JD_Gumby

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  1. Powers -> Combat Attributes -> Defense

    Then just go attack something and note the reduction as Hide supresses.

    Or right-click on Hide and look at the numbers - you'll see that each defense type has two entries. The first entry of each type is how much you keep (dunno if it's the same across the board, but Ninjitsu only gives 1.88% supressed, losing 3.75%)
  2. Quote:
    Originally Posted by Rigel_Kent View Post
    EDIT: Also, the set is definitely high on fun factor. Everyone, myself included, seems to like it.
    Except, of course, those min/maxers who rate the fun factor of offensive sets purely by the size of the orange numbers floating up on as many targets as possible. Sadly, judging by threads like this, there are lots of such people on the forum.
  3. Quote:
    Originally Posted by StarGeek View Post
    Gimp is an excellent piece of software, but for quick and simple edits like you mention here, I usually use Irfanview. While it is technically a photo viewer, it has plenty of simple editing ability.
    Crop, cut & paste (perfect for ctrl-v'ing a screenshot of your enhancements screen), resize (including batch), image flipping,add text, adjust color balance and gamma, some basic image effects (emboss, blur, that sort of thing), etc., etc... And all so much quicker and easier to do than in Photoshop or GIMP.
  4. I was that level 14. Did not feel like I was contributing at all for the hour or so I was able to be there (annoying that player-run events always seem to start at 10pm my time :/).

    Was fun while it lasted, though.
  5. Quote:
    Originally Posted by seebs View Post
    But this leads me to a question: How is a traps defender supposed to work? In a lot of groups I've been in, there's been a serious difficulty in not having any healing to speak of, and I'm not sure Triage Beacon does much healing -- I don't have exact numbers to hand, but it didn't seem like it was doing much.
    Triage beacon does +150% the regeneration rate of anyone in its AoE (so +1.05%/s on your regeneration rate: if you don't also have Health or other sources of regen, your rate would go from 0.42%/s to 1.47%/s - unenhanced, obviously). Compare to Health, which is only +40% (+0.17%/s unenhanced, so 0.59%/s). Of course, Health is always giving you the bonus while Triage Beacon is situational (for mostly stationary fights and, especially when soloing, between spawns when you don't want to waste a Rest).

    Triage Beacon's not the greatest healing power in the game, but still very useful if you use it right.
  6. Quote:
    Originally Posted by rsclark View Post
    I would make that argument about stamina. If your set doesn't have end management, then you do need stamina. That design decision was complete crap and does nothing to enhance the game.
    Of course, slotting your attacks for endurance reduction (plus at least one in each of the under 0.30/s toggles, with more in the larger ones, of course) is out of the question, so Stamina is mandatory. After all, you might have to sacrifice accuracy, recharge or damage for the better endurance efficiency, which would be unthinkable.

    Bah.
  7. JD_Gumby

    Energy Melee

    Quote:
    Originally Posted by Ultimo_ View Post
    The other thing was the attack rate of Barrage. Is it me, or is it incredibly slow, for a tier 1 power?
    I prefer to look at the placement of Barrage in tier 1 as a bug they can't be arsed to fix. Looking at all the other melee sets (specifically, the Tankers'), the first three powers go in ascending order of recharge, so it should logically be Energy Punch -> Barrage -> Bone Smasher. Can't see why they'd deliberately mess with the standard power order to specifically disadvantage Tankers (since Stalkers & Brutes can easily take Energy Punch at creation), but only in Energy Melee...
  8. Well, so far I've found that a traditional Martial Arts/Ninjitsu has gotten me a Stalker that's gone up in level faster and easier than any other combo I tried. I'm only at L24 with him and in Sharkhead Isle, though, so the recommendation should be taken with a grain of salt.
  9. JD_Gumby

    AR/DEV. Why Not?

    Quote:
    Originally Posted by Quixotik View Post
    Mostly Lethal damage/no buffs means you will rely on Trip Mine stacks to defeat tough Bosses.
    Or use inspirations. Or be on a team. But I guess if you can't solo everything, the combo must be horrible. (which, I guess, means Ill/Rad Controller must be a horrible combo since my L48 had to call in help to take out Tyrant last night)
  10. For Corruptors, it's only -10% to the damage the target will do for 8s. (no idea what it is for Defs & Blasters since I'm too lazy to change away from my DP/Rad Corr
  11. JD_Gumby

    -tohit and +def

    That's why you don't just sit back after you put on the Radiation Infection - you, or at least your aggro-drawing melee buddies, should head right into the anchor's radius (assuming you're not grouping with idiots, of course, who see the extra glow on the anchor as a big, neon, KILL ME sign even though there's tons of other stuff inside the radius to kill) so that everything tries to crowd around and you get as many Infected as possible.
  12. If you're planning to just support, then you are doing it wrong and will just give Defenders a bad name by reinforcing the beliefs of many Controller fans that we don't contribute.

    If you insist on going this route, then Dark Blast is probably best, given that it has an immobilize, has a self-heal. and all but its targeted AoE (which just disorients) stacks on some -hit on the targets.
  13. Nah. As long as you avoid stuff that heavily resists Psi, you should be okay - and when you can't, make sure you have Telekinetic Blast for its Smashing component (and perhaps Telekinetic Thrust for the same reason, though its damage is very low).

    Avoiding later (L20+, I guess) Council/5th Column, Arachnos and Sky Raider missions is a good idea, as is avoiding the Carnies (or so I hear - no machines, but heavy psi use and therefore probably good resistance) and Malta later on. Not sure how the Freakshow stand on their psy resistance, so might want to carefully test against them.
  14. Dual Pistols might be, overall, bottom tier as far as pure numbers go. But it's fun, it looks good, and still is more than effective enough that you will be pulling your weight on any team you're on (except those very few composed of opinionated min/maxers who only want what they see as the absolute best) or be faceplanting more than you will with any other set.

    EDIT: Had a stray "won't" instead of "will" due to rewriting the post 4 or 5 times. :P
  15. Well, Repulsion Field and Personal Force Field have completely different uses and effects. PFF is there mostly so that you can have a chance to recover safely in the middle of a fight, especially if you're solo. Repulsion Field is there to actively affect the enemies to make them easier to attack.
  16. Quote:
    Originally Posted by Krogoth View Post
    I do agree Force Bubble is skippable in a tight build and PFF is wholly skippable.
    Only if you team a lot (which, admittedly, you probably should as an FF . Otherwise it is quite useful when you need to take a break during a solo battle to pop some pills, not to mention for traveling. So nice to be able to jump around Founders' or Crey's or PI or the RWZ and not get shot out of the sky.
  17. JD_Gumby

    AR/DEV. Why Not?

    Quote:
    Originally Posted by JayboH View Post
    The Aim/Buildup thing is probably the biggest drawback - and it is a huge drawback when playing the role of blaster.
    No, it isn't. The lack just slows AR/Devs down slightly, needing an extra attack against most foes. Big whoop. Wouldn't mind Aim, though, but I wouldn't care much about the bonus damage portion.
  18. Triage Beacon is best used solo to recover between fights.

    On teams, forget about it unless you really need it because no one bothered to bring an AoE heal and use it around your pets (they want to run off to the next spawn while your pets are half dead? Screw 'em!). I hear it's also good on teams where there isn't really much movement, such as AV fights. But you probably need to invest a couple of slots to boost the heal (via a healing set that gives defense, I'd assume).
  19. Not much to say on how to play. Solo it's mostly Hide -> Assassin's Strike -> scrap 'til they're all dead.

    On teams it's pretty much the same, 'cept you re-hide between spawns and position yourself as close to as many of your teammates as possible when scrapping to get as much of a crit bonus (10% + 3% per teammate within 30ft) as you can, with the occasional Placate if you happen to draw more aggro from your teammates than you can handle (though they will probably get pissed if whatever you Placated heads right for one of the squishies). Do NOT under any circumstances Hide -> AS -> run and Hide -> AS -> repeat or "scout ahead" without explicitly being told to by the team leader. That just gives the rest of us Stalkers a bad name and is one of the main reasons you see so many complaint threads about us.

    Might be a few other tactics, both solo and team, depending on your sets, but those tend to just be for variety. Stalkers are, really, quite simple to play.
  20. Unfortunately, I (Corporal Canuck) was on one of the mission teams (which had lost a member before we even started, so were down to 4 players) and ended up having to leave after only 3 missions. . Did the first 3 portions of the Midnighter's arc and it was quite fun while it lasted... Hopefully, next time I participate on one of these sorts of things (betting the Fire/Rads on Monday), I'll be able to keep Real Life away long enough.
  21. Quote:
    Originally Posted by Peacemoon View Post
    With the exception of Mind Control, most Controllers will take a while to become really solo friendly.
    Illusion Control doesn't take any time at all to become solo-friendly... Spectral Wounds at level 1, Blind at level 2, Decieve at level 4. Easily the most solo-friendly Controller set.
  22. JD_Gumby

    AR/DEV. Why Not?

    Quote:
    Originally Posted by Shadow Ravenwolf View Post
    While I don't have a full picture to answer all of the hate, I can say that a lot of the powers in /Dev are situational, require several minutes to set up (looking at you Trip Mines), but when they do work, they work ok.
    Several minutes? Maybe 5 seconds, depending on how long it takes you to get into the middle of a spawn with Cloaking Device + Stealth IO. Go in, set Trip Mine, jump back and open up with Full Auto or Flamethrower or M30 Grenade as the Mine explodes. If your reflexes are good enough, everthing in the spawn will have been considered still inside the radius of whatever you used as you jumped. Then you can concentrate on the bosses that may have been left over. Time Bomb's even better for that tactic, of course, if you're soloing and don't mind waiting.
  23. They should make them actual information terminals - news, announcements, patch notes the instant the system comes up (instead of forum posts maybe days later on the forum or the page at cityofheroes.com .
  24. Copying the CoH install to where I want it, then copying cohupdater.exe to the desktop (not a shortcut!) and running that copy and specifying, when it asks, the directory the files are in has worked for me several times (including a few weeks back when I did a clean install of WinXP). Not that knowing this is helpful in any way, of course. :P
  25. JD_Gumby

    New to CoH

    As I was told back when I started, City of Heroes is about the journey, not the destination. A good thing to keep in mind, especially now that you don't need to reach 50 to unlock the Kheldian and Arachnos Soldier "epic" archetypes.