Hopeling

Legend
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  1. Quote:
    Originally Posted by Combat View Post
    I was under the impression that procs generally do not work in summoned pseudopets like Burn, as the proc will affect the target, which would be the summon. This is why Shield Charge doesn't work with procs.
    Shield Charge works fine with procs, as long as the procs target enemies, like damage procs. Self-targetted procs, like the Force Feedback +Recharge, will target the pet and thus not do anything.
  2. Quote:
    Originally Posted by _Klaw_ View Post
    One thing to consider: When you don't have momentum the attacks are horrendously slow, the slowest melee attacks in the game.
    They're on the slow end, but the numbers posted over in beta have the non-momentum animations between 2 and 2.5 seconds. That puts them in the same general category as Knockout Blow, Head Splitter, Eviscerate, Greater Fire Sword - you get the idea. Slow, but not exceptionally so, and certainly not the slowest in the game. They're significantly faster than powers like Total Focus, Shadow Maul, or Concentrated Strike.
  3. Rule of 5's applies to LotG +rech, but it's considered its own kind of set bonus, separate from other 7.5% bonuses. So you can slot 5 LotGs and 5 sets that give 7.5% bonuses and benefit from all of them, but 6 LotGs or 6 7.5 sets will only give you 5 bonuses. I tested this personally a few minutes ago due to a similar conversation (possibly the same one you saw) in Freedom help chat.
  4. Spring Attack actually has a 120s recharge, so it doesn't sync up nicely with Build Up/Lightning Rod (unless you deliberately underslot them for recharge, which would be silly).
  5. Well, they have to put all those doorless SG bases somewhere.
  6. Numina and Miracle uniques are indeed procs, not globals. This is why they almost always should go in Health or a similar passive - putting them in a healing power that isn't on all the time means you only get the buff while the power is on (for toggles) or for 120s thereafter (for clicks). It's also why their buffs stack for 120s when you zone.
  7. Probably Catch a Breath, meaning a blue inspiration. Usually seen as CaB.
  8. In other games, I've found melee/support types often don't work well, and go through many iterations and changes as the devs try to figure out just what they want the class to do. This is at least partly because the two things are kind of at odds with each other. To implement it well would thus require a way to make them play nicely together: for example, maybe a melee/support AT could have a mechanic like a Fury bar that fills as they use their attacks, but instead of giving a scaling damage bonus, it gives a scaling Power Boost effect. Maybe the support powers would also have a Defiance effect, so it would flow both ways.

    However, CoH plays very differently from the games I'm drawing my experience from in this, and so it might work with very little alteration. After all, some support combos already work well in melee range.
  9. The Day Job AH teleporters are the only applicable things I can think of. I know I've occasionally wasted a charge by having an auto power go off during the interrupt portion. The Day Job rez power might also be interruptable, I don't recall... with the Resuscitator crafted power and the ability to combine insps, it's not even worth using these days.
  10. Quote:
    Originally Posted by Giant2005 View Post
    After the patch, just like a fine for a traffic violation or whatever, the currency I would normally be earning is being taken from me before I get access to it.
    That's a silly way to look at it. Do you also get fined reward merits when you run the Nictus Insurrection in flashback? Do you get fined influence when you fight rikti monkeys in AE?

    I think the proposed change is horrifically bad idea, but calling it a threat, punishment, or fine is absurd. You used the phrase "rightfully earned reward" a few posts up, but the entire point of the change appears to be that (the devs think that) an emp merit ISN'T a rightfully earned reward for those trials once you have all your incarnate slots.
  11. A /psi dominator can probably avoid most end problems, between Domination's refill and Drain Psyche.

    Ultimately it's going to depend more on your power sets than your archetype, though. For melee characters, for example, Electric Armor mitigates endurance problems with Energize, and outright laughs at them with Power Sink. It's also basically immune to sappers. Unfortunately, even the sets with powerful endurance management tools usually don't get them until level 20+. I find that the best solution to low-level endurance problems is proper slotting and Recovery Serums.
  12. It's ok to skip hasten on almost any character. The character may be improved by hasten, but very rarely is it necessary for the character to function.
  13. Quote:
    Originally Posted by Warbaby View Post
    but of late everything 'new' they bring out requires a team to do it.
    Things since Freedom that require a team:
    -Underground
    -Haunted House
    -Death from Below

    Things since Freedom that don't require a team:
    -SSAs
    -First Ward
    -Ongoing training arcs

    I feel like I'm missing some things in those lists, but can't think of what.
    I'd say that, depending on how you value each of those things, the solo player has at least gotten a pretty fair share. And I say this as someone who plays at odd hours and usually goes solo.
  14. As noted, Night Widow attacks aren't especially cheap, and they're fast, so the endurance-per-second used is high. Running "only" 5 toggles probably isn't helping, either; I would stay away from the Tactical Trainings except Maneuvers until you can improve your endurance management.

    Most of your endurance use (way more than half, for most builds) comes from your attacks, not your toggles, so take some of the endredux in the toggles and move it to the attacks.
  15. Odd... just to add a data point, I used my Pocket D Teleporter as a rogue on a hero TF just a couple days ago without issues. I don't know if that means the bug doesn't affect Pocket D, or it's very recent, or it's irregular, or what.
  16. Quote:
    Originally Posted by Agent White View Post
    Just look for the visual cues on your pets, every upgrade power gives them some new goodie, like zombies have red puff breaths or the grave knights get shoulder armor.
    You can also check for the buff icon, if you haven't disabled the display of auto powers.
  17. Quote:
    Originally Posted by Brigg View Post
    When I look at the overall stats tho, my build has better totals.
    That's because you have Afterburner toggled on, which you won't be using in combat since it prevents you from attacking. Turn off Afterburner and your defense plummets to less than 30%, which means you take more than four times as many hits as you would at the softcap.
  18. I would guess that procs in Distortion Field either get one chance to fire when the power is activated, or at best get a chance to fire every 10 seconds (which I believe is how similar field powers like Caltrops work?).
  19. If you want to get technical about it, you can figure out how much end/sec you spend on your attacks and other powers, add it to the cost of your toggles, and compare to the amount of endurance you recover. If your consumption is much higher than your recovery (as a rule of thumb I use "1 end/sec or more difference"), you'll run dry pretty easily, although some builds can handle it with things like Conserve Power or Power Sink. If your recovery exceeds your consumption, you can sustain your attacks forever.

    But usually you don't need to be sustainable forever, just as long as a fight lasts. When I'm not building specifically to be indefinitely sustainable I usually just eyeball it - are powers slotted with appropriate amounts of endredux? Proper slotting in Stamina, and possibly other relevant powers? Numina and Miracle uniques, Performance Shifter proc? If yes to all, probably good to go.
  20. Destiny recharge is 2 minutes, unmodifiable.
  21. Quote:
    Originally Posted by The_Spad_EU View Post
    Even Reactive is broken, only the DoT component is working.
    That's why I said Radial.

    As to the healing pets - when it was just the original 4 Lore pets, I was adamantly in favor of the Core path instead of the Radial path. After all, a Vicky that hits for 4 digits is going to do a lot more to turn the tide of a fight than a Seer giving me a watered-down Fortitude. The newer trees have some different buffs available on the support pets that might be more worthwhile, but overall I still say that Lore is best used as a big damage ability, and the Core path is just much better at that than the Radial path.
  22. That's correct, Reactive Core gives -2.5% res per application, and stacks 4 times.

    Only Diamagnetic is currently on the list of known issues; I would hope that the people in charge have seen the numerous posts about the bug and are aware that it is affecting all of the Interfaces and not just Diamagnetic.

    The pets surviving is usually not a problem, but I play mostly melee types, so my taunt auras keep them pretty safe. When they do get hit, I can often save them with Destiny (although I suppose you can't do that if you have Ageless).
  23. There's no such thing as "damage debuff resistance" directly, but normal damage resistance resists damage debuffs. So if you put a -50% damage debuff on an AV with 50% lethal resistance, the debuff to its lethal damage will be cut in half by its resistance, to 25%. If the same AV had 0% energy resistance, any energy attacks it used would take the full 50% debuff.

    Currently, Reactive Radial is the best Interface without question, because all the other ones are broken and do not function at all. But presumably that will be fixed soon.

    You're right that the various Lore pets are good at different things, and some do more DPS than others. I've only personally used 3: IDF, Warworks, and Cimerorans. I was underwhelmed by the IDF compared to the other two: they have a mix of melee and ranged attacks, but they seem to go into 'melee mode' or 'ranged mode' and not use their other attacks, which means a lot of idle time. Warworks and Cimerorans are wrecking machines though.
  24. Well, Arbiter Rein won't talk to my vigilante 50 scrapper.
  25. ...hm, this requires more testing. It would be a lot easier to get Patron pools if I only had to go Vigilante and back (2 alignment changes, 4 days) instead of all the way around (4 alignment changes, 8 days) - and more conceptually palatable for many of my characters; the vigilante -> villain tips are very dark.

    I have a character I can check this with tonight, if nobody can confirm it before then.