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Back in the day, right after the Stalker changes there was something neat I did:
A double critical.
Then I got even luckier and landed something amazing: A critical AS.
People other than me reported this too, and seeing as it was exceedingly rare for the natural crit to co-allign with the hide crit (how you double crit) it was kept in game.
Now, the question is, does it still exist?
I know my stalker has done this a handful of times in the past, yet my friend has not, and Im trying to convince him that it can happen...well does it still?
[/ QUOTE ]Shhhhhhh!!!!!! Quiet YOU!!!Yes to answer your question it still exists, and I hope it doesnt get fixed. It seems to be lag related. I know on the ITF map I get this a ton going up the hill before the final encounter of the 3rd mission.
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I believe that what he's trying to say is that because ninja are made out of wet paper bags, a single target heal alone will not be able to keep up with the amount of damage it's possible for 6 minions to take, while an aoe heal allows you to keep on healing most or all of the minions enough that single targets can be applied.
Basically he's saying that Pain's aoe and heals keep them alive better than O2 boost.
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And yet Pain doesn't (as far as I know) really have many tools to prevent one shotting. So while you can aoe heal, you face the problem of losing multiple pets at once while your trying to spam heals.
Oh, and my ninja/poison doesn't have problems with single target healing my pets. Outside of Elite Bosses and Archvillains most things can't kill them. It's only if 4 pets get serioulsy hurt at once, or I have to chose between healing a genin or jounin that I lose someone usually. I always pick the jounin first if it's badly hurt..
[/ QUOTE ]This is were you used to fortitude like buff that pain gives. Its a minor resistance buff and then you get the pet resistance proc and that brings you up to 25+ resistance to all but psi. Those enough to stop some 1 shottings right there. Problem with poison is that it doesnt help much for teaming on the non-hard targets. A group of minions and luitenents will be alot more dangerous than 1 boss or av to anyone playing the poison set on teams. If poison had more aoe utility, or if the final power had a bigger radius and a non-stupidly retarded recharge rate this set would totally own for teams like the way some of the other sets do. -
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I have had good success with ninja/dark and teleport foe. I port the mobs right into middle of my little group. That way they focus on one target, use only there melee attacks and stay close enought to AoE heal. I'm looking forward to Teleport group so I can TP my gang on top of bosses and LT's.
I'm only level 22 so far so not sure about the latter stages of the game but so far it's a fun combo.
[/ QUOTE ]I can see doing that for concept reasons. I never tried it in combat. Might respec into team tp on test server to see if its worth while for combat. -
Oh and before I forget, make you some binds/macros or else the ninja will run you crazy by level 20.
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I have a lvl 50 ninja MM. I didn't go with any of those 3. I went strictly dark on my secondary. I love that build
[/ QUOTE ]While dark does have an aoe heal, the radius on said heal is some what anemic. It can be frustrating at times because you literally have to be standing on your ninja to heal them. For the most part you will have to depend on darkest night to keep them alive more so than the heals. -
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ninjas are going to need a aoe healing set.
they still get 1 shotted from time to time.
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something here dosent make sense...
[/ QUOTE ]Yeah you left out the part where I said with bubbles. With the other sets you do get some form of resistance so they dont get one shotted as often. Bubbles just means they gonna still get 1 shotted often unless you can soft cap their defense. -
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I have recently made a mind psi dom and am liking the set pretty well how ever being to to doms i would love any information you can give on what powers i should take,
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With Mind control, there are no bad powers. However, the changes to the psi set make a huge difference in the power selections for this set.
Quick list of mind powers that any mind dom should have:
1) Dominate
2) Mass Hypnosis
3) Tk or Total Domination
4) Terrify
5) Mass Confusion
As long as you have those powers, you'll do well.
[/ QUOTE ]I question the wisdom of TK/TD when you have mesmerize and Confuse in the same set.
[/ QUOTE ]Personally I skip tk, its just too hard to use unless you are on specific maps and I dont feel the end cost of it is justified for such a low amount of targets. As for TD, it gets the slots last since it has a suck [censored] duration. -
From a survivability standpoint and for you to have some form of sanity, ninjas are going to need a aoe healing set. Ninjas have paper thin defense. Even with bubbles they still get 1 shotted from time to time. I dont recommend poison unless you want to strictly solo because it doesnt help you much on teams outside of EB/AVs. Storm while it is nice it causes alot of knockback which in turn makes it harder for melee pets to attack stuff. Keep in mind pets are borked where they sometimes get stuck in this mode where they show mercy on stuff thats knocked down instead of just killing it. Storm does have one advantage in that you can slot the recharge intensive pet procs into the tornado power giving the pets some added defense and resistance.
Overall pain will be some what active but you have the easiest time keeping them alive if you like to play in melee. To me the set feels more like it was made for zombies and ninjas than it was for the other sets. Best of all there are no powers that conflict with what the pets do. I have done ninjas with every secondary and pain was the easiest to level up by far. -
Nothing wrong with multiarc stories. The current limitations we have on this system can sometimes hurt creativity. I know for my next few arcs they will be multiarc because of this. I have a story to be told and I feel that in order to get the best effect of it the size limit just wont work for me.
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I did a search on this and found no results - hence, this post.
I am working on creating long arcs. It would be cool if other players ran my arcs, but I'm not worried about ratings. I'm writing the arcs for fun. I'll be rotating stories in-and-out. I will probably keep ones that have more votes at any given time in, but will still give me at least one slot to rotate - and, at this point, I'll probably rotate all of them as new arc are made.
This is just to make it clear that I'm not really overly concerned about ratings or plays.
I don't really have a stance on this subject.
It appears that here maybe far more people running very short and short arcs as compared to longer arcs.
I'm not saying that this is good or bad, but it does appear that it will be easier for a very short or short arc to reach the +999 status than a longer arc. (time-wise this should be obvious)
How do you feel about that?
Will it make you more likely to make a "very short" or "short" arc -- in order, to have the possibility that it will be played by more players simply due to the length of the arc?
Are you concerned at all if other players play your arcs or not?
[/ QUOTE ]For me its like this. When I choose an arc to run I look to see if its standard or custom critters. If standard I check the faction to see if its CoT, malta, or knives. If its either of those 3 it doesnt get run period. If its custom I look at the levels. Too many times I see folks making missions with lvl 54 critters, so those definately dont get run. If the mission has annoying powersets with insane tohit debuffage or defense debuffage or insane resistance debuffage it gets quit once I find out it does. If the toon I am on doesnt have +perception then I also quit the minute my perception is debuffed. Dont get me wrong, all that stuff is fine if said arc was labled as a challenge thing but most of them simply arent so they wont be getting any playtime from me. -
I see stalker shields being like how solid snake hides in that freaking cardboard box and no one knows he is there. It could definately work.
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I just wanted to know do mission objectives have anything to do with ticket count or is it just critter kill related?
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I've got some questions about slotting the mid range pets. For all of these, assume that sets don't exist.
For Zombies, is it worth slotting for the heals*?
For Mercs, is there any secondary effect worth slotting?
For Ninjas, is there any secondary effect worth slotting?
For Thugs, is Maneuvers worth a slot or two?
For Bots, is it better to ignore the damage aspect in favor of the +def and heal?
Does and End reducer affect the pet's end use, the cost to summon, or both? Are any needed in any pets?
*I read somewhere that pets won't heal until there has been enough damage to use the whole heal. By that I mean, if the heal will do 100 points, they won't use it on a target that is only down 95. For this reason, it was suggested not to enhance the heals, since that would make the healing pet wait longer before using it. Is that Correct?
Thanks
[/ QUOTE ]Only slot all pets with enough acc/dam to ED cap them any extra slots go to procs for resistance, defense, damage procs or -resistance procs. -
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If you have an ATI GPU, then shut off: Water FX, Bloom, Depth of Field, Desaturation, and Anti-Aliasing. They don't play well together with CoH.
[/ QUOTE ]Which brings up the point why pay for a card that you have to turn off half the features just to play the game? -
And to the OP the problem is you paired the weakest defensive secondary with the primary whose pets have paper thin defenses. In other words the problem is trick arrow. I recommend getting aid other if you dont get some kind of heal in your set. Ninjas are going to get hit, thats just a fact. If you had paired it with some of the other sets you wouldnt be having no where near the amount of problems. As for as pet slotting the resistance proc and the defense procs are somethings to consider as well as the lady grey proc and achile's heel proc slotting in the Jounin. Those will help them live a little bit longer and kill some what faster because when paired with trick arrow you need all the help you can get. I have done ninjas with every secondary and trick arrow was the hardest to level up.
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I'm not as familiar with Ninja but I wouldnt waste a third slot on Train Ninjas, never put more than 2 end redux(I only use one). Lastly your Oni has end redux, not really needed, and both your oni and jounin aren't really slotted for damage, but someone with more knowledge on slotting Ninjas would be able to help you more there.
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Not true. WHile the genin and jounin don't need end redux slotting, the oni does need a single endurance redux enhancement. After the level 32 upgrade is applied the oni WILL run out of endurance in a single fight without it. With a single end redux he has infinite endurance though.
[/ QUOTE ]This I agree on 100% pretty much all the tier 3 pets have endurance problems post 32, but one end reduction SO fixes that nicely. -
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~ Do people think /DA running all toggles is more powerful or useful as a whole package than the other scrapper secondaries? Considering how hard it is to do a straight comparison because of the dramatic differences between sets, does DA *feel* more powerful than the other scrapper secondaries?
[/ QUOTE ] I think the set needs to be on par with the others. Right now it isnt, and its just not worth the endurance issues and frustration at the early levels. For the total amount of endurance burned the set should be more survivable but it isnt, its making you choose between middle of the road survivability and offense. I could deal with it being this way if it was a tanker set but its not one. -
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Hum i guess I am the only one that put in the 4 peices of exp-reinforcemnts (orwhatever that one is that gives the recharge bonus at 4) and then slot a 5th slot for a strait damage IO?(Or atleast i think it was damage, it might have been acc depending on what lacked the most, but with the -def i dont think i consider acc to big of a problem with earth)
[/ QUOTE ]Thats a good way too if you were going for perma dom. I tend to not bother with it though because having that extra resists proc makes him even tougher and less likely to die. This in turn saves me endurance by not having to recast him, which in turn with the new domination changes will allow me to use domination more sparingly -
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You can never go wrong with Soulbound Allegiance's Buildup proc
[/ QUOTE ]This is exactly what I do. 3 acc/dam HO, this proc and the two resistance procs. Since poo-man hardly dies I dont need the recharge slotted in him and if I do there is hasten. I pretty much do this for all pets, for masterminds I use the defense proc in place of the recharge intenstive pet resist proc. -
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Powers not being used at all:
* Robotics Critters are not using Repair to heal their robots.
* Regen Critters are not using Reconstruction.
* Pain Dom Critters are not casting Enforced Morale.
* Pain Dom Critters are not using Soothing Aura.
* Thermal Critters are not casting Fire Shield. (Allies)
* Thermal Critters are casting Forge once and never again. (Allies)
* Thermal Critters are casting Thaw once and never again. (Allies)
* Thermal Critters are not casting Warmth. (Allies)
* Thermal Critters are not casting Cauterize. (Allies)
[/ QUOTE ] I want to comment on this one.This is for custom critters and any already dev created critters. I recent did an arc with a critter, I think she is one of the tfs as an ally, but she had speed boost. The thing is she only used it on who ever she was tied to upon rescue or if someone drops her by getting to far from her and reacquires her. She also only buffs the pets of that person who has her. I did a test on this and surprisingly she did buff an ally's Vet Pet but didnt buff the ally or any of the other mastermind pets but she buffed the person she was tied to and their pets. I been studing critter AI for a while now and it seems to be set to ignore everyone but the person they are tied to and their pets and any Vet pets. Giving speed boost to the pets was kind of wrong considering it doesnt help them in anyway when the rest of the folks are struggling to get by pre-stamina. -
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Awesome! I reinstalled the graphics drivers - and removed my ASUS tools, there was a GamerOSD and smartDoctor.
At the moment it's all working fine, the only problem is the water reflections are weird... But i'm assuming that's a software glitch.
Thanks for your help!
[/ QUOTE ]ATI cards just do that for some reason. I have never figured out a way to stop all the crazy graphic stuff ATI cards. Thats why I say its better to have an Nvidia card for CoX. -
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But I was unsure because it sure seems nearly impossible for him to line up an assassin's strike in the moving mass around my Brute if I strike first. I'm thinking that makes him frustrated and that's why I'm asking here. Maybe I should get a stalker's perspective.
[/ QUOTE ] I dont see how, just let him pick his target and when you run in thats when he should be hitting build up and AS so basically right after the initial alpha strike by you the AS goes off giving you a bit of a breather due to the AS fear effect. Its not that hard. Is that other guy a retard or something? Its very easy to AS moving targets. Once they are range when the attack is queued up it doesnt matter how far they run away so long as they dont break line of sight, it still should connect. -
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I'm looking for some tactical advice.
In my SG almost everyone has at least 1 stalker. I only have a Dominator, Mastermind, and Brute. Needless to say that when I team up the chances of me ending up with a stalker is very high.
The team dynamic of Dominator and Mastermind paired with a Stalker, or my Brute with anything else, is simple enough. We figured that out a long time ago.
The team dynamic of having both a Brute and a stalker(s) in a team continues to baffle me. I can't for the life of me think of a way the two can work together where everyone has fun.
The stalkers, because of their stealth, tend to run way ahead of me to "scout." That's fine with my mastermind and dominator because if they get a wild hair and strike I have ranged attacks and can contribute just fine. If that happens with my Brute I just have to sigh.
I'm not that fond of my brute to begin with but when the stalker is always taking first strike he also takes the aggro. I end up finishing the fight with my Fury bar never above about 25% and my contribution is minor to say the least.
If I strike first then that makes me feel useful but then he never, or rarely, gets his assassin's strike and I assume that makes him feel useless too. Generally by about half way through the mission it becomes a race to see who will take the aggro and that is hardly a good team dynamic.
I've tried charging just as his strike goes off but that doesn't help because of the distances involved. I've tried arriving as the strike hits but that is very hard to do without either interrupting the assassination or failing to get the alpha.
In short, I am basically never going to play my Brute with a Stalker again unless something is resolved. That probably means he won't get much play.
I've never had this problem with any random combination of hero AT's. It's only the Brute/Stalker combo that has me baffled.
Is there a way for both to have fun and use their inherent powers to their full potential? Or is this just a failed combination?
[/ QUOTE ]Sounds to me both of you got issues. Your fury issue fix is really easy. Just put brawl on autofire, if that doesnt give you near max fury I dont know could be going on. As for the stalker assasins strike issue make sure he is attacking the toughest (what has the most hit points) critter in the spawn first unless its av. Many stalkers I know waste their damage on a minion. The only time I can see doing that is if its something like a sapper or one of those healer surgeons. You go in to get the initial aggro and he ASes the boss. You should attack everything else that he isnt attacking and yall will do fine. -
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This gives a cross-faction market, keeps the RPers happy, and provides an extra Inf-sink, and one that people will FLOCK to. It's win-win-win!
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Other than competition being spread out over 3 markets instead of 2 and everyone under level 35 being blocked out you are right.
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There's a totally simple fix to that. Once DJ Zero in Pocket D sees how well the guy in Cimerora is doing, he sets up his own 4th market, not linked to any of the other 3. He also only pays in his own new currency, ZeroClix.
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Then the Rikti can open one in the War Zone, and they would have a 5th market, not linked to the other 4 - and they would have a new currency called "GuhR'eenbax" that you could only spend there.
T'uff Luh'k's Salvage:Recipe Purchase point
Owned and managed by the renegede Rikti T'uff Luh'k (and his partner Nah-T'Nuff), this ruthless negotiator will deal with anyone from any faction.
[/ QUOTE ]I like this idead the best, it just needs lower level access. -
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One thing that comes up in this forum fairly often is the disparity between red and blue side markets, and the idea of merging them into a single market to "fix" the villain supply problem. While this is a worthy goal, it's often shot down on the grounds that such a merge would be a more or less cataclysmic event, and people who have a lot of expensive things listed stand to lose, big time.
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Which TOTALLY didn't happen when MA was released.
Oh wait...
there's no valid argument against a merger that doesn't involve magic ponies or squishy nonsense like "It would ruin my RP fantasies!"
Anything less than full and equal access to the same market for both factions is a pointless half-measure that won't get my support.
[/ QUOTE ]what he said.