Fireheart

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  1. I've been suggesting a $server variable for years!



    Be Well!
    Fireheart
  2. Frozen Shark-in-the-Face!
    That's gonna leave a mark.

    Be Well!
    Fireheart
  3. Fireheart

    Human WS

    In that case, I apologize for my snark and hope that you will, indeed, get useful feedback from them. Haven't seen AlienOne around for a while, but Dechs is active, and a pretty cool guy.

    Be Well!
    Fireheart
  4. Fireheart

    Human WS

    Umm, well, if neither of the two guides mentioned offered you what you wanted and you're under-impressed, then you must know more than either of those top Warshade players, so you will just have to write your own guide. Who were you thinking you should get your information from, instead?

    Be Well!
    Fireheart
  5. Happy Anniversary of your birth!

    Be Well!
    Fireheart
  6. Posted this in the wrong place, I guess, so here is a repost:

    The masking of colors on the Bird-heads is off... Hawk only colors a small portion of the beak. At least, when I tried it out.

    I wish all of these heads (and the Monstrous ones too!) responded to the head/face bone-structure - currently, you can only adjust scale, slightly. I want to control eye-size and position (slightly) with the sliders - like you can with the regular human faces and helmet parts and other accessories. I want to resize 'Cranium' to make room in these heads for 'super genius' brains. I want to resize and reshape these faces to create my own custom look, distinct (at least partially) from the look of other players.

    And why are ALL of these animals (except the birds) Snarling Viciously? Are they going to save the citizens, or Eat them?

    I actually LIKE some of the monstrous heads more than these, but only Beast #5 has anything like a benign expression. Showing the teeth is a Nervous Threat gesture, not a preparation to attack or work.

    Aren't these supposed to the faces of Heroes?? Are these actually the best the Devs can do, or are they just a throw-away gesture, designed to shut us up? I don't mind paying for this - Yes, I probably WILL buy it, but I'd really like to see just a little more expertise, professionalism, and consideration for the intended application.

    These heads are Great Artwork! How about if we take it just a little farther and hook them up to the underlying structure of the models? And, perhaps, while we're at it, do the same for the old-school Monsters? Otherwise, it looks like we're just putting a animal-shaped Bucket on our heads.

    I like the fur options we're given, but they just don't cover enough - we ought to be able to apply Fur (and Feathers) to anything that we can currently apply Tights to. At the risk of sending the furry-fur-suit haters into a tizzy, we ought to have a Hirsute option, without going with a 'monstrous' body - finish the fur (and feather) texture set, with fur legs and feet. Take the basic 'monstrous' hands and apply it to Flat > Bare feet.

    Be Well!
    Fireheart
  7. The masking of colors on the Bird-heads is off... Hawk only colors a small portion of the beak.

    I wish all of these heads (and the Monstrous ones too!) responded to the head/face bone-structure - currently, you can only adjust scale, slightly. I want to control eye-size and position (slightly) with the sliders - like you can with the regular human faces and helmet parts and other accessories. I want to resize 'Cranium' to make room in these heads for 'super genius' brains. I want to resize and reshape these faces to create my own custom look, distinct (at least partially) from the look of other players.

    And why are ALL of these animals (except the birds) Snarling Viciously? Are they going to save the citizens, or Eat them?

    I actually LIKE some of the monstrous heads more than these, but only Beast #5 has anything like a benign expression. Showing the teeth is a Nervous Threat gesture, not a preparation to attack or work.

    Aren't these supposed to the faces of Heroes?? Are these actually the best the Devs can do, or are they just a throw-away gesture, designed to shut us up? I don't mind paying for this - Yes, I probably WILL buy it, but I'd really like to see just a little more expertise, professionalism, and consideration for the intended application.

    These heads are Great Artwork! How about if we take it just a little farther and hook them up to the underlying structure of the models? And, perhaps, while we're at it, do the same for the old-school Monsters? Otherwise, it looks like we're just putting a animal-shaped Bucket on our heads.

    Be Well!
    Fireheart
  8. Quote:
    Originally Posted by Caulderone View Post
    Perf.Shifter +End works out to 0.2 end/sec (in a passive like Stamina).

    In Stamina, a single Level 50 IO adds 0.177 end/sec (before ED kicks in).
    Quote:
    Originally Posted by AnElfCalledMack View Post
    The Chance for +End procs can't be debuffed. While it's not reliable, if you're facing heavy -Recovery debuffs, a lucky Performance Shifter proc can give you another attack or two before your toggles drop, and that can easily be the difference between dropping that Sapper or Mu before you bottom out or not. Same goes for T9 or nuke crashes - if the proc fires as the crash hits, you can just take it easy for a bit, rather than straight-up dropping.

    Also, the first two EndMod IOs might give a bigger boost, but the third is comprehensively outclassed by the proc.
    Quote:
    Originally Posted by sturm375 View Post
    From past experience, 1 +end proc is somewhat noticeable, if you can fit 2 into a build in passives, makes a nice difference, very noticeable. I will look into that. Thanks for the suggestions.
    Right, the same things were pointed out when I posted to 'Player Questions'
    Quote:
    Originally Posted by firespray View Post
    The performance shifter proc gives a 20% chance for +10% endurance every 10 seconds. If you have 100 endurance (i.e. no + max endurance buffs) then that works out to 0.2 end/second on average.
    So I was clearly looking at the wrong numbers and I'd also misplaced my decimal-point.

    Upshot is Two SO+ enhancements in Stamina, or Fast Recovery beats the Proc, but one does not. Of course, if you have two slots, a plain enhancement Plus the proc is even better! So, it looks like the Performance Shifter +End belongs in every build, as often as possible.

    Which explains its Popularity!

    Be Well!
    Fireheart
  9. Quote:
    Originally Posted by firespray View Post
    ...that works out to 0.2 end/second on average.
    Curse You, Decimal Point!

    Okay, so it procs every 10 seconds. And now I see why the thing is so Popular! Thanks for straightening me out.

    Be Well!
    Fireheart
  10. If I understand correctly, the Performance Shifter +End procs +10% End on a 20% chance. Which works out, in the long run, to about +2%/second.
    However, a straight SO +End slotted into one of the Endurance Recovery powers produces a bonus (depending on the power) closer to 5-10%/second - Is that right?

    If so, why would anyone slot the proc, except in an ED-capped EndRec situation?

    Be Well!
    Fireheart
  11. Quote:
    Originally Posted by Caulderone View Post
    Well, taking what you have and modifying with cheap in mind, here's what I came up with. It shouldn't be too expensive. You can get the two Perf.Shifter +End in a few short days of Tips via HVMerits.
    I have a question about this, which may be better addressed in its own thread, but I'll start here:

    If I understand correctly, the Performance Shifter +End procs +10% End on a 20% chance. Which works out, in the long run, to about +2%/second.
    However, a straight SO +End slotted into one of the Endurance Recovery powers produces a bonus (depending on the power) closer to 5-10%/second - Is that right?

    If so, why would anyone slot the proc, except in an EndRec Capped situation?

    Be Well!
    Fireheart
  12. Thank You! Redlynne and Sarrate both, for this discussion of Taunt in RttC. You strongly clarified my thinking on what to do with my Willpower Tankers.


    Be Well!
    Fireheart
  13. SMith & Wesson


    Dr. Pepper or Mountain Dew?

    Be Well!
    Fireheart
  14. Fireheart

    Feral Kat artz!

    As dynamic and Interesting as that second one looks, I hope someone remembered their parachute, or that's gonna be messy and a bit horrifying in about 10 seconds. Perhaps Mr. Tattooed Muscles can fly?

    Be Well!
    Fireheart
  15. Quote:
    Originally Posted by Smiling_Joe View Post
    Whoah, now. Let's not start any talk of nerfing anything. Live and let live where eclipse is concerned, I say. Nothing to see here.

    Move along, folks! Move along!
    Agreed. Nerfs lead to catastrophic screams of horror and random acts of nerd-rage. Better to Buff-for-balance, instead.

    Be Well!
    Fireheart
  16. Wow, dude, you're going to be 'professionally' schooled!

    Dark_Respite is one of the best!

    Meanwhile, until she can get back to you, you might find some answers in this section of the forums: http://boards.cityofheroes.com//forumdisplay.php?f=607

    Be Well!
    Fireheart
  17. Fireheart

    Test

    Quote:
    Originally Posted by Early Girl View Post
    What's next..... a Millennium Party?

    lol thot this was the question thread
    We can party like it's 1999?


    Be Well!
    Fireheart
  18. Quote:
    Originally Posted by mauk2 View Post
    Debt is just a measure of how much awesome you're generating.
    If I maintained a sig, I'd quote this in it!

    Be Well!
    Fireheart
  19. Fireheart

    Test

    Is that the one where you have to survive being 'mostly dead'?

    That sucker is Tough! It usually takes a Miracle.

    Be Well!
    Fireheart
  20. I disagree. Willpower's recovery is superb and the defensive toggles are not any more endurance-hungry than the toggles in other sets. However, just because you have superb Recovery doesn't mean you can skimp on EndRed! You still need 30%+ in each toggle and attack.

    As for Tough & Weave, they have a much higher Endurance cost. I shoot for 50%+ EndRed in those two.

    Be Well!
    Fireheart
  21. Suggest looking here: http://boards.cityofheroes.com/showthread.php?t=209345

    He posts both a 'defensive' and 'offensive' build.

    Be Well!
    Fireheart
  22. Quote:
    Originally Posted by Bio_Flame View Post
    It is lacking some punch in my point of view.
    It trades a lot just for that ability: to deal damage. And I don't think the tradeoff is for the better.
    Actually, I feel that Nova just needs a 3rd single-target attack. In human-form, I have 3 single and 2 AoE attacks, but I can't maintain that attack-chain in Nova, without substantial recharge - in other words, Nova 'requires' Hasten... and it really shouldn't.

    Be Well!
    Fireheart
  23. Fireheart

    Invuln/Kin Melee

    I certainly appreciate how having a 'finished project' goal can help you plan things out, but, to me, that means you post this build-guidance request Next week.

    Here is a basic framework for how I would structure your first levels. Your own choices may differ, and that's fine, but I've found Invulnerability to be (almost) overpoweringly robust in the beginning levels, _IF_ you make sure to get those key powers in place (TI, DP, UnY, & Invinc). Attacks from your Secondary will do you more good than other things, when it comes to Leveling in this phase. Everything else is just Gravy - until you hit 30 or so and the game starts getting 'hard'.

    At that point, it's time to respec into a more efficient build.

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Solid Motion: Level 48 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Kinetic Melee
    Power Pool: Leaping

    Hero Profile:
    Level 1: Temp Invulnerability -- Empty(A), Empty(5), Empty(7), Empty(9)
    Level 1: Quick Strike -- Empty(A), Empty(3)
    Level 2: Body Blow -- Empty(A), Empty(3)
    Level 4: Smashing Blow -- Empty(A), Empty(5)
    Level 6: Dull Pain -- Empty(A), Empty(7)
    Level 8: Unyielding -- Empty(A), Empty(9)
    Level 10: Taunt -- Empty(A)
    Level 12: Combat Jumping -- Empty(A)
    Level 14: Super Jump -- Empty(A)
    Level 16: Repulsing Torrent -- Empty(A)
    Level 18: Invincibility -- Empty(A)
    Level 20: Power Siphon -- Empty(A)
    Level 22: Resist Physical Damage -- Empty(A)
    Level 24: Resist Energies -- Empty(A)
    Level 26: Tough Hide -- Empty(A)
    Level 28: Burst -- Empty(A)
    Level 30: [Empty]
    Level 32: [Empty]
    Level 35: [Empty]
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: Resist Elements -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Stamina -- Empty(A)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |1A0082A4EA5D136DD26DB9875646F11B9F100BC020F82788B96DF87E0E70DCCCC78|
    |132CED81032BF993F7DBD999C938FD379B01636F1F30277894F03C1FEE72351599F|
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    |C07B650F8E57A9FB0AF2F8653CF3C95C86C1D68DA993E9806918D320A3E056684C4|
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    |32B72C73D3327F27FA072CF683E6|
    |-------------------------------------------------------------------|
    Be Well!
    Fireheart
  24. Fireheart

    Invuln/Kin Melee

    I suggest you not worry too much about IO sets and focus on the important things, like this guide:
    http://boards.cityofheroes.com/showthread.php?t=133483
    But alter it to taste and with changes due to Inherent Fitness. I suggest getting more attacks in there, because those will help you more, on your journey to the half-way mark, than the Fighting pool will.

    A level 50 build isn't going to help you get your character to level 22, so get to 22 first and then worry about going higher.

    Be Well!
    Fireheart
  25. Quote:
    Originally Posted by Call Me Awesome View Post
    I would certainly not plan on buying much over double XP weekend; I'd expect prices to nearly double as everyone's trying to outfit their newly leveled characters. From past experience it'll take a week or two for prices to come back down... of course that means there's loads of inf to be made on the market this weekend in order to buy stuff a week or so later.
    LOL Oh, no-no-no, I'm not insane enough to think this is a good time for Shopping! I'll spend 2XP-time on driving some of my younger toons up to L22 or so, then post a bunch of 'reasonable' bids for stuff and wait for the chaos to settle, before I expect anything.

    Have FUN!
    Fireheart