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Posts
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You can keep holding aggro even if you drop. You should know when you're about to die, and be ready to fire off RoTP the second you do die. Everything that was on you is now stunned and not fighting the mob, and you have plenty of time to retoggle and get aggro back (if anything is still standing when the stun, etc. wears off).
Like I say in my guide, you can hold off on getting Rise of the Phoenix (at 32 I'm usually trying to cram in Tough or Weave on an already tight build), but it is a useful thing to grab at some point. I rarely use it, but I am glad when it is there.
I really put the power in the same category as Healing Flames. You're still a Tanker and tough with those powers, because they just can't keep you down. You heal back large amounts of damage every twenty seconds or so, and even if they drop you, you can pop back in a fiery flash.
By the way, what's up with the title? No need to off tank with Fiery Aura! Get in the brunt of it! -
I wouldn't drop Targeting Drone, even though I have plenty of accuracy bonuses: I'd say it's a bonus of the set that it is there. There are skippable powers in Devices, but I don't think Targeting Drone is really worth skipping.
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Quote:Lower amounts of AOE is only a problem if you put blinders on. There are plenty of places where you want good single target damage, and someone putting that damage where it needs to be. Stalkers are fine since they were adjusted... it's just the folks with blinders that seem to think they are not.So?
Energy has out of stealth attacks that are assassin level like attacks and dark melee is self explanatory.
That leaves MA, which isn't hot regardless of archtype. :P Edit: In fairness MA for scrappers is more AoE oriented, but still is a set that could be jazzed up. -
I'll give it a try if I can make it. I'll have to see if anything comes up when we get closer to the date, but it should work (I don't like to promise anything two weeks out).
If I can, I'll try to bring Grey Pilgrim on his higher recharge build, as it should help to have longer range Taunt and faster recharging Healing Flames, I think. Not sure about EoEs, though. -
Not a whole lot of chatter, but I liked what I saw in the video. Pretty different environments than we have, atmospheric, and should be fun to explore in. Underground definitely has a cool look to it.
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I've always gone for some variation of Gandalf for my gaming stuff. I needed something way back when I played Myth, Myth II, Medal of Honor, and Quake III with a friend, so it worked for me.
I was Gandalf333 for awhile since I needed to add a number while on the Gamespy forums, and then I kept using it when I joined a Battlefield 1942 (and eventually 2) clan. When I joined CoH, I wanted to do an homage to Gandalf, and Grey Pilgrim seemed to fit the world better. My main has the same name, with a slight homage in his backstory to that character. I'll probably stick with Grey Pilgrim from now on. -
For those that feel like it, there is a Going Rogue Preview on IGN.
Not too much on it, though, just some info about how the morality missions will work (assuming they described it correctly). The video is probably the most worthwhile thing, as it actually moves around Praetoria's main square a bit, as well as the underground.
Not sure what to think of these tip missions. Could be kind of cool and dynamic, though it sounds a little involved for the morality missions. I was thinking that you would make choices throughout the missions that would affect your alignment, but I guess not (well, assuming IGN got it right). -
Still debating if my Inv/Mace build is where I want it. I wanted to have a Tank build that didn't take Tough and Weave for once (my tanking Fire/Fire build has it, as does my WP/DB Tanker, and my Shield Tanker has Tough), so I didn't go for those. I'm actually debating if I should rework it to get some more psionic defense and resists, as the only mobs that bugged this build much were psychic mobs... and that was before I rounded out all my S/L defenses.
I know it's not a l33t def cap build, just a different approach from what I have done and others do a lot with Tank builds. I'll probably stick with it just to be different, though I know I could maybe get more recharge, or drop some S/L defense for psionic resists and defenses (and pick up Tough). *shrugs*
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Swedish Fury: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: War Mace
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(23), RctvArm-ResDam/Rchg(25), ImpArm-ResPsi(37)
Level 1: Bash -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(13), S'ngH'mkr-Dmg/EndRdx/Rchg(17), F'dSmite-Acc/Dmg/Rchg(19)
Level 2: Pulverize -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), F'dSmite-Acc/Dmg/Rchg(13)
Level 4: Jawbreaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(9), C'ngImp-Dmg/EndRdx/Rchg(15)
Level 6: Combat Jumping -- DefBuff-I(A)
Level 8: Dull Pain -- Mrcl-EndRdx/Rchg(A), Mrcl-Heal/EndRdx/Rchg(17), Mrcl-Heal/Rchg(45), Numna-Heal/EndRdx/Rchg(46), Numna-EndRdx/Rchg(48), Numna-Heal/Rchg(48)
Level 10: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(11), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam/EndRdx(39), ImpArm-ResPsi(48)
Level 12: Swift -- Run-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(50)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(39), LkGmblr-Def/Rchg(42), Rec'dRet-Pcptn(43), Rec'dRet-ToHit(43)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(23)
Level 22: Resist Energies -- S'fstPrt-ResDam/Def+(A)
Level 24: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(27), B'ngBlow-Acc/Dmg(29), B'ngBlow-Dmg/EndRdx(31)
Level 26: Tough Hide -- DefBuff-I(A)
Level 28: Whirling Mace -- Erad-Acc/Dmg/Rchg(A), Erad-Dmg/Rchg(29), Erad-Dmg(31), Sciroc-Acc/Dmg(31), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Dam%(33)
Level 30: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(33), Mocking-Taunt(34), Mocking-Rchg(34)
Level 32: Resist Physical Damage -- ResDam-I(A)
Level 35: Shatter -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(36), C'ngBlow-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-%Dam(37)
Level 38: Crowd Control -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-Acc/Dmg/Rchg(40), Erad-%Dam(42)
Level 41: Block of Ice -- NrncSD-Acc/Rchg(A), NrncSD-Acc/Hold/Rchg(42), NrncSD-Acc/EndRdx(43), NrncSD-EndRdx/Hold(45), NrncSD-Hold/Rng(46), NrncSD-Dam%(46)
Level 44: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(45)
Level 47: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(50), RctvArm-ResDam/EndRdx(50)
Level 49: Unstoppable -- ImpArm-ResPsi(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 44: Ninja Run -
Quote:All I know as someone not in the beta is that it's a new endgame setup for CoX. You get slots of some sort that power up your character further than we can now, and this all also opens up or allows for more difficult content that will challenge people with these extra slots.in short what was the incarnate system about? I read bits and pieces but sounded like thye was planning on doing lot more than what was let on at first.
What the slots are, how they work, etc., is all unknown until beta opens up. Then I'm assuming people can chat how it was working to their heart's content, but I'm assuming the devs will be working on it further until it's released in the game (sounds like Posi still wants to open up one slot to us before I19 hits). So it'll be something like what the people in closed beta got to see, but that was only a snippet and should be improved further based on their feedback and the dev's work.
If you want anything more on it, you'll have to do searches for posts, and look for all the sneak peak things we've had from the devs. It won't be much more than the above (if anything). -
Quote:Useless my eye. My VEAT cuts through swaths of minions and lieutenants pretty well with all his AOEs, but hates hard targets. My Nin/Nin Stalker had none of the same quibbles whatsoever. If you have a more ST focused set of attacks, up the level but not the number of the mobs you are facing. If you lean more towards AOE, it helps to up the number of mobs you are facing without increasing their level. My MA Scrapper and Nin Stalker don't level any slower than my Blasters do, as I adjust the difficulty setting accordingly.It's not so "much good on stalkers" as it is "only a reasonable choice on stalkers and not on anyone else". Stalkers and EM both play to the same nearly useless strength. EM is good on a stalker compared to how well it works on any other AT, but that still doesn't make it good in an overall sense.
Stalkers do bring something to the table, whether you see it or not. If you really wanted to continue your reasoning, I would say melee ATs are entirely unnecessary in CoX. Everyone else can affect and drop mobs at range, and faster than melee ATs can do with their pitifully small cones: so why bring them?
Yes, there's that Shield Charge, but we should all know that is bugged currently to do more damage than it should. Even so, it's not really any more than a bunch of ranged ATs with a bunch of AOEs can do every mobs as well.
In short, back to my previous point. All ATs bring a different approach to the game, and can bring something solo and on a team. No need to be snobbist against any ATs in this game whatsoever. -
Doesn't make much difference on Victory. Even with someone like Hamster that doesn't like Stalkers, he still invites them after some ribbing. It's with good reason, too. Stalkers bring something to the table like other ATs, so people should play what they want and bring what they want. There isn't too much content that requires certain team setups.
I like it that way. -
Quote:To add, in your account info it should tell you if your account is recurring, or if it will stop being playable at a certain date. Just did this with mine in the past week, so it works fine.Don't get me wrong I'm not necessarily going to leave the game I just need to know about when I am due for paying again. So, I would like to cancel my sub and personally sign back up when it runs out.
I am just double-checking... if I cancel I can still play out the remaining time, right?
Thanks! -
Quote:Probably true most of the time, but I would advise anyone to just sell stuff on the market frequently. It helps supply (and all of us, therefore), but it also informs you what a "normal" price for an item is. So you can put in a bid for what something normally goes for, even when the price is way higher. It'll come back down eventually.I wanna expand on something others have hinted at. When playing the market timing is everything. That recipe or piece of salvage that's going for a few hundred thousand now will be selling for several million by 8 or 9 tonight. So why not snap up a few and repost 'em in a few hours when they're in extremely high demand? With that in mind, here are some timing tips:
1) Never buy on weekends. The average age of CoX players is higher than other MMOs. That means most of us have jobs, kids, etc. that take up our time during the week. The sudden increase in players online during the weekend means more people are looking to get stuff and get it NAO!! That's why market prices sky rocket when the week's out (Particularly on Saturdays). It's especially noticeable when looking at salvage prices. Circuit Boards and Spell Ink are two extremely common drops. During the week they can go for as little as 50 influence. But on weekends they'll sometimes go as high as 50K.
2) Daytime is primetime. If you're looking to get things at a bargain place your bids during the day. The reason for this is similar to my first point. There are fewer players online during the day so you won't have to worry as much about competing with others who have much larger bank rolls than you do. It's easy to snap up some of the leftover stuff from the previous night that didn't sell and got reposted for lower prices. Also, your bids will generally come in quicker because there are fewer competing bids clogging the stream.
3) Don't trust nighttime sales records. When bidding during off hours you'll often come across prices that seem extremely high. New marketeers are often discouraged by this because they think that's the average going rate for the item. More often than not that isn't the case. What you're seeing are the prices from the previous night's peak activity. Since fewer people bid during the day those records don't get altered to reflect the deals you can get. Don't let it fool you.
To put in my two cents on the overall topic, getting money is really just as simple as playing the game. You can play the market a lot and farm, sure, but you don't need to. Just sell your drops wisely (checking to see if you can get more on the market as well: this doesn't take all that long), and the money will come.
I came back to CoX not long after the invention system was in place, and I had a lot less money than most people. I made a Blaster at the time and got him to 50, managing to buy all his IO sets with the money he made alone, filling up the slots that opened with each level increase. He didn't get inf from any other toons: this was all based off of what he sold from drops. He was helped a little by having a respec recipe drop (but it was only worth 18 million then), but most of his gains were little steps here and there.
You can put together a respectable build with not a whole lot of money: it's only some desired sets that are worth a few million for each piece, and the really rare ones that are worth more. Are those sets nice to have? Sure. Do you need them? No. Go for something more realistic than a purpled out build, sell your drops, get merits, and it's all fun and gravy. -
Quote:My only real concern is what it does for Going Rogue's offerings. There's already been a lot of frustration with its seeming lack of content (not to mention how little we seem to know about it, even at this point), so this doesn't make it any better. I do hope I19 comes along relatively soon (though done well) in the fall, as I really am interested to find out what this new end game stuff will do. But I can certainly understand why it was pulled from GR's offerings.I'll reiterate my point that it was a good idea to hold off on the Incarnate Preview.
I think the main draw for GR remains: any AT, any side. Even though you can't start off as a VEAT/Kheldian in Praetoria, once they hit 20 even they can join in the side-switching fun. Also, since a lot of ground work has been done for I19, they should be able to get it out to us in a (more) reasonable time frame.
EB, hopefully it's not a big deal. It just stood out to me as I hadn't heard that bit at all, so I figured it had to be something from the beta. Posi's post just mentions drop rates and costs generally, not how you get anything for the endgame stuff. -
Any chance you'll ever run these later in the evening? I'm usually on later in the evenings, so it's hard to make it to these. Of course, I'm out of town next weekend, but I was curious if you were ever going to aim for a different time.
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Quote:Watch that NDA breakage, EB. Or I'm assuming it is, I didn't know that about TFs and the system.Is it a big deal? Depends on the player.
Because the components you need for the slots are obtained via TFs; it would have been nice to have it released with GR. I say this because I believe many players will be completing TFs that they previously couldn't run because of their faction. It's a "kill two birds with one stone" kind of thing.
Personally all this means for me is that many of my 50s will more than likely be on the shelve until I19. Which I won't be expecting until the end of November or early December. That's just more time to level up something in Praetoria.
GreenFlame, if you look at the OP, I say I understand why they're doing it, but this does take a big draw out of Going Rogue at the same time. I'm wondering what the expansion is going to do (if anything at this point) to pick up the slack. So yes, it is something of a big deal, slight it or not. -
I'll join in with Grey Pilgrim. I usually play on Saturdays, so I should be able to make this: and it sounds fun! Great idea.
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What, that I'm feeling down about this, or that they removed that one level?
It makes sense that they are taking it out (if that one level doesn't do enough), but it does leave us with fewer things that we know are going to be in Going Rogue. I've heard enough chat in-game that beta people have accidentally dropped to know there is more in Going Rogue (but not much more than that), but it does make me a little sad at this point. I only hope that there will be a good amount of stuff in this expansion.
I have posts prepped to crow over how wrong you were, MG, or to bewail how right you were. Which shows just how centered I am, heh.
And thanks, Flux. It's concern like yours that makes Victory a wonderful place. -
I've chatted with people in different channels before, sometimes forgetting to switch back and forth. So a debate started on one channel, I responded there, went to a different channel and said something, and continued the debate in that wrong channel.
People then asked me who the heck I was talking to. Heh.
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Quote:That's the way it works in MMOs. You're not guaranteed of anything staying the same. While our respec system could use some help, CoX is pretty easy on us in that regard. And our devs are even better... they don't like changing things precipitously, and things like the cottage rule help keep powers from changing too drastically. Still, thinking no changes are going to happen in an MMO is a bit unrealistic, so I would adjust your expectations a bit.Yopu just destroyed any credibility you could've had in that long statement with a single sentence.
As far as being "overpowered"...I'm SICK of the devs...who get paid to put this @$&! together correctly, not takign the time to test something sufficiently, then wanting to take back something that players have had in thier hands for months!
Alot of people have spent alot of time and money (both influence and game fees for the time they've spent buildign thier shielder). If you're going to nerf, "adjust," or alter the set in any way, the only decent thing to do would be to give those who already have Shield toons the option of continuing the way it worked when they made the toon, or switchign to the new guidelines. Anything else eseentially $#@!s on all that time and effort / money.
And that's all before you get into what MIGHT happen to Shield Charge. At worst, it'll take longer to recharge or go back to doing the damage it did when the set was launched. That means it will still be quite good, and anything you did for your build (+recharge, +damage, etc.) will still be worth it. No need to get upset with it at all. Such a change really will help the game work better. -
For those of you who missed Posi's post on the subject, we are not getting the start of the Incarnate system with Going Rogue. I understand the reasoning, and hope that this means the system will work better when it comes out with I19 (though I do hope this doesn't mean I19 is going to come out later than the end of the year).
Still, this give me a bit of the doom bug Mental Giant has been carrying. This hint at the system was a big draw for me with Going Rogue, so now I have to wonder what is going to go into GR to make it seem worthwhile.
Sure, there's a new soundtrack (that I'll have to check out later), but an expansion should have some solid gameplay with it, and GR has just lost part of that. 1-20 content, 4 new powersets, and nebulous other things (still all we know one month before release, unless we're in beta) isn't really cutting it for me after this.
Am I being doomtastic with this, or do I have reason to be down? -
Bah... could have used you last night. Couldn't get more than one person interested in a Posi Part 2 or a Numina. Hopefully you have better luck.
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Quote:Yup, it depends on what you want to do with it. A lot of people on the forums seem to think you need to go to the bleeding edge with everything, and I tend to be the voice that says "hold on there!" and notes that you can do well with a different approach. Not necessarily wrong with either.Can I do stupidly difficult and mostly pointless things that tanks shouldn't be able to do? Depends. Do you count herding six DE monsters at a time indefinitely, holding the aggro of four AVs and Reichsman indefinitely, and the things in my video as stupidly difficult?
Quote:Okay, yes, you're capped.
Now the downside. All your attacks are underslotted and it's going to take you a long, long time to defeat stuff.
Granted, if you're just looking to pure-tank and aggro-manage while on a team, this isn't a huge issue. But your damage output will be gimped. This will lead to longer fights and the increased likelihood of you being overcome by "lucky shots".
For WP, I don't think it's worth sacrificing on your damage or recovery (2.24 end/sec is going to feel the drain if you go all out, I think) to get to the def cap to all those positions. To each their own, but I don't know that Donna's WP build will be getting as much benefit as all those defense percentages imply. -
Quote:Castle posted in the thread about tweaking Shield Charge that he is fine with how AAO works. It's strong, sure, but it's not out of whack like Shield Charge is right now. And as I pointed out in that thread a long time ago, even if he ups the recharge significantly or reduces the damage to what it once was, it's still going to do good damage. I actually haven't played my Shields/SS much since it got the buff, and it was ridiculously good before that buff.That is true. (I've done the same thing, used all three of my SD toons without SC available at all: The change is nearly imperceptible.)
The problem with SD isn't only in SC, it's in AAO. Against All Odds is a toggle +damage, and VERY strong, to-boot.
The toggle means it does not affect your damage chain. You don't have to pause to hit build up (although build up is a joke, DPS-wise). You don't have to work in a sub-par attack either. (Oh, followup, how I love and loathe thee in equal measure.)
SD needs at least one or two further adjustments AFTER they fix Shield Charge.
But that's just my opinion. What do I know?
To the OP, Fire/Fire is pretty good with multiple mobs. I have pretty good success with a couple of the builds in my sig. -
Castle just said he would give Fiery Aura another look in the future. He gave no timeline, and was certainly not foolish enough to make promises before looking at it more. I think anything you are remembering were player suggestions in the thread (before it got REALLY heated discussing Shields).
Still, Fiery Aura is pretty good. I obviously like it a lot (given the guide in my sig), but I have a tank using most of the primaries, and it's still my favorite, despite having a few powers that need tweaking (not really drastic changes).