because it was my hardware that did the "super" work? Then I'm tech.
It's not just guns either. Am I super because of my awesome natural skill with a sword or am I super because my sword is magical and allows its wielder to do extraordinary things? It's not really a "big" issue, just one more thing to address in your concept if you're worried about that sort of thing.
I think most of our weapon wielding characters fit in that category. We're really cool, but we've also got really cool weapons. -
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The mez auras, particularly oppressive gloom, are incredible for a stalker ever since the change that makes them suppress when hidden. Let me explain why.
Stalkers excel at taking out single hard targets. In my experience, they are easily overwhelmed by large groups of minions. Oppressive Gloom allows you to get into the middle of an enemy group, assassinate your hard target and immediately stun all those angry minions. The minions are no longer a problem, and allow you to focus your efforts on quickly dropping and placate juggling the bosses/LTs. -
I don't have mids available right now to take a good look (I'm at work), but I can tell you what jumps out at me.
The problem I see with both of those builds is that they have Cloak of Fear. -
Quote:Well, yeah. But it does more damage now like it's supposed to.My opinion of FA hasn't changed a bit. Unless you've always got some buffer slamming you with DR and Def shields, FA's mitigation is pathetic outside of burn farms.
I still need to make that Fire/Fire/Fire scrapper that uses Rise of the Phoenix as part of his attack chain. Hell, maybe it would be better as a brute... not really sure. -
The casino details to be put in my base.
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Quote:That player's last forum activity is listed as over a year ago. I think it's safe to say he won't be updating this guide any time soon.I noticed that the last comment was from 08'. There are 2 new Troller powers now. I would like your thoughts on Electric , and Plant trollers. A full list. I really liked the rest of your guide, as it was "Redunkulusly" amazing. There have also been new secondarys added, like: Dark and Cold Domination. I really would like your take on all the new additions to the Troller AT. Thx again for your info. I will be using several of your ideas. I think my 1st 50 will be a Troller.
That said, I hope you do enjoy whatever 'troller you decide to play. If I may make a suggestion, Plant/Kin is a relatively simple combo with some great synergy. -
SS/DA/Soul is actually a fairly common combo. I don't have one, personally, but I've seen many good ones in action. I just don't like SS at all.
Yes Dark Regeneration does damage, but you really won't be doing much with it. It's too endurance intensive to use as an attack. Be sure to put the Theft of Essence proc in here, though.
For AoE damage, you probably would be better off with Mu, as it has two strong AoE attacks. My philosophy has always been concept first, though.
I see you haven't mentioned Claws, which is a contender for highest AoE damage primary. Spin is a stupidly good AoE that recharges fast. Eviscerate is brutal to any five enemies in front of you and Shockwave is no slouch either. Follow Up can be stacked many times, easily leading to almost a single stack of Rage worth of damage that doesn't crash. -
Quote:Check your power customization. Cloak of Darkness, by default, will make your character disappear. If you have it set to the "No Fade or Pulse" option, your character will remain and it will look like just another aura power.when i saw DA's on a team, i loved how they were just a ball of dark clouds type thing, so i wanted to roll one myself...but when I got cloak of darkness on my spines/DA scrap, it didn't turn me into a cloud, just another dark-aura. Am I thinking of the wrong power? Or does it only happen for others viewing you?
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Hey everyone, I wrote a general guide to tanking. It is intended to cover all aspects of the tanking role, which isn't exactly limited to tanks. It is a pretty heavy read, I'll warn you now.
The guide is here.
The official thread for comments is here.
If you do have any comments, suggestions or questions, please leave them in the official thread and not here.
Thank you for reading. -
Like all of my guides, I plan to keep it posted on my blog where I can format as I please and not worry about updating several locations. I will leave the introduction here and a link to the guide. Please feel free to leave comments and questions here or on the blog.
Introduction
Let me start this guide by saying that a tank is not a necessity in City of Heroes, and that is one of the things that makes this game what it is. The support teammates have the potential to turn any content in this game into trivial encounters. Even the least survivable archetype in this game can be built (with very much effort, mind you) to have enough survivability to withstand countless enemies. The need for a tank shows up when you have fragile teammates and less than the optimal kinds of support. Where a good tank will shine the most is on a terribly fragile team. He is what holds the team together and turns the game into a war of attrition that the tank will not lose.
When it comes to tanks in City of Heroes, I have only ever seen two kinds. There are the ones that excel and the ones that are a wasted slot on the team. It really is that simple, because if the tank is not doing what he should be doing, then anyone else could do everything that he is doing, better.
You want to be the kind that excels. I know that because you are sitting here reading this. Well, either that or you are a blaster that wants to understand what the good tanks really are doing for you. Regardless of your motivation, I encourage you to read on. Knowledge can only make you a better player. Of course, before I teach you the Last Rule of Tanking, I have to get through a few others.
Read the rest. -
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Quote:Erm... I don't know what program you're using, but Mids is updated with each issue, usually very close to the issue launch. It has never been outdated as long as I've been playing with it.The midi builder is used to redo a build but it doesn't allow me to "optimize" a build. I really tried that tool before I posted here but it is so unfriendly. It's like it's based on the old way the game worked. I just hate it. Lately, the 3rd party stuff is become so dated/so far behind it just creates frustration when I tried to use them.
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You are referencing the end game, which is challenging content where people have level 50s built with IOs. One of the first things you take care of in a build is managing your endurance. Adrenaline boost will still buff recharge, and is a great buff to keep on the team's blasters.
Actually you do. The raid content you seem to have issue with has enemies with higher than average tohit. Even the softcapped characters aren't anymore and need some help covering the gaps.
Even if defense wasn't needed, the +tohit and +damage from Fortitude is a very welcome buff against enemies that are higher level. Particularly to the teammates who don't have all of their level shifts.
These were never really needed in high level play anyway. Sure, in the low levels, healing is king.
Clarion destiny is the source of this. It's very popular because mez is such a problem. Guess what? That means there's more time for you to use your blasts. -
Quote:Speaking of this: My dual pistol character's name is "Just That Good" for this very reason.This may be the single best argument for why Dual Pistols uses the visual style it does. When I watch my DP Defender use those animations, I don't think "girl with guns", I think "girl who trained her butt off to be that good."
"Why did you toss your gun into the air before you fired it?"
"I'm Just That Good." -
Quote:So from what standpoint are you arguing from? In game? Or out here in the real world?Making a HUD unit and auto assisted aiming system would make you tech not natural.
Mounted guns don't really have a power set do they?
Please make a decision.
If you are arguing about the in game, nobody there makes a 2 mile sniper shot, which was the topic of discussion you came into. The most you can get in game is about 300ft. I can make that shot, and I haven't held a rifle in years. Nothing about that is super. -
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Quote:Oh bloody hell that's confusing.No, it's 30.
Effect area: Sphere
Radius: 30 feet
And Mid's is picking up the 25 feet again after having correcting it to 225. -
Quote:Guns can be mounted. Breathing, trigger pull or squeeze, grip? None of it matters. You have to account for wind direction and speed and a myriad of other factors. I'm aware of all that goes into the proper shot, but in the end, the training for the actual shot is insignificant.You mean anyone could pull that shot off target when they continue to breath through the trigger squeeze or change grip when they anticipate the shot because they haven't been trained.
The best sniper today is a computer and a few servos. -
Quote:To be fair, the small red only boosts base damage. The -resist will boost all of your damage. Considering that he easily has damage slotted to the ED cap, the -9% resist most likely translates to about 18% extra damage. Much more if he has damage buffs running already.Even if your enemy has resistance to your damage type, you will STILL boost it more with an inspiration than Melt Armor. A small red boosts your damage by 25%, half of that is 12.5% (enemies rarely have more than 50% resistance to any damage type). Melt Armor on the other hand is still giving you just a 9% boost.
I still agree with you, though, that Melt Armor is a wasted pick on a scrapper. There are almost always much better things he could be doing with those five slots. Hell, any fast recharging attack with -defense could be turned into a more reliable, more powerful, single target Melt Armor with the Achilles Heel proc.