Kangaroo

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  1. Ah, I figured it out thanks to Sharrow on another thread.

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    Is the keyboard application running as an administrator as well? I had to change the compatibility options of C:\Program Files\Common Files\Logitech\G-series Software\LGDCore.exe to run with administrative privileges, or it wasn't allowed to send the keystrokes to CoH even though it detected it fine.

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    Fixed!
  2. Hello!

    I have the G11, and for some reason, the G keys don't work on macros with multiple keys. Like, I can program SPACE to G1, but not SHIFT+1.
  3. Cursed Sorcerer hit 50 while we were teamed yesterday.

    Congrats!
  4. My search did find anything in this thread...

    Carnie Dark Ring Mistresses seem to have a much more devastating capability to leech end.
  5. <qr>
    I'm surprised the OP never bothered replying or editing his guide.
  6. <qr>
    Never played this build and probably never will, but the structure/format/content is great, in my opinion.

    Edit: Don't forget to edit this to an I8 build tomorrow.
  7. Two powers for a 7% bonus?

    NOT worthy of being the second most important pool.
    NOT great for the soloist.
    NOT as great as FA.

    It's two power choices, both of which suck up endurance constantly. As previously stated, the rating and placement of tactics was horrible, especially considering he didn't bother explaining offensive ATs get a tiny bonus compared to suppport ATs
  8. [ QUOTE ]
    Your right and when I respect I will probably respect out of tactics.....but again, it was more then useful for the 35+ levels I used it, I hit more and as such died less.

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    I never said Tactics was useless, I questioned it's benefit and ranking. Considering the extremely high ranking the powers got and minimal benefit, it was very justified.

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    If I didn't state it clearly and I don't think I did, teleport uses more end then fly did, but with teleport you went farther, faster. With fly you ran out of end and got there last. Which was true.

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    No.
    Teleport is higher end per foot than fly. Teleport also grants less air control, which also means WASTED end.

    At Level 14, traveling 255 feet with teleport costs 13 endurance points. You recover 2.83 EPS, making the final cost of travel 10.17. With flight, traveling 255 feet with flight costs 12.23 end points, but you recover 10.01 end points, making the final cost of operation less than three.

    Guess how the stats change when you need to travel 310 feet?

    Teleport costs 26 end points, and recovers 5.667 end points, making the final cost 20.333. Fly costs 14 end points, but you recover over 12 end points while using it, making the cost somewhat minimal. Which is going to cause you to run out of end first? Teleport. Even if the two are nearly even when the distance travelled is at or slightly over even tp distances, there's still the issue of traveling faster with teleport, which causes end to burn faster, and wasted end when a hero needs to travel a distance slightly over teleport distance, since the power has to be reapplied.

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    Okay, what part of "I can't speak for all tankers" do you not understand? I said I have no problem, "I" being the operative word. I did not say it was useless, I said I didn't understand it. Different meaning to understand and useless and if you need me to define them I will.

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    When did you say you didn't understand it?

    Me: Some tankers take and like presence.
    You: MY tanker doesn't need it...but I can't speak for all tankers.
    Me: Does that mean it's useless for all tankers?

    I'm not sure what you're not comprehending about the above exchange. As a tanker who has the Presence pool, I find the OPs review of it to be crappy. What's your point?

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    I am not sure he ever stated anything as fact

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    LOL. The OP had a lot of horrible advice, but it's okay, because he never stated anything, 'as a fact.'

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    Opinions, even those backed by facts as alot of these guides are, should never be just taken and swallowed and a certain amount of testing should always be done on your own.

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    Wrong. Someone choosing to write a guide should provide both facts and advice. The OP provided both, by copy and pasting the CoH power descriptions, and crappy advice and ratings to accompany them.

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    Boy you make several assumptions, no wonder you didn't like this guide and thought it was misleading and incorrect.

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    I thought it was misleading and incorrect...because it is misleading and incorrect. No assumptions necessary, the OP failed miserably and provided a general guide written poorly. The guide lacks any good information a person wouldn't find in game, then mixes in incorrect facts, horrible ratings, and the opinion of a scrapper. Fantastic, I'll go out and respec ASAP.

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    Your reading comprehension is wacked. I never said I ran "auto-heal" all the time, I said when you run auto heal, and use heal other and absorb pain and the others you run through your end that much quicker and it does go quickly. I never said I always had it on.

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    I said running auto-heal was a stupid waste of end. If you're wanting to conserve endurance, being lazy and auto-clicking a power is not the way to do it.

    Thanks for the insult, by the way.

    I'm not sure why you feel so compelled to defend this guide. It's terrible. There are no in-depth facts, no tips to maximize or slot the powers, and nothing someone wouldn't find in the game. On top of that, the OP wrote the guide for ALL ATs, but it's clearly written from the view of a scrapper. Even so, ranking the Leadership pool as second most important to a scrapper is nothing but [censored]. That pool gains very little from the toggles, and it's a huge endurance investment. Unless a scrapper is /regen, managing end is a pain in the [censored] already without taking on extra toggles.

    What should a guide be?

    In my opinion, a great pool power guide for all ATs would include facts, numbers, slotting recommendations, and explanations of how certain powers work together, as a previous poster implied.

    The OP included none of those things.
  9. [ QUOTE ]
    I read the guide from start to finish, and while there were some generalities that maybe shouldn't have been included, please do tell besides a Kinetics who really isn't helped, greatly, by the fitness pool and stamina. My Warshade would have killed for it, my storm controllers can't live without it, my MA scrappers eat so much end with there attacks if I didn't have it there I would have to sit out 1/2 the fight.

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    Stamina benefits ALL builds. The benefit is what I question. Taking Stamina is slots vs. powers choice, as the same effect (more end during battle) can be achieved using end redux enhancements.

    Heroes with the ability to buff their own endurance, powersets that don't suck up much endurance, and most defenders have the capability to get by without it. My ice tanker is respeccing out of Stamina, for instance. How much does Stamina benefit these toons who don't need it? Not worth a 10.0 rating, and it's definitely not as great for those builds as some of the other pool powers.

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    As a pvper, or even someone who just goes into the zones, tactics is vital. And yes, my scrapper has it, and yes, on a team where there were three scrappers, a spines a broadsword, both regen, and myself, MA/Invulnerable, I hit more, and as such, died less. That was in my 30's so I am sure those numbers would change, but come on, debt in your 30's is where it hurts the most.

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    Tactics isn't vital for pvp, although a lot of avid PvPers take it. For an AT that unlocks FA at 41, Tactics alone seems a poor power choice, considering it's two powers for Tactics, which is less effective than FA, which only requires one power choice.

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    And just go with me for just a second, but perhaps if as the scrapper, in the middle of the fight you weren't running around healing people and were instead fighting, maybe those same folks wouldn't need to be healed. Just a thought.

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    I never stated scrappers should run around trying to heal. Why is this entire thread about scrappers and how the pool powers benefit THEM? I took Aid Other on my sonic defender. Combined with the heavy resistances from the sonic set, Aid Other can dramatically increase the amount of aggro a hero can survive.

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    And yes, until just recently, fly was the slowest travel power and cost the most endurance. While porting uses a lot of end, you went farther, faster. Fly used a lot of end and you got there last.

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    No. Teleport has always been the most end intensive travel power.

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    I can't speak for tankers taking the presence pool, I only have one, she is level twenty but with taunt slotted for recharge and taunt, I don't seem to be having problems pulling and keeping aggro.

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    Does that mean it's useless for ALL tankers?

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    All in all, I have to say that while not complete, and maybe not fitting into all playstyles, after all, who could take all our playstyles into account when discussing the pools, this guide is helpful not only to those who are new, but those who are respecing and want to try something new.

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    Not really. It provides very poor descriptions and ratings, as well as incorrect and misleading information.

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    And just to touch on stamina again, my grav/emp, my first 50, thought she could live without it, she did after all have her end instilling power. Let me tell you, auto heal, plus heal other, plus absorb pain can run you out of end pretty damn quickly if you are actually keeping everyone alive. Can some toons be built without it, I am sure they can. Are most better for having it?????? I am going to say I think so.

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    'Auto heal' is an ineffective use of endurance. "I spam something I don't need that costs end and now I need stamina, omg!"

    The guide poorly rates powers, provides inaccurate information, and is very much written from the perspective of a soloist scrapper. It's written as a general guide for all ATs, so different playstyles, builds, and teams should have been taken into account.
  10. No offense, but this isn't that great.

    It doesn't take into account that Stamina isn't a super cool power for all builds, or that some builds benefit VERY little from leadership, etc.

    My kinetics defender already runs fast, jumps high, heals, and buffs end, all better than the fitness pool. So, how do your ratings have that as being more important for me than all other power pools?

    I disagree HUGELY will Leadership being second ranked. Unless hero builder is wrong, maneuvers costs .40 EPS to run, which is about 24% of inherent endurance recovery. For what...1.65% defense for some ATs? 1.65% defense for 24% of our end recovery seems unwise. Overall, the leadership pool can be great or really horrible on a toon, in my honest opinion. It can be exceptionally horrible on scrappers and tanks struggling to manage endrance.

    Combat Jumping...9.5? [censored]?
    A jump boost that becomes insignificant, a defense boost that is extremely small, and minor immob resistance? It doesn't cost a lot of end to run, but I mostly take this power because it's not Jump Kick.

    Some other points:
    -Acrobatics is a great power. Ask the Fire tanks and DA scrappers. Knockback for melee toons can cut efficiency into pieces, which makes acrobatics a very valuable power for those that choose it for knockback protection. If a squishy is going for mez protection, they probably already want combat jumping anyway.
    -Whirlwind is very useful in some builds and tactics and useless in others.
    -Fly doesn't take more end than the other travel powers. Ever used Teleport?
    -Recall Friend is a stellar power on some heroes, such as 'ghosters,' empaths, etc.
    -Your review of the concealment pool ignores the fact that a VERY common reason people choose it is to ghost missions.
    -Boxing is the highest DPS pool attack.
    -Kick and Jump Kick are nothing alike. Kick does more damage, and isn't the crappiest attack in the entire game.
    -Your review of tough sucked. Your other powers cover l/s damage IF you're a tanker or scrapper and even then it provides a nice amount of protection for those who take it.
    -Weave? Weave got a higher rating than tough? Tough provides MUCH better protection overall.
    -Your view on everything is "can I use this on myself?" Some of us like powers that help teammates.
    -Aid Self is extremely common among tankers and scrappers. It can be used during combat, as can the other medicine powers.
    -Resusitate is a great power for those who wish to fulfill that role on a team.
    -I have the Presence pool on a tanker. Invoke Panic is fantastic, Challenge is great for pulling, and Provoke is great for managing aggro pre-taunt, as well as handling out of control situations where taunt isn't enough.

    Overall, your guide wasn't good at all. Your powers were reviewed based on how they benefit a very specific build and playstyle. Making a general guide means making understanding not everyone has a hero built like you. Also, you drastically overrated several defense-based powers...Combat Jumping, Weave, and Maneuvers put together are usually less effective than Tough by itself.

    I found the advice on what powers to take to be rather insulting. Your power pools would SUCK on a lot of toons.

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    As I said in the beginning, if you are a normal player, you will take a travel pool, the Fitness pool, and have little room left for anything else.

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    I guess I'm just not a normal player. *sigh*
  11. (Note: Calculations on Elementals based on hunting lvl 50 Elementals with a lvl 50 scrapper with no protection or resistance to Elemental attacks.)

    The Elementals

    There are three types of Storm Elementals in the game: Squall Elementals (minions), Tempest Elementals (Lieutenants), and Cyclone Elementals (Bosses). In CoH, the only time you will encounter these is at the end of Faathim the Kind’s TF or in the Storm Palace. They spawn at lvl 41 during the TF as part of an ambush, and at lvls 49-54 in the Storm Palace. This is a list of known attacks and strategies for defeating the Elementals.

    1. Ion Field
    The Prima Guide simply labeled this as AoE energy damage, but it's fairly severe. The range on it seems to be roughly 15 feet, the Elementals move fairly quickly when aggroed, so this could be off by a bit. At the very least, the ion field gives the elementals heavy resistance to negative energy, but I was only able to test it using shadow maul, which did full smash but 60% of the negative energy it should have.

    2. Ion Burst
    Cyclone Elemental Boss - 227 points of energy damage
    Temptest Elemental Lieutenant – 108 points of energy damage
    Ion Burst is the longest range, but least damage of the elemental attacks. It's also the first one that is used when an elemental is aggroed. For a minor damage attack, it's still fairly severe and has a ridiculous range. It is the most used, and it is the longest ranged of Elemental attacks. Ion burst is a targeted AoE, so standing next to the tank is a BAD idea.

    3. Ion Blast
    Cyclone Elemental Boss – 336 points of energy damage
    Tempest Elemental Lieutenant – 177 points of energy damage
    This is the second most powerful Elemental attack, and is generally used immediately after ion burst IF you are in range. This lead me to believe burst was a resistance debuff and blast was simply burst hitting harder, but there is no resistance debuffing attached to any of the ionic attacks. I tested this several times and checked my combat tabs, the attacks hit for the same damage every time, even if the first attack misses, etc.

    3. Ion Strike
    Cyclone Elemental Boss - 567 points of energy damage
    Tempest Elemental Lieutenant - 269 points of energy damage
    This is a high damage, medium range blast that seems to be the reason the elementals are so difficult. There is nothing notable about these attacks, other than the fact they cause insane damage and can do this at least once every six seconds.

    4. Ionic Embrace and Discharge
    (Only the Cyclone Elementals have these powers, and the range on both is only slightly beyond melee.)
    Unless a player has some protection against holds, ionic embrace will more or less shut a toon down, halting end and health recovery, and slowing recharge to a crawl. Ionic discharge is a stun, but it usually comes right before Ionic Embrace, so even my scrapper with integration can get held by a +2 boss if I get stunned and then held. Then, my toggles drop and I stay held and end up defeated.

    Strategies and Tips for Defeating the Elementals


    -Don’t get close!
    One of the things that make these difficult for tankers and scrappers is that the biggest threats from the Elementals come from being close to the elementals, especially the bosses. Ideally, a tank could taunt and stay far enough away but within line of sight, only allowing the elementals to use their minor damage attack, but keeping them occupied while blasters used ranged attacks to destroy them. The closer you get to an Elemental, the more damage you’ll sustain, and they attack FAST.


    -Kill them as fast as possible
    One lvl 50 elemental boss will deal over 1000 points of damage within eight seconds if you’re in range of all three attacks. Despite the bosses and lieutenants power, the minions are fairly non-threatening and spawn in very low numbers. Use a target blaster if necessary, but try to focus on one at a time.

    The elementals that spawn in the Storm Palace are largely lethargic and don't aggro as easily as one would think. However, the ones that spawn as boss pets of Lanaru the Mad are extremely vicious and seen to spawn free of any taunt a tank performs on Lanaru.
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