Hopeling

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  1. I have played TW on a Scrapper and on a Brute, but not on a Tanker, so I couldn't tell you in much detail how it performs there. Presumably, it does less damage than a Scrapper/Brute, but holds aggro more easily.

    If you don't want to take Defensive Sweep, Tanker is probably not the best choice. Waiting until 35 and 38 to actually get the great AoE powers TW is known for is maybe not exciting to you either.
  2. Scrapper vs Brute is pretty much a toss-up. Do you prefer chasing Fury, or not? Neither TW nor WP particularly favors either AT.

    Tanker is also good, but a rather different animal. If you want to be a tank first and foremost, make a Tanker. If you don't want to be a tank, don't make a Tanker.
  3. Personally, I like the local@global system a lot, and I think a lot of the objections raised against it are nonsense and/or are overblown (as in, the things people are worried about do not actually happen in places where the system exists, or happen incredibly rarely). Still, a significant fraction of the opposition to the idea stems from people who just don't want someone else out there with the same name, even if they never encounter or even hear of that person. This would make them unhappy.

    I think that doesn't make sense. It doesn't affect them in any way. But, y'know, I've come to realize that it doesn't matter whether it makes sense. There are things that upset me in ways that don't make sense. If I sit down and think about it and try several times I can maybe come up with a halfway-coherent explanation of exactly why it upsets me, but that's not the point here. The point is, a significant number of people would be unhappy with any non-unique naming system, just as people are currently unhappy with a unique naming system. Telling them that their unhappiness doesn't make sense will not make them less unhappy. And the existence and apparently substantial size of this group of CoH's players means that a change in the naming system would not necessarily make more players happy, it would just make a DIFFERENT group of players happy. And such a significant change should be a lot better justified than "Well, we would end up collectively about as well-off as we currently are, except now you get to suck it up and deal with it instead of me."
  4. Quote:
    Originally Posted by ClawsandEffect View Post
    Check it again. There's 5 in there for the 5% recharge bonus (since I already used Hecatomb elsewhere)
    Right, but four of the five are level 35 enhancements, and the acc/dam/end is level 50. I can't think of any particularly compelling reason to use 35s for four pieces but not the fifth, hence my guess that it was an artifact of starting with KCs, deciding the defense was unnecessary after placing the rest of the build, and swapping them directly to CIs. Extremely minor nitpick, really.
  5. Yes, but that's far less critical to the set's performance than Burn.

    And remember that you don't have to choose any epic pool at all, APP or PPP. You will almost certainly get more benefit from critical primary powers than from anything in an epic pool, when it comes down to that choice.
  6. The PPM Hecatomb in Storm Kick should have a proc chance of:
    (6+.83)*4.5/60 = .51 = 51%
    Which is better than the 33% on the crafted version. I've never played MA enough to comment on whether that's the best place to put it, though.
  7. Hopeling

    Super Stunners

    There's a difference between enemies that fight by basically cheating (Carnies, Arachnos, Vanguard, Tsoo, etc) and enemies that actually put up a fight. Freakshow, for a long time, were in neither category - a literal joke of a faction that contained no serious threat to players, gave higher-than-normal experience, and self-rezzed so you could get XP for them a second time, but not all of them so that you weren't overwhelmed by a full spawn suddenly at full health again.

    And they do have a humorous element. They're the world's craziest internet trolls turned into a street gang. But they're also hopped-up psychopaths with grenade launchers.
    Super Stunners help push them across that threshold from "haha, freakshow" to "haha - oh crap". Super Stunners aren't "cheap" - there are multiple ways to mitigate or completely prevent the problems their rez causes, with straightforward tactics and readily-available resources. When you do this right, you prevent the threat. When you do it wrong, or fail to do it at all, you get drained a little and the Stunner gets more health back. This is still more tactics than you need for the rest of the Freakshow faction, and frankly I think the Freaks would be lessened as both a gameplay and story element if the Super Stunners stopped pretending to be threatening.
  8. Actually, a decent team of 8 should be able to get all the Pylons down and hit the badge marker. You might not do so well if you stick around on the ship, but if you get 7 other people who just want the badge or just want to help, fighting stuff on the ship isn't really the goal anyway.

    Yes, this is still less ideal than being able to get it on your own like every other teleport beacon, but...
  9. Ouroboros is the way to repeat them. Sorry.
  10. It would make a difference, but not a useful one. You want to take as much damage as possible, and your defense and resistance are floored while Resting, so the only things that matter are your regeneration rate and the incoming DPS. Extra level shifts have no effect on the former, and decrease the latter. At best, you'd set your mission two levels higher and get the same progress, and since you can't get enemies above 54, you might make less progress than you would outside DA.
  11. I second CoT Guides. Tweaking the mission level is usually enough to reach the upper limit of the DPS you can survive while Resting.
  12. Hopeling

    Trench coat?

    Quote:
    Originally Posted by Eric Nelson View Post
    REALLY bad necro-thread (nearly 2 years undead), please, guys, watch the posting dates when replying...
    Hey, it was already necroed when I got here >.>

    Yes, it was necroing, but OTOH, it's nice to see a new player and first-time poster at least attempting to search for a relevant topic.
  13. Hopeling

    Super Stunners

    Preferably, yes, they should. You don't even strictly need a knock, just a ranged attack.

    The Stunner drain-rez is considerably less problematic and considerably more avoidable than many other nasty NPC powers. If we're gonna fix "cheap" enemies, let's start with the I'm-phased-but-I-can-still-attack Carnies, or autohit-defense-debuff Tarantulas, or something. Super Stunners barely register on the scale.
  14. If you're +5ing everything anyway, you might as well use the Hecatomb: Dam/End rather than the Hecatomb: Damage; you'll still be well past the ED-cap. I'm not sure if there's a reason behind having four of the Crushing Impacts in Disembowel at 35, or if that's an artifact from putting Kinetic Combats there and changing them? And of course, +5ing procs has no effect, so you can save a few boosters there (I'm actually not sure if you even can +5 a proc).

    But yeah, ClawsandEffect has the right idea. My BS/Inv/Body has been retired for the last few Issues, but if I were to un-retire him I would use something very much like that. Well, maybe an Armageddon proc in Headsplitter if possible, moving the ATOs to Whirling Sword, displacing the Cleaving Blows? Hm.
  15. I've heard no, but I cannot confirm that personally, because mine still has 80 hours left.
  16. Quote:
    Originally Posted by Ironblade View Post
    Random internet crazy people may have said so.
    Real-random people, or handpicked-to-appear-random people?

    Also, with the freebies ranging from "a single inspiration?? " to "a never-before-seen costume piece!! ", I thought we got a pretty good spectrum of stuff.
  17. You don't have to use an epic pool at all, for that matter, which may be a good choice as opposed to skipping extremely key powers in your primary.
  18. Are you right-clicking the buff in your tray, or the power in your power menu? The buff will not list a duration, but the power menu will.

    [Aura of Mot] and also [Blessing of Tielekku] last for something like 120 hours of in-game time. Technically it says "hours of use", but since it's an auto power, you can't turn it off to preserve the duration like you can with a Raptor Pack. TFs with temporary powers disabled might not count against the duration, but I haven't specifically tested that.
  19. You can only choose one patron per character, but each patron has multiple story arcs.

    However, Necrotech_Master is correct that you cannot run patron arcs (or any other mission from a villain contact) as a vigilante. If you want to play your patron's other arcs, do so before going back to blueside.
  20. Hopeling

    Hybrid + Alpha

    I'm saying that is (according to my understanding) the reason that no damage buff - Assault Core, Build Up, Leadership-pool Assault, etc - is enhanceable. If they were, they would do very weird things.

    Anyway though, Alpha powers DO interact with Hybrid powers in a mostly consistent and predictable way. Cardiac makes powers grant more damage resistance, so it makes Melee Core grant more damage resistance. Musculature makes powers do more damage, but it does not make damage buffs stronger (Incarnate or otherwise), so it does not increase Assault Core. Doublehit and the Control Core damage proc is admittedly kind of a toss-up (is it affected by Musculature like Judgement, or not affected like Interface?).
  21. Personally, in about a dozen MMOs, including this one, I have literally never seen a skill/crafting system that was remotely as interesting in practice as it was on paper.
  22. Hopeling

    Hybrid + Alpha

    As I said, the passive says it's unbuffable right in the power info in-game.

    Damage enhancement (like Musculature) is, mechanically, the same thing as a damage buff, like Assault Core, much as recharge enhancements work the same way as recharge buffs. One is global and one is power-specific, of course, but the effect they have on that specific power is the same.

    So if a damage buff, like Assault Core, is buffable, it will be buffed by Musculature, but also by Fury and Fulcrum Shift and red inspirations and itself, and then its new self-buffed value will buff itself by a larger amount when it refreshes on the next tick, and etc.

    Now, maybe a damage buff could be flagged to only care about enhancements and not about global buffs, much like Judgement's damage is. I don't know, standard code rant, etc. But does it matter? Assault Core is excellent and very desirable despite being not buffed by Musculature; Musculature is excellent and very desirable despite not buffing Assault Core.
  23. Hopeling

    Hybrid + Alpha

    That's a 33% difference, which is the amount Spiritual gives. The passive part is tagged "Unaffected by buffs and enhancements" in its info.

    I don't think there's ever been a buffable damage buff. I suspect it actually can't be done, because damage buffs would buff themselves in some wacky feedback loop. But anyway, Assault Core is no exception. Doublehit is also unaffected by damage buffs.

    Other Hybrid effects should be buffed by the relevant alpha powers, AFAIK.
  24. Hopeling

    Trench coat?

    http://paragonwiki.com/wiki/Paragon_Rewards_Program

    Trench coats are in tier 2 of the Paragon Rewards tree, so you'll need to subscribe for 1 month or buy any amount of points to earn at least one reward token.
  25. I agree, but "people who liked Avengers" is not the same group as "current CoH players", and unless they've got a few Fortunatas on the payroll over there, I doubt the super secret new project that started way more than a month ago is an attempt to capitalize on Avengers buzz.

    Edit: sometimes when I rearrange a sentence before and posting but not restructuring all the parts correct way.