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Posts
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Recharge-wise, it looks like you've got enough to run the higher-damage Parry->Hack->Disembowel->Parry->Headsplitter chain.
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There's one way to get eleven misses in a row with 95% accuracy: if you've got a damage aura. If the aura keeps hitting, it keeps resetting the streakbreaker. The hits aren't that obvious, though, so it looks as if you activated eleven powers in a row, and missed every time.
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I've got two characters I've built as "utility" characters.
The more versatile is my kin/ice/power defender. I've got a bunch of slows, a fast-recharging hold I can use to freeze anything but an AV, a variety of team buffs, and the full set of Leadership powers. I've got Invisibility and Recall Friend so I can stealth missions. If someone faceplants I can fire Vengeance and Force of Nature and tank for three minutes (at various times I've tanked Battle Maiden in the Apex TF and the flyer in the STF). If the team is rolling along fine, I've got a fast-recharging nuke that makes teams wonder where their targets went.
The other is my katana/elec/weapon scrapper. I've got enough defense and resistance to tank most things (and a taunt so I can hold aggro), Power Sink and Lightning Field can sap the typical group of enemies and leave them helpless, while Web Grenade and Shuriken are both slotted up so I can play blaster if needed (fighting Ghost Widow, or if a Hamidon raid is short on ranged damage). -
I've been testing the reward system off and on with my level 50 bots/traps mastermind. As far as I can tell, nothing I do affects the reward table I get. If I run no toggles, activate no powers, issue no commands, and never target anything, I get the full reward table. If I play the event as if it were a +4/x8 mission, I get the full reward table. I get the full reward table if I do anything in between, as well.
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You know how you can target through a teammate or pet and attack what they're attacking? Did you know you can also target through an enemy and buff what they're attacking?
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Quote:Both. Provoke is nice for drawing aggro, but sometimes you need to apply damage or debuffs to magnify your threat level, and sometimes you need to draw aggro from multiple places at once.Katie,
This is a bit cryptic to me. Are you saying that you take personal attacks for the MM (which may be from the primary and/or PPP) to draw aggro on yourself, or just that you run in BG mode? (or both?)
(And sometimes you just need to get that half-dead minion out of your hair, while the bots are busy elsewhere.) -
Quote:You might be able to match it. I doubt you can beat it, especially if the empaths have builds designed for teaming with each other (see: Green Machine).I contend it's trivial to beat it. Bring a Rad, a Kin, a Cold and 5 damage dealers. For similar performance, sub Dark for the Rad or a FF for the Cold. There's really nothing that can replace a Kin, but turning them into another debuffer would hardly suck.
Quad-stacked Fortitude: 60% defense to all, +125% damage
Perma-Adrenaline Boost: 100% recharge, 500% regen, 800% recovery
8-stacked Assault: +150% damage
Double-stacked RAs: 1000% regen, 400% recovery
Total: 60% defense to all, 275% damage (one SO in each attack will hit the damage cap), 100% recharge, 1500% regen, 1200% recovery
Speed Boost: 50% recharge, 50% recovery
Fulcrum Shift: 400% damage
Accelerate Metabolism: 25% damage, 30% recharge, 30% recovery
Cold shields: 15% defense to all
Arctic Fog: 5% defense to all
Total: 20% defense to all, 400% damage, 80% recharge, 80% recovery
Your team has the advantage of higher damage caps on the damage-dealers and the ability to shut down enemy regen. Resistance debuffs could go either way: between them, the Rad and the Cold can hit about 90% resistance debuff, but a team of eight Emp/Sonics could easily hit 160%. The big advantage the Empathy team has, though, is that 1200% recovery buff: it makes nukes crashless. -
Quote:If they've got sub-par builds and are leaving their pets in aggressive mode, sure. With my bots/traps, I've got 41% resistance to S/L/E and I'm softcapped to all positions and most types. With my bots in bodyguard mode and Triage Beacon out, I've got more resistance than a stone tank in Granite, better defenses than a forcefielder, and regen to rival that of a Regen scrapper, but only if the attacks are focused on me.compared to what you can achieve with secondary skills personal attacks are waste of slots and respecs. i haven't seen a single mm that didn't won a mission because of the lacking of personal attacks. BUT i've seen a lot mms dead because they drew agro by personal attacks and were killed with one-two shots.
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The Alpha Slot is treated like an enhancement placed into each power. If you take, for example, the Musculature Boost, it's exactly like putting an additional damage SO into each power that takes a damage SO: your attacks will do more damage, and so will the bots' attacks.
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Careful with this: some "restore factory OS" features start by deleting the contents of the hard drive. Don't use it until you've made a backup of everything on the disk you want to keep.
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This is a very real concern on his part. Assuming he's got a typical pre-inherent-Stamina Bots/FF build, he's running the Leadership toggles, and he's got the typical 1 endurance/2 defense slotting in his shields, I calculate his toggles will drop while applying the 11th set of shields (out of 13).
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My basic strategy for fights is:
1) Target something big near the center of the group. This will be my target for my targeted AoE powers.
2) Click on the "seeker drones" power to bring up a targeting circle.
3) Move forward until the targeting circle is just behind the front members of the group, then click to summon the drones. They'll appear in the middle of the group.
4) As soon as the enemies start reacting to the drones, fire Electrifying Fences (to keep everyone in place) and Provoke (to keep them from attacking my bots).
5) Charge in and toe-bomb something with Poison Trap.
6) Back off a bit and place an Acid Mortar.
7) Apply Provoke, Electrifying Fences, and Web Grenade as needed until there are no more targets, then move on to the next group.
I try to set the difficulty so that it takes about 40-45 seconds to defeat a group of enemies, because Seeker Drones recharge in 47 seconds on my build.
Triage Beacon and Caltrops only see use if I'm facing two or more groups at once; Trip Mine is used for toe-bombing EBs and AVs. -
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The resist and defense buffs are single-piece set bonuses. They generate a buff aura around the player that shuts off if you exemplar more than three levels below the level of the IO.
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What's nice about the Posi jetpack is that it's a different power from the Safeguard/Shadow Shard pack. This means you can keep the Posi jetpack as a reserve for if your main jetpack runs out at an inconvienient time.
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Quote:I tried it on Test, and never managed to hit bottom. Any time I got more than about fifty feet below water level, I was teleported to the Praetoria zone-in point.I know that the "shortcut" from PI to Talos has been there since issue 3 at least; and I've noticed that using it now does tend to land you outside the war walls in Talos. Frequently /stuck does nothing at all, but there is a reliable (in my and my buddies experience) way out. Just back up until you fall off the map, then once you hit the bottom /stuck will put you into Talos at the zone in point from Praetoria.
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On my Claws/SR: Focus -> Strike.
For unknown reasons, if I'm playing my Claws/SR, I tend to wind up on teams with two Kinetics types, so I've got both the recharge and the damage buffs to make that the highest DPS chain available. -
What's your primary? My bots certainly aren't "sub-par damage": if I could find a way to measure it, I expect I'd find they're responsible for about a third of the typical team's damage output.
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Level 50/"Praetorian" DE have a base 64% to-hit. All other DE have the same base 50% to-hit that the vast majority of enemies have.
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The outdoor maps are easy to explain: the server doesn't actually generate NPCs on the map until you get within line of sight of where they will be. As you travel from objective to objective, you're supposed to be defeating everything in your path. When you don't, it leaves hundreds of NPCs for the server to track. Open outdoor maps are especially problematic because the sight lines are so long, and there's no easy way for the server to figure out which NPCs are likely to interact with players, and which aren't.
No clue why the City Hall mission is having problems. -
Have you tried letting your computer sit for five to ten minutes when it gets stuck at the "loading" screen? There was a change in the last patch that made part of the loading process much slower than it used to be; it might be hitting your computer especially hard.
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The computer's a year old, which means it's probably starting to have dust problems. Open it up and blow the dust off of anything with a fan or fins. A can of compressed air works wonders for this.
Crysis and CoH stress the computer in different ways. Crysis tends to run the GPU at full power while the CPU is partly idle; CoH is the other way around. If the CPU fan is louder than the GPU fan, CoH will give you a louder computer than Crysis. -
See http://boards.cityofheroes.com/showthread.php?t=252215 and http://boards.cityofheroes.com/showthread.php?t=252222 and the half-dozen other threads on this subject.
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Quote:I'm pretty sure you didn't try it. People complaining about this bug never do -- even when they say they are.I hear that allot in game but don't you think that would be first thing I'd try. It was in my original post here and all 4 of the bug reports. Pets can't be dismissed. It makes them drop from your pet window but I found after doing this they remain at the zone entrance not moving. Because they're actually still active when you try to re-summon them the power reads that they're already out and fails making it impossible.
/release_pets forcibly dismisses them. Any other method merely asks the pets to dismiss themselves, which, since the pets are bugged, doesn't work.