JD_Gumby

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  1. Quote:
    Originally Posted by Jakarr View Post
    Now If ya didnt follow I am asking for ways to increase Stun/Sleep protection(would be best) or resists. Other then the Self-Heal in the Med line and some minor % for resist that I know of I dont know how to fix my Mez issue other then with Breakfrees.
    Best option would be to accept that you have holes in your build that may not be possible to cover and use inspirations to cover those holes (Break Frees, in this case). There is no shame in using inspirations - that's what they're there for.
  2. JD_Gumby

    Patron Powers

    You can only choose a single Patron on a character. It used to be that only that Patron's pool unlocked, but for quite a while now doing any Patron's arc unlocks them all.
  3. Quote:
    Originally Posted by Terror1 View Post
    Kiting is not that hard. Whirlwind is garbage.
    Shooting roots you and kiting isn't always possible in many maps, other than in end rooms.

    Oh, well, it's another love-it-or-hate it power and neither side will be convinced that the other is right (much like the Devices or Time Bomb arguments).
  4. Quote:
    Originally Posted by Hejtmane View Post
    it was a great power at one time when it did knock up now it is worthless
    Worthless for you, perhaps. On the other hand, my Blasters are loving it. Not every pool power needs to be suitable for every Archetype or combat style, after all, and Whirlwind is very definitely a "Don't wanna melee!" power and quite good at what it does, though it's very expensive.
  5. 1. Fine. Annoys many that it's type-based (Smashing, Energy, etc.) Defense rather than positional (Melee, Ranged, AoE).
    2. Not a clue since I never saw it. I assume it just adds to your global recharge for 2 minutes when it goes off, same as any other proc...
    3. Well, more Recharge means you attack more often and therefore generate more Fury, so it's probably a good thing.
    4. Recharge, Recharge, and Recharge. Maybe a 4th slot for To-Hit Buff.
    5. Squishy at first, almost godly later.
  6. Nope. It'd be nice if it were collapsed by default (and if the useful salvage warning would only count for physical recipes - by the time you memorize, odds are you have no use for the recipes and therefore don't need to be spammed for 'em when you place salvage on the AH).
  7. Quote:
    Originally Posted by DocArcus View Post
    I hope they don't do away with the CoH launcher. I stopped using the NCSoft launcher because all it did for me was add an extra step to the game loading. I can see how it would be nice for people that play several NCSoft games though.
    Only if they're so miserly of desktop space that they can't spare any room for an icon for each game...
  8. Given that "widow spider" (latrodectus) is the name of both the male and the female of the spider genus that class of Arachnos agents are named after, there's really no problem.
  9. Quote:
    Originally Posted by Wavicle View Post
    It's going to very quickly become glaringly obvious how many more TFs there are than SFs.


    Open the Shard to the Redside.
    Wouldn't even be difficult to justify, either. Just need to throw in some generic Vanguard NPCs, add a portal to the Vanguard base in Grandville, and alter the dialogue of the existing contacts to reflect the fact that operations in the Shadow Shard are now under Vanguard jurisdiction (since they're in charge of defending against extra-dimensional threats).
  10. Quote:
    Originally Posted by Roderick View Post
    The brute will remain the middle of the road for both.
    ...which isn't a bad place to be.

    Note that the Brute damage scale is only slightly behind the Tanker's. Odds are, after your second swing you'll be outdamaging a Tanker of the same level & set & slotting and will stay waaaaaaaaaay ahead of said Tanker, and probably close to (if not equal or greater) Scrapper levels of damage from the end of the first spawn (assuming 8-person team) until the next time the group stops to rest up for whatever reason.
  11. Quote:
    Originally Posted by Late2Party View Post
    Is it A Voice In Your Head - Hero side?

    Spoiler....

    Psi Knight brain emails you, asking for rescue from the devouring earth. Only by the time you get to him he has been mutated into a Greater Devoured. Not a scaled down Lt. either.
    Haven't done that one since before I19 hit (took about a month and a half off a couple of weeks before the issue), but he was never a Boss for my characters with Bosses off... So, an I19 problem?
  12. Quote:
    Originally Posted by Dechs Kaison View Post
    What I don't get is how inherent fitness is new powers without new slots.
    Because you get 3-4 new powers that you have to choose - but have no extra slots to put in them (so they have to work on their default slots, unless you sacrifice the slotting of other powers, which is not very effective in most cases).
  13. None of the DE tips have (solo, at x1 or x2) spawned Devourers as Bosses, only Lieutenants, for me... Exactly which tip is this in?
  14. Quote:
    Originally Posted by Blue_Mourning View Post
    This, again, I don't really get. After a certain number of AoE's, another AoE just sort of becomes diminishing returns. If we have one or two fire blasters on a team, that should be enough to melt everything but the bosses, and at that point it makes sense to have one or two single target oriented builds to deal with bosses and the like, and to me that means stalkers, scrappers, ST oriented blasters/whatever. Whole teams consisting of AoE's melt spawns, but I kind of wonder just how much damage is needed after the first two AoE oriented builds.
    Not much if you've got a Stalker with you or the other single-target combos go for the Boss/EB of the group. But, of course, many silly people don't seem to mind needing everyone to fire off a few more AoEs each to get the Boss.
  15. Quote:
    Originally Posted by Dechs Kaison View Post
    I don't understand this mentality at all.

    Inherent fitness gave you four extra powers with four extra slots between them.
    ...but did not reduce the need to put levelup slots into the Inherent Fitness powers. Therefore choosing Stealth (and slapping an EndRedux in it, probably, especially if your build already has enough Defense powers that you don't need it as an LotG mule) as one of the 3-4 freed up power choices saves you from having to spend an extra slot on your movement power (and thus taking it from somewhere else) for a stealth IO.
  16. Quote:
    Originally Posted by Eiko-chan View Post
    The very first "Hello World" program I ever wrote compiled bug free.
    Not mine. The compiler I used whined like mad for lack of arguments in main().
  17. And it logged me out yet again (and reset my new-post times :/) as I loaded a page just before this one; I load several at one time for this very reason)
  18. Quote:
    Originally Posted by Hydrophidian View Post
    The Concealment pool competes with:

    • Stealth IOs.
    • Multiple Stealth Temporary Powers
    • The 'Grant Invisibility' Empowerment
    • Super Speed
    While I think all pools could use some attention at this point, I'd put Concealment at the top of the list. The game's evolution has significantly dampened its usefulness, much more so than any other pool.
    I find it very, very useful. Most of my characters that don't have a natural stealth option take Stealth, usually by the time they're level 20. Especially the squishies. Actually, out of 23 or so characters, I can only think of 8 that don't have it or don't have it scheduled to be taken at some point (my AR/Dev, two Illusion Controllers, three Stalkers, my Plant/Storm Controller, and my only Tanker [mainly an oversight on that one that I'm trying to fix]). Not too shabby for a pool, and a power, that has "dampened" usefulness. Not a fan of Invisibility or Phase Shift, by the way. They just don't seem all that useful to me...

    Seriously, Concealment is fine as it is and it's just a case of "if you find other options more attractive, use them instead", much like the endless debates over /Devices, Time Bomb, and Dual Pistols.
  19. Yes, it's quite common. No idea why it only happens here and not on other boards I'm on that use the same software. :/
  20. Quote:
    Originally Posted by gameboy1234 View Post
    1. Have the devs make a permanent, server wide channel for each server. This would work like /request (which I think is server wide), but be purposed for teaming and such.
    Actually, /request is only the current zone. It was, I gather, the trade chat before the implementation of the consignment houses.
  21. Tuesdays @ 6pm Central sounds fine to me...
  22. Hmm. Interesting idea. Rotten Ronnie Raines (L23 DP/Rad Corr, @JDGumby) could use a workout, I think. Been a while since I played him, though. Can't remember if he's a Hero or a Rogue at the moment. Oh, well, if the plan's to start in Praetoria, it doesn't matter, I guess.

    EDIT: Yep, Rogue. L23 currently, but will hit 24 today.
  23. So just make sure you add a Game Time Card or a Game Card before the day mentioned as your last on the account management page (don't add it on that day unless you're 100% sure you can remember what time of day you activated!). Don't worry - the time will be added to your current time, not start a new 30 day count.
  24. Quote:
    Originally Posted by _Elektro_ View Post
    This is for two reasons: 1) it is a ridiculously long animation.
    Shorter than Sonic Attack's Shout (single target, same range, same damage, longer activation than Exe by 0.10s), and I don't hear anyone complaining about that...
  25. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    You know how the Strike Pack creates a "target TF" for a week, where you get (the option at(?)) a Notice of the Well for running it? I've already seen people suggest they do the same with an Ouroboros arc, but what I'd do is make that arc last a whole month. That'd give teamers a shot at up to 5 Notices per month, while still giving soloers and what-not a shot at one.

    Soloers and those others who hate the team-based rewards for whatever reason will receive their rewards at a maximum 1/5 the pace of those who team, while still being able to steadily work towards a goal.
    To Hell with that. There is no legitimate reason for solo/small-team players to have their progression deliberately slowed that much when their progression will already be crippled by the Incarnate Shard drop rate.