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Posts
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Quote:Lol'd. If this was actually a bug... all this time... hahaha. *shakes head*
Q: Why do so many villain tip missions happen in port Oakes?
A: bug! (not one i've encountered >>) -
Quote:CJ works (beautifully) with SS. Hover doesn't work with SS. If you take hover that means you can't take cj/ss/leadership/fighting due to 4 pool limit, meaning you will either miss out on the best travel power in the game (ss+cj) or miss out on a defense buff. Further you cannot 'joust' with hover like you can with CJ, CJ offers much better mobile dpsing (for example if I was hovering I would have to move into a mob and then cast a power, where as with CJ I can cast my power WHILE moving into the mob, or moving out of it (ie with your last attack needed to kill them start moving to the next mob)).... this goes beyond simply being 4 mph faster in your combat attributes. Further is immob protection, which I have always found invaluable being able to completely ignore any immob thrown at me on every character I have. And then of course is the lesser end cost meaning you don't have to balance it's cost in any way. Furthermore, if you ever really needed to be airbone for any fight, and there are a number where you would, everyone has easy access to infinite jetpacks, which might I add are no longer restricted in no-temp-powers tfs/trials.My TW/WP scrapper, with CJ, has a run speed of 40.2 mph (with Sprint, which I leave on all the time), and a jumping speed of 41.3 mph. My DB/Inv scrapper, with Hover, has a flight speed of 36.9 mph. I have yet to discover any task for which the extra 3-4 mph makes any meaningful difference.
Now, granted, you do have to spend a couple more slots on Hover than CJ to get that speed. And Hover does cost slightly more endurance. But neither of these is nearly enough to make CJ better "by a mile". And Hover has some tactical value of its own. -
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New incarnate slots is pretty much the only reason I'd actually play, cause it's really the only thing to work towards in the game. There is nothing else to do.
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http://boards.cityofheroes.com/showthread.php?t=283153
It happened to me CONSTANTLY (read: multiple times on a daily basis) the last time I was f2p. I was able to find out pretty much everything I wanted to know from the beta forums without actually having legit access to them. I'm sure it was the same for others as well. These forums have always been wonky, it's nothing really new, nor something I'd really worry about. -
Paragon is great but it doesn't compare to the dev team of (rhymes with Sift). Paragon has great communication but it's actual ability to put out updates to the game is nearly 1/3rd the speed of "Sift's" and their ability to fix bugs in a timely fashion isn't even on the same planet. As far as within NCsoft though, Paragon is definitely on top. And yes, "Try on's" 3.1 update was a complete mess.
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Concept aside, blaster sets with redraw tend to be awful.
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I wouldn't say its the best aggro generator. Taunt (the power) shines when it is supplementing other methods of aggro generation, but not as a sole aggro generator. Passive aggro generation is far more useful (taunt auras/attacks with taunt components).
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Its because your attacks, and more specifically, blazing aura, have a taunt component on your brute, fire scrappers do not have any taunt component in their damage aura or attacks. I'd go as far as to say its broken game design in that disparity.
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-Pulling AVs in BAF.
-Pulling AM in Keyes
-Pulling Warwalkers at 2nd reactor in Keyes
-Efficiently pulling AM between the 3 terminals in final fight in Keyes
-Pulling warworks off terminals in Keyes
-Pulling Voids (penny phase) and nightmares (first and second malaise stages) in MoM
-Pulling IDF away from terminals in TPN
-Hover taunting Maelstrom (prevents him from using marked for death)
-Pulling Warwalker AVs in UGT, and hover tanking in corner for Lichen infested.
-Setbonuses (I would still take taunt even if it didnt do all of the above, Mocking and Zinger are both very good sets pending on what you need.)
Gloom/Dark Oblit can do some of the above, the difference lies alot in maximizing efficiency, speed, and having 100% success. There are some situations where you don't want to have any chance of competing aggro. if someone running by or for whatever reason hits a mob that you need to pull away you don't want to have to compete for that aggro. Moving mobs away from terminals in TPN, for example, is all about speed, the faster you can get them away the faster you the techs can be killed and being able to get 2-3 of the terminals moving asap does make a difference. Similarily there are also things that you cant do without taunt, such as raptor pack tanking certain bosses (maelstrom, warwalkers) or other cases such as nightmares in the tilman phase of mom where you cant afford to lose attention of the nightmares, lest they be killed in the wrong spot or not reach their destination. Having taunt as an extra ranged aggro generator along with dark oblit helps too so that u can pull multiple mobs more quickly (taunt one mob, dark oblit another, then taunt yet another in rapid succession. A brute is a very potent pace setter, the faster you can get things set up the faster everyone else can do their parts. -
Quote:1) 8 fully incarnated(full t4 in everything, typically multiple t4 destiny) (fire/kin, fire/kin, tw/elec, fire/elec, fire/cold, ss/fire, plant/psi, mind/fire), 11 if you count the 3 fully incarnated toons that I deleted (fire/time, fire/mm, nin/dark)
- How many characters have you fully incarnated?
- How many characters have you incarnated?
- How many characters have you rolled with the intention of making them Full Incarnates?
- Do you have any characters that you, for whatever reason, are not going to make Incarnates?
2) I haven't incarnated anything that I haven't fully incarnated. I had a number of toons that existed when only alpha was out that don't exist now that other slots are out though.
3)I only roll a toon if I plan to go all the way with it. Doesn't change the fact that 90% of my toons get deleted though.
4) I only have 9 toons that still exist, 8 of which are fully incarnated, 1 of which is a lvl 42 scrapper that I never finished before I took a break from the game. I'd never make a toon that I didnt plan to make an incarnate. -
If by pop up, you mean loading screen tip, Sure.
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The difficulty (or lack thereof) of the game, including content that is gated by having a certain level of skill and/or build required to complete it and higher rewards that support being able to complete said content. This would be content that not everyone would be able to complete, or it could simply be a selectable hard mode of content already existing in the game that would give significantly better rewards than the normal version of the content.
Yes, I went there. It's the biggest thing, along with pvp, that needs to be fixed in this game. -
Quote:Thanks for the info.To expand on this a bit:
They added what they're calling "Synergy" to the Fighting pool where when you own any o the attack powers, the other attack powers gain a bonus to their effectiveness.
If you use Boxing and also have Kick, Boxing will get a 15% bonus to it's damage, and have a higher chance to proc it's stun. Likewise if you use Kick and also have Boxing, Kick gets a 15% damage bonus and have a higher chance to knockdown your target. The new 5th power, Cross Punch, gets a similar benefit.
These bonuses stack, so if you have all three attacks and use Boxing it gets a 30% damage buff (15% from Kick and 15% from Cross Punch) and has a higher change to disorient, and gains a debuff (I forget what kind) from mhaving Cross Punch.
Additionally, all of the power pools are having their level requirements and power prerequisites restructured.
With regard to the Fighting Pool, that means you can pick up Boxing or Kick as normal, then you can get Tough OR Weave at level 14 as long as you already own 1 other Fighting power. Then at level 20 if you have 2 other fighting powers you can get Cross Punch. So you no longer have to spend 3 power picks (Boxing/Tough/Weave) just to get Weave, you can do it in two (Boxing/Weave).
I really wish I could just get Tough and Weave, and skip Boxing/Kick, but what can ya do?
I don't see a 30% dmg buff actually making boxing/kick useful to use, but I still love them anyways for the set bonuses. IIRC, all my toons have boxing slotted anyways with KCs for S/L Defense, and 1 that has it slotted with makos for ranged defense. On the other hand I might be able to skip tough on some toons that have other means of slotting resist sets so I can still get that 6% defense from steadfast/glad armor, my corrs/blaster especially since they can run resist shields and then give up tough to make room for snipes/nukes which are getting buffed.
Oh so much mids work to do. -
What were the changes to the fighting pool? They mentioned that it was mentioned last week.
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Don't need more useless inspirations dropping. Getting awakens constantly is annoying enough, this would be pretty much the same thing as far as I'm concerned. Making a larger inspiration pool would mean less reds/purples/greens/whatever you specifically need. As Hopeling said, I'd rather get inspirations that actually help me kill faster and indirectly increase xp gain (as well as drops) than directly increase xp gain.
That and I can't even burn through all the patrol xp temps I get automatically from the paragon rewards program on each character before hitting 50. -
Quote:You know layered defense mitigates cascading defense failure, right? Ie, when you're defense does begin to cascade and you start taking hits, thats when your resists, regen, etc shine. This is why resist sets like Elec, FA, and DA can be astoundingly bulky, even moreso than defense based sets that do have defense debuff protection even in the face of defense debuffs.I see no defense debuff resistance in it's write up on Wiki. Unless I missed something, or they change it in Beta, in needs to have a whole lot (read almost unbalancing) amount of other good stuff to make me pick it as anything other than a gimmick armor.
My builds revolve around softcap def 1st, solid resists, healing, etc afterwards. without a solid defense debuff resistance to stop cascading failure i always look at an armor as suspect when building for true tankiness. -
I agree, the feet in coh are fugly.
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I spent far more money on CoH post-freedom than I did when it was a monthly sub. FAR more. Which is why I'm playing that other game you mentioned, because it's actually free, and I don't feel pressured into spending my money in their (also insanely overpriced) store.
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Nice, now I can get my KD procs without having to play the game. :3
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I always start my character on the opposite side I want the to end up on. This typically means starting villain side for everything except doms, which need to go villain side in the end for the Frenzy Alignment power. The reason I start them on the opposite side is to grab all the easy accolades of that side, without having to go full circle.
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In addition to the energy/energy blaster I mentioned, I've had a ill/storm, mind/storm, Ice/FF, Storm/Sonic, and 2 pbs at 50. I'm not going to trash something that I haven't had first hand experience with. I know knockback. Knockdown is still better.
Quote:No, that is not the only advantage (and certain KB powers can be spammed anyways, so your entire statement doesnt even make a point).KD's advantage is merely that it can be spammed, pure and simple. That doesn't broaden its capabilities, just its opportunity.
The problem with knockback is it reduces kill speed, plain and simple. Knockdown does not reduce kill speed, and in many cases it increases kill speed by preventing the enemy from using defensive abilities/debuffs/dealing damage forcing you to heal or use defensive insps. Knockback can also prevent use of defensive abilities/debuffs/damage, but then youre left with enemies that are scattered preventing effective aoeing by you and/or teammates and/or simply being pushed out of range of melee teammates. -
The point isn't to knockback just to knockback, it's called using knockback effectively, and as far as using knockback effectively, knockdown will produce the same defensive results, without hindering any offensive results.
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Quote:Lol.It's even funnier when people express their opinion on KB as irrevocable fact. It helps identify the players that know what they're doing from the players that are n00bs.
Fun fact, KB is not a 'one sized fits all' tool nor have I ever attributed it as such.
Conversely, attributing KB as a tool best never utilized aptly demonstrates your lack of knowledge and ability.
My first toon was an energy/energy blaster, just fyi. KB is a great defensive mechanic, but that does not make it in any way remotely as good as knockdown is.
And again, Lol you. -
Fun is subjective, and an opinion, being more fun doesnt make a power better, it might work "better" for your characters' concept but it has no bearing on game balance. KD being better (in actual effectiveness on completing whatever content you are doing) is factual, it's not an opinion.