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Posts
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Joined
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Yeah, I have e-mail trickle in from time to time, though I have limited e-mail on most of my characters. I suppose it helps to report them, but I'd rather keep my inbox open for all the stuff I send back and forth between my characters now.
Oddly, I have received a fair amount of PL and farm requests lately when playing my 50s. I thought that had mostly died out with the new mission settings and all the xp adjusting, but I guess some people know no other way to level. Which is odd... CoH is as casual friendly as it is ossible to be, and it really doesn't take long to level in any range. That XP smoothing a year or more back really helped. -
I may aim for one tonight at 7 PMish Central. That, or a Synapse. Kind of depends on what people are interested in.
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Quote:Carnies and Arachnos are much more problematic to a S/L only defense build (they didn't give my AR/EM Blaster much issue with his Ranged only defense, but they're annoying with my Elec/Elec that is S/L only). S/L is nice for most of the game, other than those exotic mobs out there... which the +40 game has a lot of.Ah. I figured Carnies and Arachnos and such would mow him down with ranged non S/L attacks but I shall re-read your guide to get a better understanding of it. I am just used to my warshade with his cranked up resistances to everything and really high hitpoints and regeneration being hard to kill so I never much thought of defense for him.
To the OP, I usually try to get into the low 20s... I do start to notice a difference there. Lower... is probably not going to help much, though 15% will make some difference. Just not much. -
Quote:Nope, it's 20. I would like them to put back in the decline/accept option, though. I know it's to fix an exploit, but I'd like a workaround. I mostly just want it so The Fool doesn't get recharged on me when a teammate tries to be helpful. That power really doesn't help much in a Posi run with all the -to hit.I thought Mystic Fortune only lasted 2 minutes...?
And RobertoLyon, you forgot the cover charge.... 20 inf. per person please...
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*added*
Egads, sorry, Kat. 2 people responded as I typed that! -
Yes, it's the scimitar option (if you like the look of the sword from Fire Sword and Fire Sword Circle). That will open up the customization options, so you'll have to tweak to get the colors the same... combination of oranges and yellows probably will do it, though I can't remember the particular ones.
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The Oro TF with the Jade Spider (or whatever it is) also has a lot of Toxics. I never really hunted them with my badger, but he got it just from doing that TF and the States a couple times, I think.
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Quote:Yeah, I loved being hit by 4 Shurikens in a row when I was at 65% defense to ranged... and my Stalker doesn't even HAVE ACCESS to that power.Two deaths on my Thugs/Traps Mastermind. Loved how they dropped some cute powers I didn't have! Tough, but very fun.
My VEAT was similarly jealous of the pets his clones summoned. Heh, still fun, though.
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Does it have to have the absolute best in a few things to be viable, though? Willpower doesn't really have any strengths or weaknesses, but it's still a good Tanking set. I'm merely making the point that it's a good and fun set that can still tank well- and it sounds like you don't entirely disagree with that, heh.
Here's my list for Fiery Aura that it really does need to get on par, though.
1. Lowered Recharge for Consume. I would be okay with it in the 90-100 second range, even though Ice and Electric have 60 seconds for theirs... Consume does have a better radius and doesn't cost endurance, but I don't think those pros mean the power has to recharge in three times the length, either.
2. Fiery Embrace shouldn't punish you for using a non-Fire primary. Make it buff all damage for 20 seconds.
3. Burn needs to be usable solo or on a team, and without needing another power. Shield Charge doesn't have all those quid pro quos, and nor should Burn. So remove the fear, and set the damage to something balanced. Burn could be put on a long recharge, or turned into another AOE that is not a patch (so like FSC or Combustion). I personally don't care much, as long as it boosts damage on par with Shield Charge (and I would want it on par with where Shield Charge, not the incorrect higher number it has right now).
That's it. Temperature Protection is viable enough as is (though I do feel like Fiery Aura could use some end drain protection as well, since it has no defenses in the set to dodge any nasty things like that). I know most don't like Rise of the Phoenix, but it has its uses, and I don't see it going anywhere. The above seem much more balanced and viable.
I would love to see some immobilize and kb protection added to the Shields, but I would find these drawbacks less irksome if the above were adjusted. -
You should totally do this Saturday evening so I can join in.
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Cool, thanks for the contest again, MP.
Congratulations, all, and thanks for submitting. It's always fun to see what everyone comes up with. -
Quote:You did ask for pros, and you got them. They may not quite be what you were looking for, but they are benefits. Other tank sets are more resilient, true, but there will be times where they do need heals. Teams do get in over their heads, and I'm never going to miss an added heal when tanking Recluse or the patrons, either (or any other time the stuff can hit the fan). In most other threads, Healing Flames is widely touted as a nice and useful power... I guess you kind of note that it's good, but you're all over with that post. "My tanks don't need it... but the set doesn't have any pros that set it out above the other aside from the heal." Heh.Dark has a better, though more costly heal. My Ice, Stone, Shield, and Invuln do not need a heal every 20 seconds. (with the +end proc, I may roll a dark/* tank now. Maybe Dark/Kinetic. Dont know if I want another tank or scrapper though.)
Fire does not have a "pro" which sets it out above the others aside from the heal.
I would agree with Heraclea that it also exemps well. Not something everybody does or wants to do, but it is a nice benefit. Consume is also quite nice, though it does have a stupid long recharge (I do hope Castle tweaks that when he looks at it). Some other sets do have an end recovery tool but not all of them- and I miss such tools on my Tankers that do not have them.
It also performs very consistently- the resists and Heal help guarantee that. I do think that is a pro, though not everyone may see the benefits there.
Keep in mind I am saying all of that, while still agreeing that Castle really needs to buff it (and I'm glad he's going to take a look at it). It doesn't have enough offensive benefits to offset its weaknesses (especially when you look at how well Shields is set up), and it has some odd setups for its powers, so it really needs some tweaking. Even so, every Tanker set it is still quite solid. There are good things and bad things about each set, and each one can tank just fine. Fiery Aura is just enough out of whack that it needs tweaking (not a major overhaul). Just trying to put all the comments into context. -
Yeah, check your real numbers. Winter's Gift should be on all the time once you slot it in to one of your travel powers. I find Performance Shifter to be a nice enhancement, but I usually want to save my slots for other things... I don't think I want to slot it more than once just to have it at all times... my khelds are all desperate for their slots.
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Quote:True, though the higher damage mod for Blasters and Defiance makes a huge difference (not to mention that you can often get Aim as well as Build Up), as well as all the ranged AOE.This. Especially the Longbow thing. You fight a lot more LB and ime even robots (malta for example) villainside. And groups like malta and crey show up earlier than blueside.
I would agree that there are a lot of annoying resists redside, though. Not that my Nin/Nin Stalker had any more issues than my Katana Scrapper. -
Apparently Voo likes being forced to run to the mission entrance, rather than the devs using the handy exit button. To each their own, I guess!
And meh on the up key thing- if that's a limit to my former knowledge. Ctrl + c and ctrl + v works as well. Options are nice, as I pointed out earlier. But it wouldn't be Victory if we didn't have to discuss this in the welcome thread, heh. *rolls eyes*
Penny, you just can't be rid of me! Mwahahaha! -
Quote:Great, now you have me paranoid.Gratz on the sticky, GP!
Now people will complain they didn't know how to find a team because this post isn't with the regular Forum traffic.I think COH Discussion has one... not sure if Player Questions does, but it should. I'd say the server sections and those two are the more likely for them to go to... at least I think so, anyway. I'll have to look and maybe get something going on those.
And thanks for the sticky, Ocho! It should hopefully help quite a bit.
I'll be sure to PM him, just in case he doesn't see my thanks here. -
Quote:Well... a ~50% heal that you can get to recharge every 20 seconds (something most of my tanks would love to have, even if they are technically more defensive/resistant), consistent performance against most mobs (Invuln can vary widely, depending on the damage type it is facing), it exemps well, and is more offensive than most sets.I am trying to figure out what strength Fire armor has, aside from capped resistance to fire damage.
It should be more offensive, I would say, and hopefully Castle will address that when he looks at Fiery Aura (he said he would again recently, but who knows when he'll get to that), but as I say in my guide, "the moniker still stands." Each set has pros and cons against the others, and Fiery Aura definitely fits that characterization. -
Yeah... I wouldn't count on things not disappearing... just to be safe.
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Quote:*snerk*in the word of a friend:
"It's the Scrapper's nature to charge everything. If a scrapper appears down, it's only because he is charging the ground."
Like the Blaster who charges ahead of his teammates and is mauled by two groups of mobs at once? "I was giving them a false sense of superiority!" -
Quote:According to Masque, his was a "lymeric." So perhaps his limerick had Lyme's Disease?So who won what?
Glad you're the judge. These were good. (Yes, even the limerick.)
I wouldn't recommend handing out the names of the judges, MP. I'd hate to have to go after whoever didn't hand me first prize.Hehe.
After judging writing and speeches (besides being a teacher), I can affirm the difficulty of judging a contest. I wouldn't want to be in their shoes at all! -
Heh, guess I didn't need to clarify (I've seen far too many posts about how "my AT is better than yours" etc., though, so I probably overdid it). Probably all good for new players to see it all, though.
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Were you exemped? The speed cap slowly goes up with your level, and I always notice when one of my level 50 flyers gets exemped. I haven't noticed this debuff before, so I'll have to look.
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Quote:That's kind of my point. I have good Scrapper builds that can do some great things, and I've played with Tanker builds that were not so great. It doesn't change that given how the ATs are set up, a Tanker is going to be more survivable if built right. Of course build and skill makes a difference. I was pointing out how the ATs are different for the OP and other new players that might not understand where all these people are coming from that have Scrappers that are more survivable than Tanks.All things being equal, yes.
A shield/dark melee tanker will outlast a dark melee/shield scrapper, as long as they have the same budget and are being played by the same level of competency players.
As soon as one player is smarter than the next, or that one player invested more in IOs, or one player chose different powersets... or any number of things including the RNG choosing to screw somebody over... it's anybody's guess as to who outlasts.
It's simply because they have a good build and skill that they can do so well (and a certain allowance on the game's part to allow ATs to overlap in their competencies). But given that same setup, a Tank is going to do better in the surviving and aggro department, as they should. If they didn't, I would start hoping Castle would make some major changes to both ATs to balance them, and rightly so.
They do NOT NEED such balance adjustment, however (so no one should start thinking I'm calling for that). Pretty much any AT combination can accomplish any task in game, which is a great thing. I hate cookie cutter teams and builds. Each AT has its own pros and cons as well. Good stuff! -
Quote:Meh, played with intelligence and built right, any Tanker is going to take more punishment than a Scrapper and get more aggro as well. The game doesn't usually require those amounts, however.Same thing here.. my scrappers often out perform the tanks they're teamed with. I have a claws scrapper that often tanks for her teams.
Which can be seen as a good thing. It's nice that teams don't have to have a Tanker or Brute (though it usually helps with AVs). The ATs are quite interchangeable, which is a good thing... though I do find the rivalry that some people see between the AVs amusing. -
Quote:It's not that bad of an expectation. Usually people here will note if it's something they remember very well or not (a lot of times they'll say things like AFAIK, etc.), and it does take a bit to know who knows way too much about the game (and what topics don't need too much citing).No, not ticked. Just use to posting on sports forums where links are provided to backup claims so we know they are facts and not opinions. I really meant no offense by it.
People on the forums are generally pretty nice, and the only things you really need to cite are numbers in game for how powers work, etc. But it's still usually best if people link to the Wiki or wherever they got info from.
For what it's worth, I positive repped you, since people took what you said in a negative way, though it wasn't really intentional. It's weird, too, since people usually answer questions nicely. I guess you just pushed some buttons with your phrasing, heh.
For the Going Rogue stuff, we still know only so much since it's still in super secret closed beta and they are only telling us little bits and pieces to keep us slavering for more, heh. I am hoping for more as May goes on and we get closer to the July release date. -
Quote:I did it on my Nin/Nin. ...it wasn't pretty. AS isn't the problem: the amount of def debuff, to hit from build up, and cal trops was (not to mention their ability to heal back damage). Took me five runs back to do it. I dropped one and died. I came back, popped some inspirations to get to ~65% def to all, used Assassin's Strike, and was promptly hit by 3-4 shurikens and promptly killed. Build up is... not pretty against defense, even with a -to hit from Assassin's Strike.I haven't seen any commentary on stalkers attempting this mission. I will have to try it when I get out of work today. 8x AS!!!!
I did better when I kept my eye out for build up animations. I still got slowed worse than fighting the KOA and def debuffed to death a few times. *sighs* It was much easier once more of them were dropped, of course.