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I do tend to think that they should use him or lose him. If he's Paragon City's premier hero, he ought to have better digs than a barge in IP. Recluse does.
And insofar as lore is presented in the game itself, as opposed to novels or the comic books, I get a far clearer picture of Atlas, Back Alley Brawler, Blue Steel ---- and for that matter Spanky Rabinowitz --- than I do of Statesman. -
It would please me greatly if one animation for Fly was in the "sitting in a chair" position.
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"Hoarding" is not the problem, not really. Inflation is the problem. Were there no inflation, there would be no incentive to hoard. Because of inflation, hoarding makes sense: anything you sell, you will have to pay more for if you want to buy it again. This is what keeps things off the market: the sense that if you sell stuff, the expectation is that you will never be able to get it back for the inf you receive in return, no matter how much inf that happens to be.
The second problem is that market prices, even without inflationary trends, are so high that it's a rather daunting prospect to be able to afford anything on the market just by defeating mobs and vendoring junk. When a piece of rare salvage is going for 3.5 million inf, and mobs are dropping around 2,000 inf, you have to defeat 1,750 mobs before you can buy it. This is the only reason why the market is as well supplied as it is: in order to buy on the market, you have to get a lucky drop that you can sell first, because the alternative ways of making enough inf for what you want to buy is quite daunting. -
Quote:Mine are not random, but I set them up through the numpad; it's a lot easier to customize them for each character that way, and each character ought to get personalized ones in my opinion. I just do:Okay, so here's the story...
One of my characters is supposed to be a chatty wisecracker. Think Deadpool or Spider-man. Point is, I want to set up a keybind to have him spout random wisecracks with a single button, from a set list.
I know it's possible to set up a cycling bind through /bindloadfile, so I could go through several phrases in a preset order. What I want to do is set up a randomized version, pulling a random phrase from the list each time. So, the question is: Is that possible, and how can I do it?
/bind numpad1 L The power of Cheese compels you, $target!
and so forth. The tags add, subtract, multiply, divide, and decimal all work as well.
This way I can call forth specific banter situationally, assuming I know what is actually bound to them. Decimal is dedicated to nagging Romulus:
/bind decimal g So you're Nictus? There are antibiotics for that, you know. -
Quote:I did not try to softcap mine, although I took a number of defense bonus sets. It might be possible to softcap, but frankly that sounds like an expensive monomania that wouldn't be worth the price. Instead, I focused on getting my smashing/lethal defense up into the 25-30% range and figured the rest of my tools could carry me forward.That is indeed the dilemma....
Playing in mid's I am just not seeing how it is feasible to do this without losing massive amounts of other bonuses, namely: recharge.
Is there a solid fire tank build out there I could use for reference? Thanks
This is the build I went with on mine. Took me a while to assemble it, because I had another goal involving the set bonuses, which was to keep most of them available under level 30.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Pomba Gira: Level 50 Technology Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Dual Blades
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/Rchg:30(3), RctvArm-ResDam/EndRdx/Rchg:30(11), RctvArm-ResDam:30(19), S'fstPrt-ResDam/Def+:30(25), S'fstPrt-ResKB:30(27)
Level 1: Nimble Slash -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Knock%:30(3), KntkC'bat-Dmg/Rchg:30(11), KntkC'bat-Dmg/EndRdx:30(45), Acc-I:30(45)
Level 2: Healing Flames -- Numna-Heal/EndRdx:30(A), Numna-Heal/Rchg:30(5), Mrcl-Heal/EndRdx:30(27), Mrcl-Heal/Rchg:30(46), Mrcl-Heal/EndRdx/Rchg:30(48)
Level 4: Ablating Strike -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(5), ShldBrk-Acc/Rchg:30(7), ShldBrk-DefDeb/EndRdx/Rchg:30(7), ShldBrk-Acc/EndRdx/Rchg:30(15), ShldBrk-%Dam:30(46)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Consume -- EnManip-EndMod:20(A), EnManip-EndMod/Rchg:20(9), EnManip-Stun%:20(9), Efficacy-EndMod/Rchg:30(34), Efficacy-EndMod/Acc/Rchg:30(43), Efficacy-Acc/Rchg:30(43)
Level 10: Taunt -- Mocking-Taunt:30(A), Mocking-Taunt/Rchg:30(40), Mocking-Acc/Rchg:30(50), Mocking-Taunt/Rng:30(50)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/Rchg:30(13), RctvArm-ResDam/EndRdx/Rchg:30(13), RctvArm-ResDam:30(19), S'fstPrt-ResKB:30(34)
Level 14: Health -- Mrcl-Rcvry+:30(A), Numna-Regen/Rcvry+:30(15), RgnTis-Regen+:30(34)
Level 16: Typhoon's Edge -- M'Strk-Acc/Dmg:30(A), M'Strk-Dmg/EndRdx:30(17), M'Strk-Dmg/Rchg:30(17), M'Strk-Acc/Dmg/EndRdx:30(43), M'Strk-Acc/EndRdx:30(48), M'Strk-Dmg/EndRdx/Rchg:30(50)
Level 18: Combat Jumping -- Ksmt-ToHit+:30(A), Winter-ResSlow:30(42)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-EndMod:30(21), P'Shift-End%:30(42)
Level 22: Blazing Aura -- M'Strk-Dmg/Rchg:30(A), M'Strk-Dmg/EndRdx:30(23), M'Strk-Acc/Dmg:30(23), M'Strk-Acc/EndRdx:30(37), M'Strk-Acc/Dmg/EndRdx:30(46), M'Strk-Dmg/EndRdx/Rchg:30(48)
Level 24: Blinding Feint -- Acc-I:50(A), Acc-I:50(25)
Level 26: Kick -- Acc-I:30(A)
Level 28: Vengeful Slice -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(29), KntkC'bat-Knock%:30(29), KntkC'bat-Dmg/Rchg:30(42), Acc-I:50(45)
Level 30: Tough -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/Rchg:30(31), RctvArm-ResDam/EndRdx/Rchg:30(31), RctvArm-ResDam:30(31)
Level 32: Weave -- LkGmblr-Def/EndRdx:30(A), LkGmblr-EndRdx/Rchg:30(33), LkGmblr-Def/EndRdx/Rchg:30(33), LkGmblr-Rchg+:30(33)
Level 35: Sweeping Strike -- Oblit-Dmg:30(A), Oblit-Acc/Rchg:30(36), Oblit-Dmg/Rchg:30(36), Oblit-Acc/Dmg/Rchg:30(36), Oblit-Acc/Dmg/EndRdx/Rchg:30(37), Oblit-%Dam:30(37)
Level 38: One Thousand Cuts -- Oblit-Dmg:30(A), Oblit-Acc/Rchg:30(39), Oblit-Dmg/Rchg:30(39), Oblit-Acc/Dmg/Rchg:30(39), Oblit-Acc/Dmg/EndRdx/Rchg:30(40), Oblit-%Dam:30(40)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- P'Shift-End%:30(A)
Level 47: Rise of the Phoenix -- Dsrnt-I:30(A)
Level 49: Temperature Protection -- Aegis-Psi/Status:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 0: Ninja Run -
Quote:Most of my characters will have either Fly or Jump. Anything with a defense component will have Jump, and the rest are likely to have Fly. Super Speed is taken mostly by characters who benefit from stealth, or who have painful recharge issues; most of these characters do not solo, and those who do solo rely on stealth and avoid defeat-alls.Of the people who don't like Speed Boost . . . how many of you never take Super Speed as a travel power? It seems to me that there are two complaints; (a) casting SB is too much of a pain in the tail, mostly because it only has a 2 minute duration, and (b) receiving Speed Boost makes your character too fast to handle, or if you have a low-end computer, can cause lag.
Turning on Super Speed inside missions is another annoyance to me. I find that running speed buffs do not actually help me to move faster, at least not inside of places like Council caves, blue caves, or Oranbega. I'm always typing /stuck to get out from behind a pipe, or disentangling myself from a torch.
Some folks are nimbler than I am. This is the real reason I hate running speed buffs on indoor missions. They scatter the team to the winds, while I am trying to aggro mobs first and keep them alive. The speed boosted or super speeding character is likely to land in the middle of a spawn before I can. Super Jump is unhelpful in moving around complex maps, and Fly is not much more help. The on again, off again, surprise you're 90 mph nature of Speed Boost is annoying for this reason. You're trying to land right in the middle of the mobs, when poof, your movement keys are doing something completely different now, and you end up far from where you were trying to be. I wish combat suppression worked on it better than it does.
Fly is the best defense, because of combat suppression. But not every character takes Fly and can avoid the ground, and some powers like Foot Stomp don't work with Fly. And of course, fighting with Fly on running negates any recovery benefit from Speed Boost. It does make Air Superiority look a lot better, though. -
5. Increased spawn rate for zone event giant monsters
4. Body sliders
3. Invention system
2. Mission Architect
1. Cimerora and its associated costume pieces. -
Quote:This is why the continuing existence of the patch on live is particularly galling to me.Farms and challenge arcs are easy but there's a surprisingly limited number of tools for storytelling. Teammates have difficulty following along with the overall story (though that affects all CoH content), the lack of proper conversational objectives forces workarounds like using allies, ...
My personal style has always been to maximize team friendliness by using NPCs to say stuff, and using mission entry and exit popups: I avoid putting plot points in clues and briefings because they have to be looked up at the right time, and in a fast paced game that may not be possible. This way everybody gets a chance to read the key texts. -
The highest level character I ever deleted was a fire/kin controller at 36. I deleted the character because keeping up with the demand for Speed Boost on teams was dull and unpleasant, and the controller got to do very little controlling. The speed boosted team would go running off in seven directions at once and expect me to be at everyone's side to renew it if it ever threatened to wear off.
I personally do not like Speed Boost. Any character I am going to play for any length of time is going to be built for endurance efficiency, so that will not be an issue. The run speed is a problem for me, especially when I am on a tanker or otherwise trying to manage PBAoEs. If the kin can keep it up consistently it's not a problem. It's a problem when I am moving normally and am suddenly hit by it, and all of a sudden my movement keys act different than they did a moment ago. The randomized movement gets people killed.
If you do take it, slot 3 run speed just to learn 'em. -
It makes me sad to hear that this issue will not be fixed before July at the earliest. Frankly, I continue to be unconvinced of the need for the patch, and think it did way too much collateral damage. No imaginable exploit justifies keeping it live. Attempting to combat exploits by a patch that made repetitive combat the only worthwhile AE content, and penalized the use of other characters, seems to be a huge misfire. Continue to work on the issue, but revert AE to the state it was in before in the interim. If the fix is delayed so long, this really isn't justified as a stopgap measure any more.
It would also appear that the original advice not to revise arcs to address the penalties that are now attached to hostage rescues, non-combat escorts, and defendable objects may need to be revised in light of these developments.
Still, I'd like to thank all the devs for creating AE. This recent patch made me realize how important AE had been over the past year in sustaining my interest in the game. AE meant always having something new and worthwhile to do. I miss it. -
This. And there is content that EVERY kind of tanker will excel at. This includes the ones that are usually belittled as being not quite as tough as the rest, including Fire.
I've written a guide that needs updating that discusses the advantages and disadvantages various tanker primaries have on different task force content. -
I need to update this for i17 and the two new Positrons. Mez protection seems to be especially a concern on both of them. The Lost have been added to Positron II, and Circle of Thorns dominate Positron I.
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If your goal is simply to outlast your teammates in difficult situations, it's hard to recommend anything other than Stone.
I find its drawbacks to be rather daunting, though. No IO set is going to make Granite less ugly. Nor the other armors, for that matter, although the options make them a bit more customizable now. IOs can help with the -recharge, but not so much with the -damage or loss of the ability to jump.
Invulnerability can now be built to be almost as tough as Granite, and has none of its drawbacks. If you want to keep the team alive, this is I think a better choice. You'll be able to taunt more often, hold aggro well, and survive anything but massive psionic attacks. You can more easily intercept mobs causing problems for your teammates. (Stone tankers often take Teleport, but I find the targeting of Teleport fussy and unreliable.)
I'd go with Invulnerability as a first choice for team tanker. It pairs well with just about any secondary. For pure toughness I'd go with Dark Melee; Electricity or Fire for more aggro control. There aren't any really bad picks for secondary, although Energy Melee isn't a good pick for anything. -
In retrospect, what we should have done rather than loading up on purples is to have gone in with breakfrees and awakens. Then at least we might have been able keep moving so we could die around the corner. We'd rez ourselves when the mobs reset, so we could continue without having to face that whole army again. It wasn't just that there were ruin mages, we'd handled them before in single spawns, but that there seemed to be several spawns' worth of them crowding the door.
Next time I'll try that. -
Quote:I don't really think I was blaming anybody, but frankly I doubt that the current version is playable with any entertainment value on a full team. There were too many stacking Ruin Mages, too many stacking holds, too much forced AFK while you wait to die. I am even more certain that it couldn't be completed with a full team all of whose members are 10-15. It certainly seems like it needs some adjusting.the comment was something like [I think the issue was the few that wew 10-20 ]
I regret anything I said that caused anyone any pain; that was not intended. But I was not having fun at all by that time. And it was my understanding that the TF disbanded by general consensus that it could not be completed and wasn't fun any more.
I wouldn't blame anybody but myself: rather than a team of eight we should have run two teams of four. Then again, that was my first time running the new version, and in future tries I'm not taking more than three or four. If there's a magic strategy for getting past the door, I don't know what it is. -
Don't have a Shield/Axe but I do have a Shield/Mace, which is fairly similar. There's a lot of mitigation in both secondaries, and Shield/Axe is even more consistent. There's also a lot of solid AoE in them. And combining Shield with a weapon set is very high concept.
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Quote:Various bits of the Martial Arts pack were causing issues for me on Test, and apparently this was not changed when it went live. The only apparent solution is to look at each of your custom critters when one shows up as invalid individually.I realized that another of my arcs, Trademark Infringement, had a custom with a shield (named American Shield no less!). I checked the arc and he was still there. So, I am guessing now that it is only certain shield types or maybe shields combined with something else. FYI - The Invalid character in my other arc was War Mace/Shield.
Also, any character rendered invalid will have all the body sliders reset to defaults. -
Quote:If you wanted a tank that survived, and it was more important for you that you survive than that your team survives, that would be the way to go.Has any one rolled a toon that is Stone/ Dark Melee.
Seems like it would be just wrong lol
On the other hand, it isn't going to be as good as it would seem. Your self heal is not going to be up nearly as often, and you aren't going to be stacking quite as much to hit debuff as you would with some other primary. Your limited mobility and almost exclusively single target attacks would be something of a hindrance at controlling the fight.
Where it might pay off is in enabling you to stay out of Granite longer and get out of it sooner. To hit debuff works well naturally with defense sets. Outside of Granite, Stone is a relatively weak, mostly defense set. A self heal and the to hit debuff probably play to your strengths there. -
Most of mine are avatars of obscure deities or other historical figures:
Mayahuel - electric/mind blaster, originally was the Aztec goddess of tequila.
Yansan - shield/electric tanker, named after a West African goddess of storms.
Jade Emperor - sonic/rad defender, a Chinese deity of the afterlife featured on Hell Money.
Ranavalona - claws/willpower brute, a notorious queen of Madagascar
Giulia Tofana - katana/willpower stalker, named after an assassin from Renaissance Italy
Left out one. Verily Smite, katana/willpower scrapper, an African American church lady who fights crime. -
Anyone else noticing an unusual upswing in the drop rate of temp power recipes? I got 3 of them running an ITF this evening, and two more while working the Roman wall waiting for folks to arrive. Some of the new ones, like Recovery Serum and Hand Grenade were among them.
Since WW is down, I just crafted them to mess with them. -
Rob Liefeld!
But only if he uses a quasi-medieval setting, one that will contain many occasions to use "thee" and "thou". -
Technically, I think it's possible for Inv tankers to be capped for HP when Dull Pain is on with just the +HP accolades; no set bonuses are needed. So it's not really an issue, or even a reason not to pursue the bonuses or accolades. Even if Dull Pain hits the cap, they give you more hit points when it is not up, too.
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Currently, the XP balancing in MA remains broken, because "friendly" targets like defensible objects are hostages are still being treated as if they were NPC allies. This makes just about any MA mission that aspires to anything more complicated than a radio/newspaper mission give seriously substandard rewards. Until this is fixed, I'm not going to spend much time messing around with MA.
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What I want to know is whether he can be set to spawn using any of the dance emotes.....