John_Printemps

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  1. Quote:
    Originally Posted by Bill Z Bubba View Post
    I'm going the easy route by testing tonight. Hopefully I'll get the rare drop I need to craft my T3 Reactive.

    If I do, I'll be comparing these two against 4 pylons, 2 pylons per test and taking the average.
    Degenerative T3 75% Chance for Max HP debuff (10sec)
    Reactive T3 75% Chance for moderate fire damage-over-time

    I ran a BAF and a Lambda last night and plan to bite the bullet and keep running i-trials until I get BZB fully T4ed. Happily, my first drop lasts night was a very rare.

    I'm trying to figure out (and my apologies for not stating this up front) which of the two T4s will be better for effective DPS against pylons and lvl 54 AVs (in general on the AVs.)

    Reactive Radial Flawless Interface for the 75% Fire / 25% DRD
    vs
    Degenerative Core Flawless Interface for the 75% -MaxHP / 25% Toxic
    If you're willing to look through the last... oh, 10 pages or so of the Scrapper Pylon thread, you'll see this whole thing hashed out with actual experimentation.

    But, TL;DR: On anything of AV Status or greater (basically anything that's an absurd bag of HP), Degenerative Core (75% -MaxHP) is superior so long as your attack chain can support it. IE: You have to be fast enough to maintain the debuff. A chain utilizing 1-1.32/s attacks will fair better in using it than a chain to primarily focuses on 1.5/s+ attacks. While any chain may see similar results, the longer activating chain will likely see better functionality out of Reactive Radial in some cases because of debuff duration, consistency, and the fact that Reactive just focuses more on pouring damage into your attacks more than anything else.

    One of the key notes about Degenerative Core is that by lowering the targets HP, it is directly impacting its regen rate. Given this, remember that Degenerative is not impacting Damage Per Second, but Time Per Kill. What may take one person 3:00 to accomplish, Degenerative, using the same set and slotting, will turn that into 2:45 (figuratively speaking). It isn't creating a DPS increase, so much as reducing the effort/time required to kill that target based on your available abilities. Compared to Reactive, which is literally creating +Damage in the primary aspect that it has the highest DoT damage component and is the leading factor in why people take it, and why it does so well.

    Hopefully that makes sense. And, TL;DR of ^ is: Degenerative Core = Good, Reactive Radial = Good. If Most Attacks in Chain >1.3/s = Degen Core, if Most Attacks in Chain <1.5/s = Reactive Radial.
  2. Quote:
    Originally Posted by Master Zaprobo View Post
    WildStar is (in my opinion) worth looking at in depth if you can see past the NCsoft ties.

    It does have a frontier planet/Firefly vibe but with the addition of magic as well as technology (for example one faction are rebels/freedom fighters and the other are a universe spanning empire).
    I've been waiting for this game for a {very} long time now, and despite what's happen(ed/ing) with CoH, I will be investing in Wildstar regardless of the NCSoft stamp in the front. While actual gameplay is still locked away waiting to be released to rampant fans, there's promise about this being a pretty "do whatever you want" kind of game that might be an easy follow-behind for CoH players.

    Heck, just watch the "Housing" video. It's a Base Editor's dream come true.
  3. Quote:
    Originally Posted by Thor's Assassin View Post
    All this without mentioning the art collection over the years.
    Yes, lets talk about this total instead
  4. Quote:
    Originally Posted by Evil_Legacy View Post
    Do we have people here that can and willing to do that?
    It's like Plan E or F for the Titan Network Crew.
  5. Quote:
    Originally Posted by JayboH View Post
    You mean 400?
    A full T9 Rewards Token VIP gets 550 points a month.
  6. Quote:
    Originally Posted by November View Post
    POST. SIGN. POST. ASK 3 PEOPLE..
    Zerg Rush the Like Button!
  7. Quote:
    Originally Posted by Golden Girl View Post
    Nothing's been decided at all - the name "Phoenix City" seems to be quite a popular choice for the city, though - both for the idea of rising from the ashes, and for keeping the "PC" shortening.
    As the game would be meant to be a home from home, the city layout would very likely follow the current Paragon City layout, with a few changes, especially if it was designed to have no war walls.
    While I understand the nature of wanting to keep "PC", personally...not feeling Phoenix City. On the other hand, that brought to mind an incredible idea for altering "Atlas Park" into "Prometheus [Park]", with a statue on one knee lifting a giant orb filled with fire to the sky.

    Quote:
    Originally Posted by Combat View Post
    Yes. While it "hopefully" will amount to nothing, it would be great to see the community step up. I'm no artist (believe me), but I can imagine game systems and judge the game from my own viewpoints; it would be awesome to see some concepts for a new game. Heck, that was certainly part of the process to create CoH1!
    I don't think anyone wants things to fall that far, but I suppose I'll need to send some word off to Tony regardless. Things are looking up after all.
  8. This is the perfect time to finally post this once I remembered it. If anyone's watched all of the recent Jim Carrey "Horton" movie, will fully understand We are here, we are here, WE ARE HERE!
  9. Quote:
    Originally Posted by Golden Girl View Post
    The framework for this is is already being worked on as an absolute last ditch attempt to continue in a superhero universe if NCSoft refuses to make any compromises at all and holds on to the CoH IP.
    Happen to know if anyone's considered working on conceptualizing a "New City" yet beyond building a new game engine?

    While Concept-Art isn't necessarily my current forte, I've put together some minor plans against the idea of a "CoH-esque" city concept, and up until right this second, I haven't really thought about it since. Would be something to throw my hat into if things go that route; and I'm sure there might be a few other artists that could be dredged up that have concept-experience.
  10. Lot of awesome characters all! Several MFing Warshades popping up in there too

    Thought I'd toss another character's story in to the pot. My namesake, John Printemps. He was what I rolled on my first day in the game and I remember everything about that first experience in the game. I didn't know anyone else who played and CoH was my first MMO, so a lot of what I was doing was totally on wild guesses. I didn't really know where I wanted to start, but Scrappers seemed like the most fun, and trying out toon to mimic a comic character seemed like a quick way to initiate myself into the game. I never realized that your first character (back then) was also what your Global ended up being. I rolled a Claws/Regen and gave him one of the most horrible costumes ever (black leather with red tribal overlays and a cigar).

    After the game spit me through the tutorial I loaded into Galaxy City (inorite?!) and took my first real look around, amazed at the sandbox environment I was being dumped into. Sitting not too far off from where I loaded was a DM/DA Scrapper, level 15, and toggled into darkness. They warm-heartedly welcomed me to the game, offered me 50,000 Influence (which I had thought generous, no knowing anything about Inf) to get started and gave me a few tips. They were one of the original driving inspirations that pushed me to make a Dark Armor Scrapper (which ended up being my ~4th or 5th toon). Shortly after my conversation with them, another flighty player offered me to join a Super Group and I spent the next two hours running lowbie missions in Galaxy.

    The community in this game has been awesome since day one, and that I will never forget.

    Incidentally, I struggled to get my first character to 20, used at least two respecs on him, burned the lvl 24 respec trial on him, and several more freespecs up to 29 before I ever really understood who the character was. What kind of personality he had, what drive to play the game there was. He spent a long time at level 29 collecting dust. I probably earned about three or four fifties before I went back to him and pushed to level 46 where I level-locked him for a while as a Bridge (remember those days?!). Eventually he became my eighth or ninth 50, and right before Enhancement Converters is when I finally worked out his ultimate build and slotted him up. And this: I Promise this isn't a Rick-Roll is my favorite piece I've done for him.
  11. Quote:
    Originally Posted by BrandX View Post
    *sigh* I never did figure out a non-Parry/Regen build that could manage 30% Positional Defenses (M/R/A) and still maintain awesome DPS

    Now I might as well stop trying.
    It really more depends on the Primary. M/R/A is three positions that each require individual focus, making them innately difficult to aim for when you're building from zero. S/L is an easier, and "equally covering" value that, based on what you're willing to sacrifice, can get impressive values. I know ClawsandEffect (if I'm thinking of the right person), has a Claws/Regen with 45% S/L Defense, but I personally never cared for the cost in other areas to get that, especially given how redundant it somewhat becomes when cycling around MoG, SM, and Rebirth/IH
  12. I don't want anyone to look back at the last eight (nearly nine) years of this game and regret the (potential) closing without having a chance to look back and think of what's driven you through this game. Over the long-haul of the game's life, I know I've had sections of time where one character has always stood out for me, and in the end I know there will be at least one that has the greatest impact of all. I've looked forward to playing it for the last several months and it has coerced me back into the game many times over any other character just for the shear thrill and joy playing it has been compared to any other in the long history.

    For me, that was my Beam Rifle/Traps Corruptor, the only Corr in my stable, Cailan Gobha. I developed a string of follow-up toons all based on that original concept (Dark/Sonic Troller, Night Widow/Fortunata, and a planned StJ/Bio Stalker) worked and warped around the Incarnate Lore. Even if the offshoots were of the same concept, I always enjoyed the Corr the most and I'll have nearly six months of incredible memories playing with her.

    So, if you walk away from this game, what character do you walk away with the fondest memories of?

    And, for posterity, her build:

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  13. Given the recent turn of events in our gaming community, and the time we have left together, I thought now might be the perfect opportunity to turn over the buried collections of "Uber Builds." I know many of us have that one build we hold truest to our hearts and never want to share it, but it only seems right that now would be the time to give them a little fresh air and maybe let a few others take them for a test ride in the last waking hours of game-light. I've done this similarly for builds in the Scrapper/Stalker Forums, thought it might be nice to try and breathe some life into this section as well by doing it here.

    And, don't think I'm doing this to show off builds, I encourage others to share their "Uber" stuff too.


    Atef - Fire Control/Force Field. Mostly-Live Build (Previous Rendition). My first 50, and one of my most beloved characters whom I worked with others to build an SG around his backstory many years ago. Last build I have was in the process of being reworked, but is still pretty solid on it's own.

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    Farynor's Flame - Fire Control/Time Manipulation. Build is Live. I don't normally repeat a power set, but the idea for this character was too intense not to, and I liked Fire Control enough to play it again. I ended up making one of my most impressive characters out of this one, and ran many successful and quick Pylon Runs on the power of Fire Imps alone.

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  14. Given the recent turn of events in our gaming community, and the time we have left together, I thought now might be the perfect opportunity to turn over the buried collections of "Uber Builds." I know many of us have that one build we hold truest to our hearts and never want to share it, but it only seems right that now would be the time to give them a little fresh air and maybe let a few others take them for a test ride in the last waking hours of game-light. I've made a separate version of this on the Scrapper Forums to keep Scrappers/Stalkers apart in the listing; I wont be doing a Brute one though as I've never much cared for the AT and don't have anything stored for the class. Although, heck, I might travel around to the Controllers with a few of those I have, who knows.

    And, don't think I'm doing this to show off builds, I encourage others to share their "Uber" stuff too.

    Sun 'Ukon - Staff Melee/Energy Aura. Took me a long while to come up with a theme I liked before giving in and rolling a Staff character. Incidentally, I liked the way it worked for Stalkers a lot better than on Scrappers, so the character was rolled as such. Built around the idea of The Monkey King, everything from his design to function is portrayed around that concept. Sadly, he's now currently stuck mid-transition from redside at 35 with seven and a half untrained levels as I didn't want to "train" him up until I'd gotten Patron's finished to avoid respecing.

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    Forgeron - Dual Blades/Electric Armor. A toon I originally rolled as a Scrapper and never got around to re-rolling as a Stalker when I decided the end-capacity as a Stalker would promote a much higher DPS.

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    Lady Higure - Electric Melee/Ninjitsu. I've rebuilt this character several times (not nearly as many as some of my Scrappers), but never been fully satisfied. Her last build rendition promised some pretty excessive DPS though.

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  15. Given the recent turn of events in our gaming community, and the time we have left together, I thought now might be the perfect opportunity to turn over the buried collections of "Uber Builds." I know many of us have that one build we hold truest to our hearts and never want to share it, but it only seems right that now would be the time to give them a little fresh air and maybe let a few others take them for a test ride in the last waking hours of game-light. I'll make a separate post like this over on the Stalker Forums to keep Scrappers/Stalkers apart in the listing; I wont be doing a Brute one though as I've never much cared for the AT and don't have anything stored for the class. Although, heck, I might travel around to the Controllers with a few of those I have, who knows.

    And, don't think I'm doing this to show off builds, I encourage others to share their "Uber" stuff too.

    My namesake: John Printemps, Claws/Regen - Build is Live. I consider it my "Unkillable Scrapper" as he's been put through nearly every possible situation I can imagine and walked out the other side with a grin on his face.

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    Corvus Albis - Kinetic Melee/Super Reflexes. Build is Live. My second Pride and Joy of Scrapper Builds. I started working on this KM/SR shortly after KM was released and fell in love with the way the character moved and flowed. Had Energy Armor been ported then too, I probably would've rolled him as such, but I have absolutely no complaints otherwise, and love playing this toon. He showed how much of a raw powerhouse he could be, and I took his planning all the way to Incarnate content and beyond. His floor-plan build was one that a few players (Arcanaville) called "a work of art." I took it a few steps beyond that and made him as top of the line as I could. He functions amazingly, and is one of a few toons that I have T4 (Hybrid Included) Incarnated.

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    Star Cruiser - Dark Melee/Shield Defense. One of the old pride-and-joys from my stable, this was planned to begin including changes we were expecting in i24 and prove that */SD was still a monster of a secondary.

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    Rorik Nightingale - Spines/Dark Armor. Sadly, I never took the time to build this one fully as I never had the immediate funds for it. I often spent my influence on newer projects as I never really expected to revisit this toon as a serious contender in Incarnate content. Interestingly enough, his build is by-far the most on-paper survivable one I can build, and i24 would only have improved that. Much of what I learned in building this toon carried over in "Rogziel" (next in line).

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    Rogziel - Titan Weapon/Dark Armor. I originally rolled this toon as a DM/DA back in 2006 and ended up puttering out on him by level 38. I loved his concept, but not his impact in-game. When Titan Weapons released I instantly rerolled him and powered him to 47 where I got distracted in other characters. Since then, I've not done much to complete him in-game, but even as a slot-less character I enjoy the heck out of playing him and find that the challenge of keeping alive without slotting proves the incredible strength of Dark Armor even without fancy IO's. You might also notice that his build was not updated after ATO1's. I never felt they ultimately changed him for the better, and left it out until something else came along to change that thought (i24).

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    Insurance Policy - Fire Melee/Willpower. Build is Live. As the name might hint, this toon found a lot of humor in his teaming. I found that with proper inspiration usage, Willpower could walk through a lot of tough spots with only an orange here, or purple there. I never expected to do "stupid things" with him, but had many situations where he was "last man standing," and valued his abilities in that manner, but wanted to keep his actual build still simple. I've never much seen Willpower as more than a mediocre set, and kept his slotting as maxed as I could, within a very constrained budget just to have a mid-line Scrapper in my stable that could be used for exemping.

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  16. I was just watching this tonight. A mounted CoV t-shirt on the wall of the comic shop, and I Captain Sweatpants in the CoH shirt. I wanted to scream obscenities at NCSoft but didn't want to scare the family
  17. Quote:
    Originally Posted by Granite Agent View Post
    I guess I'm just bummed because there's really no other MMO I seem to have any interest in playing. Unless someone can make some suggestions. All the other stuff like Star Wars, TKOR, DDO, LOTR never really grabbed me and seems very laborious in comparison with COX. I still have a lifetime sub (boughten in a moment of stupidity) for Champions Online but I never play it, and it seems lame. Gah.
    As a lot of people mention, there's really nothing that compares with CoH. Beyond that, I've been looking into The Secret World and may give that a try. You "level" based on your equipment and not on experience (as I understand it) which would give It a unique factor that might be enough to entertain me for a bit.
  18. Quote:
    Originally Posted by Eleven View Post
    This game is still a potential money maker for a Western based developer/publisher that already have a proven marketing track record. It will keep those of us still here and more than likely gain new accounts simply by marketing this game properly.
    Incidentally, moving a game like City of Heroes into the Steam Market would probably put it at the top of its F2P list, and just existing under Valve's roof would instantly put it into rotations of their own in-house marketing (spend five minutes in the store and you'll see at least five other games from rotating ads). Take, in example, when DCUO made an arrangement to function with Steam as F2P is when I decided to download it for the whole of three hours before I deleted it. But it was the fact that it cycled through Steam that I was ever even aware of it (that it went F2P); and there's hundreds of thousands of people logged into a Steam account every day.

    Even if Valve were to not consider the idea and consume CoH, if someone else were to wrangle the rights to continue the game, then making a pact to use Steam as a platform to access it would be a big step in maintaining the presence of the game once its free from NCSoft.
  19. Quote:
    Originally Posted by Not_Rhino View Post
    The thing is, if NCSoft wanted to sell the property they probably would have done so already, or at least looked for a buyer rather than just shutting it down.
    If the reason they abruptly shut down the Paragon Team and City of Heroes over a massive red-line in their account books, there wouldn't have been consideration towards selling the IP of this game before closing the doors. Someone wanted an immediate statement made, and they made it, and they can worry about where to dump the ashes after the fire cools down.
  20. ~sniff~

    I'm gonna miss you guys (and gals)
  21. Quote:
    Originally Posted by Granite Agent View Post
    Um so yeah, and then the whole dev team got canned and the game is getting shut down. What now?
    We wait for them to dump a market-load of stuff on us for free so we can kit-out all our toons for one last round of who-rahs. Then we pack up our bags and start walking down the lonely road with one thumb out ala end-theme of incredible hulk.
  22. John_Printemps

    To all of you...

    This sucks Zwill, it really does. And now I don't have any reason for having purchased this G600 Mouse now Why did you convince me to buy this wondrous thing for our awesome game?!
  23. Quote:
    Originally Posted by Starsman View Post
    This is from the Gucomic forums:




    I followed up with the following bit:
    That rumor makes a LOT of sense... I am aware at least of part of it but not about the span of the lease or a possible refusal to renew.... where did you read it? Not sure why it would be a reason to fire the entire staff overnight... although the licensing may had also been the force to kill all income generated by the game... "we allow you a 2 month transition window but no income can be generated during that window" would be enough to force a studio shutdown...
    If this is true... the NCSoft hate may be entirely out of place... and moving on to Champions Online may be precisely what they want to come out of this.

    If this were truly the reason, then there would've (sigh, I'm being way to optimistic on this) surely been more communication on the game having a five-year dead line instead of blindly pushing forward before unexpectedly giving the ax to 50 members of a talented development team and pissing on the cheerios of 250,000 customer accounts.

    I'd love to be wrong and for there to be an announcement in two months that says "By the way, our secret project was a renovated engine for City of Supers, Surprise!"
  24. Quote:
    Originally Posted by Granite Agent View Post
    So many choices ....... so few purple sets to strip out lol.
    Obviously you need to invest in moar loot.
  25. Quote:
    Originally Posted by Granite Agent View Post
    Well I wanted to see if somehow the gap was messing things up, so I rebuilt guessing at your build. I saved all the IOs and it's an easy enough respec to go back.

    Judging by John's comment below, maybe the difference really is Reactive 75% DOT vs. Degen 75% DOT. I'm surprised, because previously the Degen T4 75% DOT was shaving a lot of people's times compared to Reactive.

    I guess what I'll do is rebuild up to Reactive T4 (ugh, grinding) and test it first with the Agilty build, and then if that shows improvement, switch back to the Musc build. I'm just surprised that Reactive could be making that much of a difference.
    The biggest impact of Degenerative comes out of the Core side, whereas Reactive is just pouring damage through the Radial aspect. In cases of Degenerative Radial versus Reactive Radial, it kind of depended in any of my experiences between the two. If the debuff could be leveraged enough, it made Degenerative better, but chains with longer animating attacks might not catch as much benefit, making Reactive potentially on par or better (marginally).

    There's a somewhat finite window depending on several different aspects. Take the Night Widow Pylon runs as an example. The N.Widow attacks are mostly ~1.056, one at 1.32, and the longest at ... 1.584 (I think). In a chain that's less than six seconds long cycling five attacks is quickly putting several proc chances of the -MaxHP and providing a far superior differential than Reactive could have. Even though Reactive has superior DoT and a chance for -Res, their net impact is pretty static (albeit generally high in most cases). The -MaxHP on a Pylon (at four stacks) is taking away 4,000 HP off the Pylon and putting a permanent dent in its HP/s creating the illusion of improved DPS.

    So could DB be affected on this? Possibly, especially if you've got gaps in the chain that open windows for the Debuff to fall off. The exchange against Reactive is that it's just stacking up DoT, and those procs falling off give you windows to keep reapplying for more damage and have no real impact on the Pylon outside of straight damage. In the case of Degenerative, each time the -MaxHP falls off, your Pylon figuratively just became "tougher," creating a lull in your attempt.

    I know this is kind of long-winded for what didn't need to be, but I'm kinda tired and I rambled pretty easily without thinking about it. But if you take all that into consideration, and then try and apply different aspects like Musculature and +/- 10% Damage Buff from Hybrid, your theoretical "DPS" could end up with a vast range of values. You have a lot of variables to account for. The only way you'll definitively know if you have a real issue would be to match Ricohdah's scenario, and try and improve from that.