Heraclea

Renowned
  • Posts

    2089
  • Joined

  1. Quote:
    Originally Posted by Sailboat View Post
    My SD/BA (Shield/Axe) Tanker has been rocketing up in levels. I wasn't really prepared for this. He's now...47. I took

    All Shield powers except One with the Shield and Grant Cover
    All Battle Axe powers except Chop and Taunt (note that this gives me a good selection of attacks for a tank)
    Fitness to Stamina, Fighting to Weave, Leaping to Super Jump.

    I will be soft-capped to melee, ranged, and AoE when my last bid for that sixth Touch of Death pieces fills. It's a cheap and dirty soft-capping -- Combat Jumping, Weave, Steadfast 3% IO, and TOD set (for melee) and BOTZ 3-set (picked up the expensive -knb with merits) for ranged and AoE defense. Note that that left me a few tenths of a percent BELOW the soft cap for those last 2 positions, and I dropped a def IO into Combat Jumping to make the breakpoint.

    With 2 picks and not many slots left, I can't get into the upper level Epic pool powers.

    Foremost among my remaining choices:

    Hasten
    Grant Cover (for def debuff resistance)
    One With The Shield (would stack with Tough and Defection to about 70% s/l resistance)
    Taunt (if I decide to go there)
    Conserve Power

    Thoughts? Suggestions? Blindingly obvious choices I haven't made?
    One with the Shield and Taunt would be the obvious choices: something to get you through defense crashes, and something to hold the interest of AV class enemies.

    Hasten or Conserve Power --- only if they seem to meet pressing needs of your character.

    Is this a team meatshield tanker or a farming tanker?
  2. Heraclea, the character, predates my first session of the game by a good seven or eight years. She was a character I made for drawings.

    Her basic story was sort of a mix between the Wonder Woman myth and a female version of a strongman character from an Italian sword and sandal movie, rather in the Maciste/Goliath/Ursus vein. The name "Heraclea" is of course Heracles, or Hercules, given a feminine ending.

    The character seemed a natural for the game. Being the first character I made, she became my global handle and my forum handle as well.
  3. Quote:
    Originally Posted by Santorican View Post
    PvP and PvE are two different games. You don't slot for defense in PvP like you would in PvE being one good example
    Yeah. Regen is apparently well liked in PvP because it has all those click heals, and you don't have to spend all your time turning Quills or RttC or AAO back on.
  4. Quote:
    Originally Posted by Nethergoat View Post
    Not sure how the quirks of the interface go from an advantage in paragraph one to a crippling disability in paragraph 2.
    You will note that one talks about "players" who are at a disadvantage, while the advantage lies in favor of "the would-be corner".
  5. Quote:
    Originally Posted by UberGuy View Post
    Nearly every "real world" version of cornering a market relies on buying up the stock of something that, while perhaps not finite in supply, has supply that is heavily "bursty". For example, buying up some crop commodities, the buyer can be fairly certain that no significant new supply can be produced locally after the fall harvest. Only the most low-supply goods in CoH are like that - typically certain low-level recipes that see little exposure as popular random roll ranges. When operating in these ranges, the person cornering the market is simply setting a high competitive price bid - they can't actually ensure they buy everything.

    Essentially I consider the examples we have a misuse of the phrase "corner the market".
    The would be COH corner has advantages that come from imperfect information and lack of transparency. You can't come into a market and annnounce, "I am willing to buy all magnesium offered at $X per pound" without making people wonder, "What's he wanting all that magnesium for?"

    The COH player doesn't have the information that a tradable commodity player would have. Confronted with a series of five past sales, they cannot know whether that price is a flipper's standing buy order or a flipper's resale price. He may think his valuable is junk; he may think his junk is worth quite a bit. He cannot know whether there's a customary and established going rate; he cannot tell who is buying and selling. This lack of information makes the market minigame possible.
  6. Right now, I prefer my Spines/WP to my Electric/Shield for farming. I usually farm the Roman wall or AEs. The Spines/WP can farm the Roman wall non-stop, and defense crashes do not faze her. The Electric/Shield still needs a tad more recharge before her nukes and Build Up are going to be up for every spawn; working on that now.
  7. I have a Fire/Regen. I rolled her when Fire was ported to scrappers and I wanted to check it out. I came to like the concept, and eventually levelled her.

    This is my character of choice for exemping down for running anything beneath Manticore, highly useful on speed Positrons --- but probably my least favorite scrapper to actually play at level 50. Regen, I find busy and nervous; if MoG is available to take an alpha strike she does fine, but when it is down she relies mostly on buffs and inspirations - in other words, relies on things that are not really reliable.

    Willpower is harder to get to 22, but when you get there you won't look back. It is much less busy and nervous. If you want a scrapper that focuses on actual regeneration, rather than click heals that animation lag can postpone until too late, that's what I would go with.
  8. Great idea, this.

    I'm working on a new story, finally, re-using my Satyrs group, only this time the Satyrs are working with high level "Warriors".

    I had level non-overlap issues with standard Warriors, so I chose instead to make my Elite Warriors out of recolored Battle Maiden and Marauder mobs.

    Other useful mobs are Nemesis Automatons, who get turned into friendly patrols of "Concerned Citizens".

    Friendly Boss encounters are a good way to add flavor texts. You can set a character to perform a repeating animation and say a flavor text when approached. I have a mixture of those texts and single hostage rescues to add non-combat flavor text; there is only one combat in the first mission.
  9. Nothing in the game has changed to make scranking on a tanker unviable. On the other hand, the way defense bonuses now work, and the partial merger of positional and typed defense bonuses, mean that it may be technically easier (if expensive) to build a high survival scrapper than to build a damage based tanker.

    This is not what I used to believe. I can tank for a team easily on an electric/shield or a spines/willpower scrapper. I have tanked Reichsman and Romulus on those characters. The Spines scrapper is also a favorite to tank Lady Grey TF with. They are my characters of choice to run Kahn, because that TF needs an offtank even if a tanker is there, A shield scrapper can hold aggro from any character without a taunt aura. My Spines scrapper doesn't need the Willpower aura to hold aggro.

    Other scrappers like my Dark/Reflex scrapper can be quite hard to kill, but have no aggro management abilities. You want a mixed defense based set with an aura, and you can make a scrapper that tanks.
  10. I personally am probably best characterized as Chaotic Neutral.

    (Yep)

    Chaotic Neutral
    70%
    Chaotic Good
    65%
    Lawful Evil
    65%
    Neutral Good
    60%
    Chaotic Evil
    60%
    Lawful Good
    55%
    Lawful Neutral
    55%
    True Neutral
    45%
    Neutral Evil
    40%

    Heraclea is Neutral Good, with chaotic tendencies. She wants to help. She specifically doesn't want to see anyone whom she has chosen to protect be hurt, by anything. She is generally unimpressed with all power structures and hierarchies, and sees them as variations on the same theme.

    Toxotes is Lawful Neutral. Give her an order, point her at a target, and stand back; she will do what she can to obliterate it without much philosophical musing about the why and the wherefore. "I shoot an arrow in the air, and where it falls, I do not care."

    Androphonissa is Neutral Evil. She sees her mission as restoring the natural order of female supremacy. Paragon City is a place where men live, and she can get away with beating some of them up. Those who pretend to have authority above her? Their time will come soon enough.

    Betsy Ross is Lawful Good. She is fighting for the flag, and the republic for which it stands.

    Baroness Munchhausen is chaotic neutral. She's in the game for the thrills, and to get attention.

    William Shakespeare is true neutral. Observing the human race is all just grist for the mill.

    Anactoria is chaotic good. She doesn't really want to hurt anybody; she has a mother bear instinct similar to Heraclea's. She found herself on the wrong side of the law as a result of a wanderlust she could not keep in check.

    Beata Beatrix is chaotic evil. She likes the sensation of blood on her fists, It feels like winning.

    Madame Nhu is lawful evil. She sees herself as having been wronged by the world, and specifically by the American government. She became a soldier of Arachnos to exact the revenge that is her due.
  11. Quote:
    Originally Posted by Ironblade View Post
    Except it *IS* literally infinite because the 'supply' springs into existence out of nothingness. And it's blatantly obvious that no player can control another players access to the supply. How do you stop a player from doing missions or farming in AE?
    Cornering the market is a short term strategy, not a long term one. If, for example, there are only 15 of a particular recipe for sale, it is quite feasible to buy up the entire stock. No more will be forthcoming until one drops for a player, and that drop is sold. The first is an entirely random process, and the second depends on the player's perception of the value of his bird in the hand. No supply of anything in the game is really infinite, given that there are a limited number of players with limited amounts of time. Eventually, someone will do this, and temporarily break the monopoly you established. But no one knows when.

    There are alternatives to acquiring goods through influence on the market. You can buy set recipes straight up with merits. You can make do with SOs. These things put some sort of ceiling on demand; but to claim that a short term corner on a market item is impossible makes no sense.
  12. Quote:
    Originally Posted by UberGuy View Post
    • Providing a way for a small percentage of players who still use the AE to produce high-volume tickets to produce supply of recipes below their normal level range. You can roll pool A drops pretty cheaply, and rolling in lower level ranges is actually cheaper.
    • Definitely providing a price escape valve for rare salvage. You can buy non-random rare salvage directly with tickets, and can actually be faster to earn the necessary tickets than it would be to earn money over a couple million inf. I am fairly certain this is depressing salvage prices - since the AE stabilized, I haven't seen any rare salvage linger long over 3.5M inf, and most seem to stay in the 1.5-2.5M range most of the time.
    This is exactly how I use tickets. I run TFs for merits, and unless there's a specific goal I'm saving for, I roll them for recipes. When I am not running TFs, I am usually playing MA and earning tickets.

    Those recipes are then crafted with salvage. Useful ones are claimed by characters that can use them. Less useful ones are sold by a banker character who uses the proceeds to fill out other characters' sets. This way, the inf does not get spread around among multiple characters. Only real garbage rolls like sleep sets and pet damage get actually sold as recipes by the merit holder.

    Missing rare or uncommon salvage is usually bought with merits, so the rolled recipes can be crafted at will. TF drops get crafted as well, and the worthwhile ones get crafted and used or sold.
  13. Quote:
    Originally Posted by Finduilas View Post
    For both of these builds I'd argue that the Res passives can easily be delayed until the 30s or 40s. IMO, taking your travel power on time is more valuable as a QoL improvement than the small benefit in damage mitigation you get from RPD and ResEn.
    I just edited the build given, without changing the order, which I assumed was based on the player's own priorities; I don't know such things as whether the player wants to visit the Shard or bought the Ninja pack. Either of those things would allow the long postponement of travel powers. Super Speed would not be my first choice anyways, and early Hasten can do more harm than good. I assume that was player choice as well. If you eventually want CJ, I'd go with Super Jump.

    I always plan on 5 slots for resistance powers, because that last small defense bonus against S/L/Melee does no harm; and four slots for defense powers because six slotting defense powers means taking away from your attacks, where even more desirable bonuses can be had.
  14. Quote:
    Originally Posted by protector_knight View Post
    This build has just SO's but is slotted for a decent IO set scheme. David, if you see this, enjoy, and others welcome to give em advice. [edit] don't mind enhancement lvl I just threw them in there.
    The build certainly looks quite mainstream and playable. If you are building for ultimate set IO bonuses, I would move some slots around. Five slot every resistance power (for Reactive Armor), four slot every defensive power unless it wants something else (for LotG, though I'd use Gift of the Ancients, an eccentric and less expensive personal preference). I pulled slots out of the passives, mostly. I always want every slot working for me in a SO build for the meantime while sets are being assembled.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    David Freedom: Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- ResDam(A), ResDam(3), ResDam(3), EndRdx(5), EndRdx(21)
    Level 1: Jab -- Acc(A), Acc(5), Dmg(19), Dmg(25), EndRdx(46)
    Level 2: Dull Pain -- RechRdx(A), RechRdx(7), RechRdx(7), Heal(9), Heal(9), Heal(11)
    Level 4: Haymaker -- Acc(A), Acc(11), Dmg(13), Dmg(13), RechRdx(15), EndRdx(15)
    Level 6: Hurdle -- Jump(A)
    Level 8: Unyielding -- ResDam(A), ResDam(17), ResDam(17), EndRdx(19), EndRdx(45)
    Level 10: Taunt -- RechRdx(A), Taunt(21), Range(46), RechRdx(50)
    Level 12: Resist Physical Damage -- ResDam(A)
    Level 14: Health -- Heal(A), Heal(23), Heal(23), Heal(25)
    Level 16: Resist Energies -- ResDam(A)
    Level 18: Invincibility -- DefBuff(A), DefBuff(27), DefBuff(27), EndRdx(29), ToHit(29), ToHit(31)
    Level 20: Stamina -- EndMod(A), EndMod(31), EndMod(31)
    Level 22: Knockout Blow -- Acc(A), Dmg(33), Dmg(33), Dmg(33), EndRdx(34), RechRdx(34)
    Level 24: Hasten -- RechRdx(A), RechRdx(34), RechRdx(36)
    Level 26: Super Speed -- Run(A), EndRdx(43)
    Level 28: Rage -- RechRdx(A), RechRdx(36), RechRdx(36), ToHit(46)
    Level 30: Tough Hide -- DefBuff(A), DefBuff(37), DefBuff(37)
    Level 32: Kick -- Acc(A)
    Level 35: Tough -- ResDam(A), ResDam(37), ResDam(39), EndRdx(39), EndRdx(43)
    Level 38: Foot Stomp -- Acc(A), Dmg(39), Dmg(40), Dmg(40), EndRdx(40), RechRdx(42)
    Level 41: Weave -- DefBuff(A), DefBuff(42), DefBuff(42), EndRdx(43)
    Level 44: Conserve Power -- RechRdx(A), RechRdx(45), RechRdx(45)
    Level 47: Physical Perfection -- Heal(A), Heal(48), EndMod(48), EndMod(48), EndMod(50)
    Level 49: Combat Jumping -- DefBuff(A), DefBuff(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
  15. Crocodiles - Echo and the Bunnymen.
  16. I don't feel particularly stressed out on my rad/archery defender. My heal is nothing to write home about. On a strong team I don't have to do much specifically until an AV appears, and you know when that is happening. The only time I have to act fast is when somebody dies to make sure I get Fallout off before I rez them or they rez themselves.
  17. Quote:
    Originally Posted by Eva Destruction View Post
    As long as the map is set to Empty, you can set them to be friendly bosses with the surrounding enemy group also set to Empty. They will be undefeatable so they can't give clues, but you get a lot of space for "Unaware" dialogue, which won't trigger until the player gets relatively close. Use a linear map with the blinky at the back so the player has to go past all of the bosses and trigger their dialogue. Then you could sum up their dialogue in an end of mission clue, which also allows quite a bit of space.
    That sounds like a winning proposition. Will give it a try for at least a couple of them; some of them, I still want to run away from the party. I take it this won't cause issues with my friendly Patrols and their dialogues.
  18. Alas, I spaced the Triumph Tanker Tuesday, having already committed to helping someone else. Will surely be there next time on Champion.
  19. Discimur exemplo. When the tutorials stop handing out damage enhancements, new players may prioritize other things than damage in their attacks.

    Endurance remains the game's largest mechanical problem. The solutions are not obvious to new players, and are not available soon enough to save much of the content. The mechanic makes the game seem much duller than it turns out to be to a new player on a first character. It needs to be said, and repeated at every opportunity.
  20. Heraclea

    Energy Mastery

    Conserve power lasts for 90 seconds. Its base recharge is 10 minutes; with three recharges you can get that down to just over 4 minutes. Hasten can cut the downtime to under 3 minutes. While active, it cuts all endurance costs across the board by 70%.

    I used to rely on it. Since IO sets came out, and any non-Willpower character I get interested enough in will eventually have the Numina's and Miracle uniques, and the Performance Shifter proc, it has a lot lower priority. Heraclea's main/old build still has it, mostly out of conservative instinct; it is useful in endurance drain situations. I no longer rely on it like I used to, and have considered respeccing it away; I just don't know what I'd put in its place. (Unstoppable? LOL. Medicine pool? Give me a break. TP Foe? Maybe.) My fire/EM tanker still has it and still needs it; she is retired, and doesn't get out much.

    Focused Accuracy is something I've never even given half a glance to. I thought it was a PvP thing; and at any rate I have Rage.

    No experience with Physical Perfection. My understanding is that it is 1/2 Health plus 1/2 Stamina. In other words, it gives you a bonus roughly comparable to having the Miracle and Regenerative Tissue uniques. It's also a place to slot a second (or third, if you're Willpower) Performance Shifter proc.

    Endurance remains the game's largest mechanical problem: the solutions are not obvious to new players, and are not available soon enough to save much of the content, and the mechanic makes the game seem much duller than it turns out to be to a new player on a first character. It needs to be said, and repeated at every opportunity.
  21. Quote:
    Originally Posted by EmperorSteele View Post
    You might get away with making a custom NPC with no powers and making them a boss... of course, they'll still follow you around and try to be annoying, and the player would be able to kill them =/
    That's rather difficult to do in the situation I want to portray, in which the players find Statesman, Ms. Liberty, and other face heroes acting very strangely.
  22. I want something I've decided to work on to have an introductory mission that features character interaction and texts.

    I've made the series of NPCs I want to do the talking, and set them as hostage releases with Single (i.e. none) enemy spawns, and put them on an Empty map that also spawns friendly patrols. I want the "hostages" to say a series of alarming speeches when approached by the player or party. I also made a glowie on the map so there'd be something to click and the mission would not simply complete without the player finding or seeing the "hostages."

    The problem - the hostages say their Inactive speeches often before being in sight of the players. I tried chaining them; but that doesn't work with autocompleting "rescues" well, and raises the possibility that you'd have to backtrack to see all the text: that is not progress. "Clues" attached to the hostages are of course immediately awarded, and without the texts that makes little sense either.

    Anybody figure out a better way?
  23. Quote:
    Originally Posted by Rast_of_Guardian View Post
    What I am looking for now are any authors that have written MArc(s) primarily using their own characters and organizations. These MArcs certainly not need be new. The authors would need to provide synopsis of the arcs, descriptions (as revealing as a trailer) of major characters involved, and screenshots of said charaters. As this is for primarily scholactic purposes, all rights are wherever they are now (I'm not sure if derivative characters become part of the CoH IP or not). The concept of the page will be to advertize these writings and the associated MArcs to interested City of Heroes players. Any interested parties, or questions feel free to reply.

    TLDR VERSION: I want to advertise your MArcs on my page for a school project, read above for details, ask questions below.
    Two of my arcs relate to the "New Colchis" mythology, for which an extended introduction is given in my signature under that link.

    Those arcs are "Death by Snoo-Snoo", 247372, and "Ecloga Prima: Excursio in lingua Latina", 309162 . The second arc is in Latin, but it isn't particularly complicated. The first arc has more detail, and refers to the events set forth in the overview of New Colchis.
  24. Quote:
    Originally Posted by Catwhoorg View Post
    An improved healing set bonus will not affect the regen of a willpower scrapper (or any regen in fact)

    <bonus answer>
    It also doesn't affect the healing of powers tagged [ignore buffs] which are usually the heals with a little bit of toxic resistance in, such as regeneration's reconstruction.
    Thanks - what I needed to know. Since the character who got it gets nothing out of more than 3 Numinas, and can't pursue 6 without messing up other stuff, it goes to the defender.
  25. Quote:
    Originally Posted by eryq2 View Post
    I'm not sure, but i'm about to purchase some Numina sets on my regen on the Justice server. If you don't need it, i'll take them off your hands. If it's possible from a diff server. Not sure where you play.
    I play mostly on Victory. But if the bonus is useless on the scrapper who's considering it, I'll just pass it along to my rad defender, who does in fact have a healing power. Four slots is all I can devote to a heal set in Rise to the Challenge; the fifth and sixth slots are occupied by a taunt button and by the Dark Watcher Chance for Recharge Slow.