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Posts
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Joined
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Clarification Question:
True or False? Okay to unlock Alpha slots on Boot Camp characters.
True or False? Okay to slot Alpha boosts on Boot Camp characters. -
Quote:You seem to have overlooked, despite being told as much multiple times in this thread, that the Incarnate system does not rely on the RNG. Random Shard drops are a supplement to the system - the so-called 'unskilled masses' are not going to fully Incarnate their characters based on random Shard drops alone any time real soon, especially once you look at the higher tiers (those not yet available). Veterans will recognize this and will do the appropriate TFs to get Component drops and will therefore obtain Incarnate status more quickly and with less grinding.In case you missed the main point of my OP, I think something as important to the future of the game should be based on principles more profound than those relying on the RNG and Luck. Ramiel's Arc to open the Alpha Slot was a foundation that should be built upon instead of becoming an important but isolated mission.
In real life, I am the father of two grown kids and the proud grandfather of two wonderful children. I raised my kids with purpose and direction and they are succeed in life and the work place.
Imagine how those kids would have turned out if, at every important point in their life, I rolled the dice and solely allowed RNG processes to determine their fate. Progressing in the Incarnate System is no less important to this game than how the rearing of children is to their futures. We want those future Incarnates to be skilled, tested and proven worthy to claim the title and the huge reliance on RNG processes that is in place now is NOT the way to achieve that goal.
So in that sense, you're just wrong. As for taking a 'lore' perspective that some players simply aren't worthy of this, well, that's a pretty slippery slope you've chosen to plant your flag on. What happens when someone takes it into his head that you're not one of the worthy? I doubt you have any more objective criteria than this hypothetical yahoo would have for excluding you, but I doubt you'd be so sanguine about this if you were in the other camp.
This is ultimately nothing more than a lot of sound and fury. Somewhat amusing, but nothing more. Given some of the ludicrous comparisons, I can't help but suspect this may be a deliberate troll thread.
If so, kudos on your success. -
Update - I now have Portal Jockey, and am working on getting the last few LOTGs I need to complete the build. I'll probably take Spectral redside next and get Demonic and start the countdown for Frenzy.
I never saw a post for a Saturday practice, not sure if we had one or not. -
Definately Door #2.
Leveling has never been that difficult and over the last few issues has been made even easier. There has been no nerf to xp or leveling speed.
Unless you count fixing obviously broken AE exploits as a nerf. In which case, you're dumb. -
At this point I'm just missing a handful of AVs for Dimensional Warder and a couple of LOTGs for the build, otherwise I'm set.
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I'm enjoying my KM/EA Brute also - once I get him IO'd out, he should be something to see. As for Energy Cloak, I've never been much put off by stealth/invisibility for Brutes. If you're attacking as much as you should be, the stealth element will be suppressed most of the time and it's just a little extra Defense for you.
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I should be able to make this. I can bring any of the following 50s:
- Rad/Rad Defender
- Stone/Mace Tanker
- Ice/DB Tanker
- Cold/Dark Defender
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I thought we were on break for the holidays. Is there practice tonight?
Never mind, Masque just answered this in-game.
Answer is no, btw. -
No. The Hero and Villain accolades can't be active at the same time. When you go Villain, all your hero accolades deactivate and vice versa.
On the plus side, when you go villain you automatically get the corresponding villain accolades to any hero accolades you have without having to get the prerequisite badges for them, so you don't lose anything by switching sides. But no, you cannot double-stack. -
Yes, this is possible, but you need to do it as a rotating bind. This is somewhat more complex than a regular bind.
You need to open your City of Heroes directory on your computer and create eight text files, we'll call them Team1.txt thru Team8.txt and for the sake of the example we'll use the X key as the bind key. Substitute whatever you want for X.
Quote:Open Team1.txt and type this:
X bindloadfile Team2.txt$$teamselect 1
Open Team2.txt and type this:
X bindloadfile Team3.txt$$teamselect 2
And so on and so forth until you get to Team8.txt, which should have this:
X bindloadfile Team1.txt$$teamselect 8
This creates a loop, as you can see. Then you just have to get the loop going by typing this in-game:
Quote:/bindloadfile Team1.txt
Alternatively, you could skip yourself by leaving out the teamselect 1 command and always leading the team to assure you were always in the first position, but this could easily get to be more trouble than its worth (since even as leader, if you select someone else's mission you're not longer in position #1. It is probably simpler and more useful just to make the bind to target all eight spots and accept that you'll have to double-tap to get past yourself. -
Quote:Funny enough, they actually addressed that very point in the comics that are the basis for Apocalypse. The rig Batman is wearing and the motherbox provide him with some minimal protection (enough not to get dead). He gets pretty beat up though, and comments in his inner monologue that Darkseid is beating the crap out of him and could kill him, but won't because it'd be stupid. Fun, but stupid, as he needs Batman alive to disarm the hellspores.It was ok. I didn't have a problem with most of it, though I missed the entire last exchange between Batman and Darkseid because my friend was laughing and going on about how Batman is dead after Darkseid shoved him through that wall.
Actually through most of the movie he was keeping a Bat-killed-count. -
Not to beat this into the ground, but with a recharge time of six minutes, how useful is it as a self-buff? How long will our official matches be?
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Quote:Yeah, it was pretty much to avoid having to grind Illusionists (that, and Demonic is ridiculously easy to get). I see your point about Frenzy vs Call to Justice, but what about the benefit to other team members? Or is that not something I should be worrying about?If you are 'just' going redside to get demonic I wouldn't do it. I have the a carnie map that works well and we can always put together a Ozone flashback team to get Masks from unai. Those are realy the only 2 difficult badges blueside.
Really looking at the powers, the only AT who is going to benefit greatly from these alignment accolade powers are the Doms.
I could see the Emps going with Frenzy over Call to Justice because honestly to hit and +damage won't do them much good. -
I'll second what DirtyDan said. Point X-Ray and Point Sierra both have good quantities of Fake Nems. For best speed, get a hunting team together and cover both.
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Most of the better guide authors will provide multiple builds with the caveat that those builds are only for demonstration and not to be copied exactly. What you really want in a guide is an introduction to the powers and the various popular playstyles to get a general idea of what you're getting into.
So while some guides are little more than one player's build with window dressing, most of the popular Kheldian guides are significantly more than that and I'd recommend any player new to Kheldians give them a read. Ultimately you want to make your own decisions and design your own build based on your own playstyle - it's both more effective and more fun this way - but a good guide can get you started, especially in an AT somewhat more complex than the others. -
I was thinking I might take my Emp redside to get Demonic - would it be more of an advantage to get Call of Justice instead? It'll take seven days after reaffriming Hero to get it, so I figured I'd ask now...
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That's essentially the way you would do it. Of course, with Ouroboros you don't necessarily have to get everything on the first pass, but if you did, that would be how.
For a project like this you'll want to arrest xp at 4, 9, 14, etc as you said. You'll probably also want to pay attention to unlockable contacts and make sure you truly play out each level range before allowing yourself to level past it. Once you reach level 20, this could conceivably include doing all hero and villain arcs in a given range before moving on (play out the range heroside, go rogue, go villlain, and play out those arcs, then level up to the next range and do it in reverse).
The other common use of the No XP function is to 'park' a character at a given level. This might be done for any number of reasons, though the most common is farming for recipes of a given level which would othewise drop as 50s. Another common reasons include supplying Safeguard/Mayhem missions in a given niche. But for purposes of content, of 'seeing everyting' your approach is probably the best. -
By the way, you can still do the Ouroboros tactic with Vigilantes on the team. The O-Portal takes them back blueside and they have to hike back, but they do not get kicked from the team. The fastest way back in this instance is to take Founders Falls to the Rikti War Zone and then to Grandville.
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I've played both powersets individually, though not this combo. The stacking stuns should work nicely though, and DA is a very powerful primary once you get some key IOs into it. My Dark Armor tank is easily my favorite now, with survivability very near that of my Stone tank with none of the drawbacks.
As you haven't played DA before, you really only need two things from Inventions starting out: -KB IOs and the Theft of Essence: chance for +end proc. The -KB IOs plug the KB hole in DA's status protections and you'lll want at least two of them to get -8 KB protection. The ToE proc goes in Dark Regeneration and addressed the single biggest endurance problem you have immediately and dramatically. The reputation Dark Armor has with many people for being endurance-heavy is mostly because of Dark Regeneration, as the armor toggles are pretty low-cost for the most part.
After that you'll probably want to sit down with Mids and work out if you want to go for typed defense softcaps, positional defense or something else entirely, but that's more of a long-term approach. Personally I like the typed defense approach, but there are advantages to positional as well. -
For a number of reasons, the level cap is highly unlikely to be raised anytime in the near future, if at all. Many experienced players, myself included, view this as a good thing.
You've already been provided a link to ParagonWiki for the Incarnate System info - I'd look around quite a bit at other articles there, as that's the best compendium of game info going. -
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If one of your main concerns is environments/maps (and you've mentioned it more than once in this thread, so seems like it is), that's yet another reason to pick up GR since everything from mission maps to city zones is completely new there.
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Question: Do you recommend/expect the teams to start having impromptu PvP practices now, or is that best saved until after the next meeting?
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As you requested at the meeting, I'm posting my Issue-19 compliant build. I feel pretty comfortable with it, but as always feedback is more than welcome.
This is the SO-only version:
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Spectral Tin Mage PvP Basic: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Empathy
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Blind -- Acc(A), Acc(40), Hold(43), Hold(45), EndRdx(46), RechRdx(46)
Level 1: Healing Aura -- Heal(A), Heal(3), Heal(3), EndRdx(5), RechRdx(5), EndRdx(7)
Level 2: Heal Other -- Heal(A), Heal(7), EndRdx(9), RechRdx(9), Range(11), Range(11)
Level 4: Absorb Pain -- Heal(A), Heal(13), EndRdx(13), RechRdx(15), Range(15), Range(17)
Level 6: Hasten -- RechRdx(A), RechRdx(17), RechRdx(19)
Level 8: Super Speed -- Run(A), Run(43), EndRdx(50)
Level 10: Super Jump -- Jump(A), Jump(19), EndRdx(25)
Level 12: Superior Invisibility -- EndRdx(A), EndRdx(34)
Level 14: Grant Invisibility -- DefBuff(A)
Level 16: Clear Mind -- Range(A)
Level 18: Phantom Army -- Acc(A), Acc(34), Dmg(34), RechRdx(37), RechRdx(37), RechRdx(40)
Level 20: Fortitude -- RechRdx(A), RechRdx(21), RechRdx(23), ToHit(23), ToHit(25), DefBuff(43)
Level 22: Stealth -- EndRdx(A)
Level 24: Combat Jumping -- DefBuff(A)
Level 26: Spectral Wounds -- Acc(A), Acc(27), Dmg(27), Dmg(37), EndRdx(42), RechRdx(42)
Level 28: Recovery Aura -- RechRdx(A), RechRdx(29), RechRdx(29), EndMod(31), EndMod(40)
Level 30: Phase Shift -- RechRdx(A)
Level 32: Phantasm -- Acc(A), Acc(33), Dmg(33), Dmg(36)
Level 35: Regeneration Aura -- RechRdx(A), RechRdx(36), RechRdx(36)
Level 38: Adrenalin Boost -- RechRdx(A), RechRdx(39), RechRdx(39), EndMod(39), EndMod(48), EndMod(50)
Level 41: Conserve Power -- RechRdx(A), RechRdx(42)
Level 44: Temp Invulnerability -- ResDam(A), EndRdx(45), ResDam(45), EndRdx(46), ResDam(50)
Level 47: Power Boost -- RechRdx(A), RechRdx(48), RechRdx(48)
Level 49: Acrobatics -- KBDist(A)
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Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Jump(A)
Level 2: Rest -- RechRdx(A)
Level 1: Containment
Level 4: Ninja Run
Level 1: Swift -- Run(A)
Level 1: Hurdle -- Jump(A)
Level 1: Health -- Heal(A), Heal(21), Heal(31)
Level 1: Stamina -- EndMod(A), EndMod(31), EndMod(33)
And this is the IO'd version. Yes, it's OMGWTF expensive.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Spectral Tin Mage PvP: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Empathy
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Blind -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(40), Apoc-Acc/Rchg(45), Dev'n-Dmg/Rchg(46), Dev'n-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
Level 1: Healing Aura -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(3), Panac-Heal/EndRedux/Rchg(3), Panac-Heal(5), Panac-Heal/+End(5), RechRdx-I(7)
Level 2: Heal Other -- Range-I(A), Numna-Heal/EndRdx(7), Numna-EndRdx/Rchg(9), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(11), Range-I(11)
Level 4: Absorb Pain -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(13), Numna-Heal/Rchg(13), Numna-Heal/EndRdx/Rchg(15), Panac-Heal/Rchg(15), Range-I(17)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
Level 8: Super Speed -- HO:Micro(A), Zephyr-ResKB(43)
Level 10: Super Jump -- HO:Micro(A), HO:Micro(19), Zephyr-ResKB(36), Winter-ResSlow(50)
Level 12: Superior Invisibility -- LkGmblr-EndRdx/Rchg(A), Krma-Def/EndRdx(34), Krma-Def/Rchg(43), Krma-ResKB(50)
Level 14: Grant Invisibility -- LkGmblr-Rchg+(A), Krma-ResKB(48)
Level 16: Clear Mind -- Range-I(A)
Level 18: Phantom Army -- S'bndAl-Dmg/Rchg(A), S'bndAl-Dmg/EndRdx(37), S'bndAl-Acc/Rchg(40)
Level 20: Fortitude -- LkGmblr-Rchg+(A), Krma-Def/EndRdx(21), Krma-Def/Rchg(23), Krma-ResKB(23), HO:Membr(25)
Level 22: Stealth -- LkGmblr-Rchg+(A), Krma-ResKB(25)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(37), Zephyr-ResKB(43)
Level 26: Spectral Wounds -- GJ-Acc/Dmg(A), GJ-Acc/Dmg/End/Rech(27), GJ-Acc/End/Rech(27), GJ-Dam/End/Rech(42), GJ-Dam%(42)
Level 28: Recovery Aura -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(29), P'Shift-EndMod/Rchg(29), P'Shift-EndMod(31), RechRdx-I(40)
Level 30: Phase Shift -- RechRdx-I(A)
Level 32: Phantasm -- S'bndAl-Dmg(A), S'bndAl-Acc/Dmg/Rchg(33), S'bndAl-Build%(33)
Level 35: Regeneration Aura -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-EndRdx/Rchg(36), Mrcl-Heal/Rchg(36)
Level 38: Adrenalin Boost -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/EndRdx(39), RechRdx-I(39)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Temp Invulnerability -- GA-ResDam(A), GA-End/Res(45), GA-Res/Rech/End(45), S'fstPrt-ResKB(50)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Acrobatics -- KBDist-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(21), Heal-I(31)
Level 1: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-End%(33), Efficacy-EndMod(34), Efficacy-EndMod/Rchg(34), EndMod-I(37)