Eek a Mouse

Legend
  • Posts

    293
  • Joined

  1. Quote:
    Originally Posted by Kelenar View Post
    We've moved past FoTMs. Fire/Kin Controllers are past Fad of the Year and moving toward Fad of the Decade.
    Except the "F" in "FOTM" stands for "Flavor"

    http://www.phrases.org.uk/meanings/f...e%20month.html
  2. Quote:
    Originally Posted by Hyperstrike View Post
    I've started slotting melee toons as early as 17 (with L20's).
    While they're not QUITE as nice as ++ DOs, they last a lot longer.
    +2 DOs are 18.33% (Schedule A)
    +3 DOs are 19.16% (that's level 20 DO on a level 17 character)

    Level 15 IOs are 19.20%
    Level 20 IOs are 25.6%

    That is, common IOs are ALWAYS better than equivalent DOs.
  3. Also note that if you ZIP (or otherwise compress) your old logfiles they will be reduced in size quite a bit. I used to log all of my chat in EverQuest. I was a guild officer and raid leader and always needed to refer back to our chat. I had many gigabytes of log files, but each month I would put them in a folder and add it to a .ZIP archive. they were usually reduced 90% or more. Log files are perfect for this kind of compression because they are plain text with lots of repeated patterns.
  4. As far as set IOs, I will slot them as early as 15. A level 21 dual aspect IO has a total enhancement value greater than that of an SO. As long as I value both aspects, I'll slot a dual aspect IO at 18 and never have to worry about it again (although it will surely get replaced in the 30s-40s). Two level 21 DAM/ACC IOs are better than one Damage SO and one Accuracy SO, and can be slotted 4 levels earlier and never wear out. Obviosly this isn't optimal if one of the aspects of the IO is less useful (range, end, recharge on a toggle/auto).

    Similarly, a triple aspect IO at level 18 (slotted at 15) provides more benefit than an equivalent SO.
  5. Eek a Mouse

    COH Mythbusters

    Quote:
    Originally Posted by Starsman View Post
    Seeker Drones do -20% damage and -5% tohit (enhanceable to -7.8%)

    Both drones can do this so thats a total of -40% damage and -10 tohit (enhanceable to -15.6 and equivalent to 31.2% less damage)
    Well, again I have no experience with Seeker Drones, and the -to hit would certainly help you survive the return fire (I won't call it an "alpha" any more). However I was responding to the comment that you could drop two Trip Mines on an enemy spawn, instead of one Time Bomb. That first Trip Mine is going to scatter them around and, unless it is a very small spawn, some of the return fire is going to hit you and interrupt. I guess you could place it while they are being knocked back and let it go off as they all run back to melee you.

    Anyway, it is an interesting power and maybe I'll get a chance to play Traps one day.
  6. Eek a Mouse

    COH Mythbusters

    Quote:
    Originally Posted by Siolfir View Post
    Another myth, then, relating to Traps (not Devices):


    Fact: If you are the one taking the alpha from a spawn at level 35+ on a Traps character, you're doing it wrong. Maybe, just maybe, that's true with Devices, but I can think of 3 other powers in Traps, all available earlier than Trip Mine, which take care of the alpha for you and allow you to toebomb in near-complete safety.
    Quote:
    Originally Posted by Lazarus View Post
    Exactly, sounds like someone forgot to take Seeker Drones.
    My post was from a /Devices viewpoint. Gun Drone doesn't cut it, at least for me.

    I suppose I used the term "alpha" incorrectly. I was thinking of how all those knocked back enemies are scattered to heck and aggro on you now. My comment was a response to a post saying that instead of Time Bomb you could just do two Trip Mines. After I drop the first Trip Mine, the enemies are targeted on me.

    I am curious how Seeker Drones protect you from the response from a Trip Mine. Does Seeker Drones have taunt or elevated threat like Phantom Army? I thought they just flew in and exploded. Or are you saying that with Seeker Drones and Trip Mine everything is dead so you don't get attacked back?
  7. Quote:
    Originally Posted by UnicyclePeon View Post
    I just wish Malta minions didnt chain-throw stun grenades that have a 20 second duration, and that the malta robots didnt have rockets that hold you for 20 seconds. Or whatever it is. Its lame. Otherwise, I can live with no status protection on my squishies (I just never do Malta arcs, ever, even tho I can, I just dont care for the tedium).
    The thing is, everyone finds different enemies to be different levels of challenge, based on either their AT, powersets, or playstyles. You consider Malta to be too difficult/annoying, but maybe you love fighting, I don't know, Carnival? And there's someone out there who HATES Carnival, thinks they are too hard/annoying with the end drain and Mask of Vitiation and phase-shifting Illusionists, but has no problem with Malta.

    My AR/Dev blaster doesn't mind Malta. But then she is built for maximum controls (Web Grenade, Beanbag, Taser, Freeze Ray, Sleep Grenade). Meanwhile she SUCKS at Cimerorans who don't even have any controls.
  8. Quote:
    Originally Posted by Mrs_TopDoc View Post
    If something hits you with a ranged fire AoE attack, for example, the game checks your ranged defense, fire defense, and AoE defense, and applies the highest one.
    And to add to the confusion, the Ranged_attack, AOE_attack, Fire_attack power can deal Smashing damage. In that case, your Smashing defense would be ignored. Smashing resistance would mitigate the damage, but Fire resistance would have no effect.
  9. The "Current level" setting has always had some variability in it, where you could face enemies as low as -2 (green minions, blue LTs, white bosses) and as high as +1 (yellow minions, orange LTs, red bosses). Sounds like you were just fighting enemies at the high point of the range.

    Don't think of it as setting the level of your enemies. Think of it as modifying your perceived level, just as the teammates option modifies your perceived team size.

    It used to be that missions would either start lower and progress to higher levels, or the opposite. I remember quite a few "frontloaded" missions where I'd start out frustrated facing really tough enemies and by the end of the mission I'd be breezing through them barely stopping.
  10. Eek a Mouse

    COH Mythbusters

    Quote:
    Originally Posted by Siolfir View Post
    I fail to see where the 8-second interrupt time makes it anywhere remotely useful to using in a toe-bomb situation when you could use Trip Mine instead, and in any case where you want the extra damage, just lay down another mine for the same total cast time and endurance cost and more damage.
    ...
    since there are exactly 0 situations where Time Bomb can be used that Trip Mine can't.
    Actually, stealth toe bombing is one such situation. If you place a Trip Mine at the feet of a large spawn, it will explode immediately. Even with the knockback, you are in a world of hurt from the alpha strike. You won't have the opportunity to "lay down another mine for the same total cast time and endurance cost and more damage" since the whole spawn will be mad at you and interrupting the 4 second cast time.

    Time Bomb allows you to place the mine, then back up around a corner (with a conveniently placed field of Trip Mines, plus Caltrops and any other goodies you want) to avoid the alpha.

    That being said, I don't find that situation comes up enough to be worth taking Time Bomb on either my Traps or Devices characters.
  11. Quote:
    Originally Posted by thanos316 View Post
    So, I can create mobs that have both weapons and martial arts to fight me. Why can't I do the same? Countless movies have the characters that use martial arts and weapons at the same times. Why cant I? Would this break the game too much? Maybe we can create a MA/weapon AT? It combines both and doesn't specialize in either?
    Katana/*
    +Boxing
    +Kick
    +Air Superiority
    +Flurry
  12. I have a buddy who roleplays a malfunctioning robot hero. He has self-destruct set on autofire. Every hour he blows up, no matter what he is doing.

    See also: http://futurama.wikia.com/wiki/Malfunctioning_Eddie
  13. Also it was strongly hinted by Sexy Jay that a future booster pack would be street gang/urban in theme, and it is assumed that would be for the Natural pack.
  14. The only defender I have with the snipe is Moonbeam on my Dark/Dark, and that's only because of the extreme range. Moonbeam and Psionic Lance are the longest range snipes, and its base range (175 feet) is longer than most other attacks can get to at the ED cap (160-ish). I use it regularly to hit targets I can't even see, and it makes pulling the 4 AVs on the STF pretty straightforward.

    Other than that, I have little use for a snipe on a defender.

    I love the snipes on my archery and AR blasters, but as much for the look and feel as the effects. When my archer draws back the bow, the animation during the interrupt time has a little shake in the arms as if she is drawing at the absolute limit of her strength. It just looks so awesome.

    My AR blaster is named "Outlaw Sniper" so she needed that power. Even without Aim+Buildup, the boost from Targeting Drone makes the damage acceptable. I LOVE using her on the ITF. The snipe is a one shot kill on Surgeons, so while someone is pulling the generals to the bridge on the third mission, she is stealthed and picking off the healers one by one. Boom, headshot! Boom, headshot! It is such a kick watching a Surgeon go flying back and the other ones nearby turn and try to heal... too late! Boom, headshot!
  15. Quote:
    Originally Posted by GhoulSlayer View Post
    I'm not exactly sure how it works either but this can't possibly be true because I play primarily on Freedom and Virtue. Yes, the last server I played comes up as first on the list, but the other one (Freedom or Virtue) is always dead last. If your theory were correct it would be second. Does anyone know how this is decided?
    Last server played on
    Least populated server
    .
    .
    .
    Most populated server (Freedom, usually. Virtue if Freedom was the last server)
  16. Yeah, sorry for the snarky reply. I thought you were serious about wanting to spam the AE room with your aura heal.

    Let me agree with what has been said here already:

    1) Although at low levels (and to people coming from other games) heals may seem the most attractive damage mitigator, by later levels they are the least effective.

    2) Every "healer" has better things to do than heal, even Empathy defenders, who have some awesome buffs and blasts. There's nothing more boring than a "Pure Healer" defender on a team that doesn't need heals

    3) Auto-fire heal auras are the worst of the worst. Not only are they inefficient and annoying, but they rarely go off when or where they would be useful, and when they are needed they are usually unavailable.
  17. I bought a little digital kitchen timer at Target for $10. It shows the current time, but also has a really simple countdown feature that I use when I am playing a buffing class.

    I set the timer for 3m 50s and start the countdown when I start buffing. When the alarm goes off, I have 10 seconds before buffs start fading. It auto resets to 3:50 so I just have to press the button twice -- once to silence the alarm and once to restart.

    When I am not buffing, it is a regular clock (although I have it set to Western Australia time since I have other clocks around and I have friends in Perth).
  18. Perhaps you should check out this thread:

    How to Silence Specific Game Sounds
    http://boards.cityofheroes.com/showthread.php?t=113746

    I have turned off most auras and toggle sounds, most of Sonic blast, the Portal corps ambient "railroad" noises, the waterfall roar, the sewer water splash, the Huge-model jump effect, boombox music, and various other irritants. There are still lots of effects in the game, but the most annoying ones are gone.
  19. Quote:
    Originally Posted by Unitron View Post
    Thats much better. That Accolade was totally unfair to Def based toons.
    Why is it especially unfair to Def-based characters? I can understand how Regen- or Heal-based protection has it easier because they take full damage from all attacks (well, 50% of them). But a Resist-based character has the same issue as a Defense-based: they take less damage during a fight.

    Defense-based, softcapped = 5% hit, full damage = 5% total
    Resistance-based, 90% capped = 50% hit, 10% damage = 5% total
    Resistance-based, 85% capped = 50% hit, 15% damage = 7.5% total
    Resistance-based, 75% capped = 50% hit, 25% damage = 12.5% total
    Squishy, Regen, or Heal-based = 50% hit, full damage = 50% total

    Edit: I just realized that the damage taken badge might count pre-resist damage. if that's the case then I totally agree and withdraw my question.
  20. Quote:
    Originally Posted by Ichaerus View Post
    And would it be a bad idea to Frankenstein the enhancements that way in various attacks?
    By the way, the term is "Frankenslot", of course derived from Frankenstein.
  21. 1) Healing Aura from Empathy or Radiant Aura from Radiation Emission. Both are defender primaries and controller secondaries.

    Don't do that.

    2) Maybe no one invites you because you are the kind of person who wants to spam healing auras in populated places.
  22. Quote:
    Originally Posted by Gr33n View Post
    kidding right? that thing is amazing!
    That's what I was thinking too. I saw the picture and started to drool. Only thing wrong with it is the crabs are probably dungies (I prefer the beautiful blue swimmers of the Atlantic) and are out of season right now to boot. In three months it would be the best damned meal on the planet.
  23. Eek a Mouse

    IO set bonuses

    I start in with common IOs at level 12 (lvl 15 IOs), adding in SOME set IOs at level 20 or so -- multi-aspect set IOs (ACC/DAM) at this level are more powerful than SOs, although single aspect IOs are not. But I rarely worry about set bonuses until I get above level 30. The lower level IOs just don't have set bonuses that are attractive enough for me to worry about them.

    Above level 30 I buy some IOs for the set bonuses, planning for the future. Since IO sets with good bonuses usually have a few very rare or expensive pieces, I will usually fill in those spaces with cheaper IOs from other sets (aka "frankenslotting") until I can get my hands on the rare IO. So even though I am working on set IOs from level 30 on, many of my powers won't get their full set bonuses until the 40s. Rarely do I wait until 50 though, since my level 50s are generally retired.
  24. Considering DB and WP came out at the same time, I often think of them as "thematic", and there are a lot of characters out there with that combo. And as noted above, there is good reason for it: they work well together.

    DB/SR is a very tight build, which means it is hard to fit in Tough/Weave, Hasten, Aid Self, or the new Physical Perfection APP power (not saying you need any of those, but lots of people like them). DB/WP is less tight but you still don't have a lot of room for pool powers -- good news is you don't need them.
  25. I hope the natural pack includes a phone booth costume change emote.

    Although I talked with a student the other day who had never seen or even heard of a phone booth. He was 13.