Fleeting Whisper

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  1. Quote:
    Originally Posted by Endlessly View Post
    They should make Detention Field and powers of that ilk a high endurance cost toggle. Then I can see it being useful.
    The very nature of the power makes that not possible.
  2. Quote:
    Originally Posted by Umbral View Post
    Detention Field is simply never going to be useful (just like every other targeted phase shift power).
    While Detention Field (and Sonic Cage, Dimension Shift, and Black Hole) are rarely used and can easily be detrimental, they can also come in handy. For example, using Sonic Cage on Lord Recluse instead of tanking him during the STF
  3. Quote:
    Originally Posted by kendo View Post
    actually, I find that Master Minds can fill in as the pseudo tanker red side as well as, or better than, brutes. several of mine have taunt powers from the power pool.
    On SOs, a Tankermind build is usually better than a Brute for standard encounters (specialized encounters such as the LRSF are another story). When you get into IOs it can be a tossup, but Tankerminds are extremely good.

    Even without a Tankermind build, Masterminds are generally better at absorbing an alpha strike than Brutes are.

    Quote:
    Originally Posted by Postagulous View Post
    I was going to wait until I'd read everything here, but this is wrong.

    I've been on teams where an AR blaster [and it's always an AR blaster] thinks they're the tank. I've been on teams where the Tank thinks they're a scrapper. Defenders as blasters. Controllers as scrappers.

    Know your role.
    Um... no. FWIW, the last time I ran the STF, our AR/Dev Blaster was the tank for Recluse's lieutenants. No, seriously. And any Tanker or Defender who ignores their attacks is worthless to me. I can't say I've seen Controllers as Scrappers, since they don't really get melee attacks, but I have seen Defenders as Scrappers -- Luminara even has a guide on doing it in the guides section.

    The archetypes do have a default role, sure, especially heroside. But with a little bit of planning and skill, any AT can really fill any role.
  4. I tend to take Taunt, but I certainly don't use it every spawn. I'll use it when I feel it's needed (as with Father Xmas). I'll use it if I've come low on endurance for whatever reason, to help the team even if I can't deal damage (low EPS toggles + Taunt means I keep damage off my teammates; attacking would drop my toggles and get me killed). And with Super Strength, I'll often use Taunt during the Rage Crash
  5. Fleeting Whisper

    The Lore Wiki

    Quote:
    Originally Posted by SlackTech View Post
    most packs people buy gives them both games now
    Most? Try all. Redside and blueside were merged into one thing shortly after NCSoft bought up the CoH IP from Cryptic. If you go to eBay and buy a CoH preorder code to create a new account, you'll have access to both sides of the game. Even a Game Card will give you access to both sides.
  6. Quote:
    Originally Posted by mousedroid View Post
    But see, to use the example of Combat Jumping, is CJ more effective for a Tanker than a Blaster because a Blaster has less inherent defense than a Tanker, or because the power itself applies a lower modifier to the Blaster than the Tanker?
    There's no such thing as inherent defense. Combat Jumping, for all ATs, applies a scale 0.25 defense buff. The defense buff uses the Melee_Buff_Defense modifier, which is where the differences come from.

    While CJ always has a 0.25 scalar, that value is multiplied by the AT's Melee_Buff_Defense value. For Blasters, this is 0.07 (the lowest). Next is Scrappers, Kheldians, Brutes, and Stalkers, at 0.075. Then Dominators and Corruptors at 0.085. Then Controllers and Masterminds at 0.09, and finally Defenders, Tankers, Widows, and Spiders at 0.1.

    You multiply the scalar (0.25) with the Melee_Buff_Defense for each AT to reach the final effect:
    Blaster: 0.25 * 0.07 = 0.0175 = 1.75%
    Scrapper, Kheldian, Brute, Stalker: 0.25 * 0.075 = 0.01875 = 1.875%
    Dominator, Corruptor: 0.25 * 0.085 = 0.02125 = 2.125%
    Controller, Mastermind: 0.25 * 0.09 = 0.0225 = 2.25%
    Defender, Tanker, Widow, Spider: 0.25 * 0.1 = 0.025 = 2.5%

    ALL powers in the game work like this. Different scalars and different attribute modifiers account for the different values between power effects.
  7. Quote:
    Originally Posted by SwellGuy View Post
    I think City Traveler shows they can do things with the travel power pools so I would really like them to open up flight and teleport pools to Kheldians even if it means they block all the Fly powers except Air Superiority from Peacebringers and all the Teleport powers but Group Teleport from Warshades.
    Fly unlock logic:
    Pool.Flight.Combat_Flight Pool.Flight.Air_Superiority || level char> 14 >= && Veteran60 owned? || $archtype @Class_Peacebringer == ! && $archtype @Class_Warshade == ! &&

    In more easy-to-read terms:
    (((Hover || Air Superiority) && level >= 14) || City Traveler) && (AT =/= Peacebringer && AT =/= Warshade)

    The Kheldian lockout and the City Traveler are both specifically accounted for in the logic which decides whether the power is available or not. Super Jump would similarly boil down to:
    ((Combat Jumping || Jump Kick) && level >= 14) || City Traveler

    Other pool T3s are similar, consider Tough:
    (Boxing || Kick) && level >= 14

    Of course they can do things with the travel pools. They could also remove all the prerequisites on Group Fly, and Group Fly alone.
  8. Quote:
    Originally Posted by houtex View Post
    What, there are different ones depending on your origin?
    http://wiki.cohtitan.com/wiki/Titles
  9. Quote:
    Originally Posted by Ironik View Post
    "unique" can't take adverbs because you can't be MORE unique than unique
    "hardly unique"
  10. Quote:
    Originally Posted by Redlynne View Post
    make the endurance cost dependent upon how many targets are affected by the power. This kind of mechanic is already seen in the Kinetics power Repel where the endurance cost is partially based on number of affected targets.
    Repel's endurance cost is not based on the number of targets. One of the effects of Repel is to drain endurance from the caster whenever a target is hit. While it may seem like semantics, there's an important distinction here: You cannot reduce that endurance drain, only the actual endurance cost.

    Repel's endurance cost is twice that of the Leadership toggles (0.39 end, twice per second for a total of 0.78/s), plus a 1.0 endurance drain per target hit (and if you've got a target cornered, it'll hit them twice per second). You can reduce the former cost with endrdx enhancements (to approximately 0.4/s with full slotting), but the latter cost cannot be reduced. Not by enhancements, not by Conserve Power, nothing.

    If you want to say that Repel's endurance cost is reduced for fewer targets, fine. Practically but not technically true. It's still one of the most expensive toggles in the game, even with that benefit. Even Superior Invisibility is cheaper if you have an enemy being bounced by Repel.
  11. Fleeting Whisper

    Oranbega...

    Quote:
    Originally Posted by Iannis View Post
    I seem to remember Faultline was caused by the CoT trying to tear it back up to get it flying through the sky again (and destroying Paragon City in the process).
    Faultline was caused by the hero Faultline falling under the control of PsiCurse and the PsychoChronoMetron. The PCM caused Faultline to lose control of his powers, resulting an earthquake in the Overbrook neighborhood.
  12. Quote:
    Originally Posted by Felderburg View Post
    I've seen this sentiment a lot. I don't get it.
    While Venture is frequently right, his posting style also rubs a lot of people the wrong way. They don't want to like him, but admit he knows what he's talking about.
  13. Hmm... is it sad that a search for "City of Heroes Vade Mecum" doesn't get you the official site until the 8th result, the 4th result is THIS THREAD, and most of the rest of the results are torrents of it?
  14. Fleeting Whisper

    Oranbega...

    Quote:
    Originally Posted by Furio View Post
    And more importantly, using Atlantis would require underwater tech (or else the players would be all "WTF?!??! why is Atlantis *not* underwater?!?!?!1111@!?") which simply wan't an option at the time.
    WTF?!??! Why is Atlantis a spaceship in another galaxy?!?!?!1111@!?



  15. Fleeting Whisper

    Store on test?

    Quote:
    Originally Posted by Terror1 View Post
    On another note i wish they would give an alternative method to getting respecs on test other than having to dupe them over there.
    When the Test server store is up, everything is free. "Buy" a respec on the Test server store for $0. Done.
  16. I wonder if Titan Network could get away with printing compilations of the wiki and selling them? At least it would be a better investment than this thing
  17. Ah, I didn't realize anyone had that significant of a difference between the modifiers.
  18. Quote:
    Originally Posted by Andferne View Post
    As it is CJ also has a slightly higher Defense rating
    Eh? Combat Jumping is a scale 0.25 defense buff. Maneuvers is a scale 0.35 defense buff. Maneuvers is a better defense power. On a Scrapper, you get 2.275% base from Maneuvers, vs. a 1.875% base from CJ.
  19. The NCSoft store will occasionally prevent you from buying something, because it sets limits on how much you can buy in a certain period of time (an attempt to prevent credit card fraud). But in that case, the store will simply prevent you from purchasing and you will be fine in 24 hours.
  20. Glancing over his powers in CoD, he doesn't appear to have a +regen buff, so he should be at base regen, which should be 5% of his max health every 15 seconds. Of course, his max health is very large, so 5% is significant. I'm not sure of an exact figure for his max health.

    His max health will increase at +levels.
  21. I play with the assumption that, if I rescue an NPC during a mission -- any mission, any NPC -- I should expect an ambush or three.

    That doesn't stop me from going to fight the next group, of course
  22. Fleeting Whisper

    Ghost Widow!

    And of course, L'viss is a Rikti commander with two direct subordinates: R'ok and R'll.
  23. Too long by one letter, I'm afraid.

    I had a cAPTAIN cAPSLOCK character once, though I've since deleted him. His description was "CAPSLOCK IS CRUISE CONTROL FOR COOL"
    (I think mine was a Fire/Fire Blaster though)