Katie V

Mentor
  • Posts

    1124
  • Joined

  1. Quote:
    Originally Posted by DSorrow View Post
    Common and uncommon salvage: put up for sale at 1 inf or delete when more inventory space is needed.
    Rare salvage: keep it if I'm bidding on or have a recipe that needs it, otherwise put up for sale at ~75% of going price.

    Salvage is dirt cheap compared to recipes so I don't know why anyone would go through the trouble to actually store any of it for longer periods of time.
    I keep a batch of salvage on hand so that I don't need to stop by Wentworth's if I need some.
  2. 4 shards -> Dimensional Keystone
    Ancient Nictus Fragment + Dimensional Keystone + Essence of the Incarnate -> Nerve Boost

    This gives you a 33% enhancement to accuracy. From here, you've got two choices, neither of which gives you any additional immediate accuracy enhancement. First you can build along the Nerve Core line, for an eventual 45% enhancement to accuracy, 33% to hold duration, and 20% to defense powers:

    4 shards -> Dimensional Keystone
    4 shards -> Ancient Nictus Fragment
    Ancient Nictus Fragment + 8 shards -> Incarnate Infused Nictus
    Dimensional Keystone + Hero 1 DNA Sample + Incarnate Infused Nictus + Nerve Boost -> Nerve Core Boost

    Second, you can build along the Nerve Radial line for an eventual 33% enhancement to accuracy, hold, taunt, fly, and confuse, and a 20% enhancement to defense powers.

    4 shards -> Essence of the Incarnate
    4 shards -> Penumbra of Rularuu
    4 shards -> Dimensional Keystone
    8 shards + Dimensional Keystone -> Infinite Tesselation
    Infinite Tesselation + Essence of the Incarnate + Penumbra of Rularuu + Nerve Boost -> Nerve Radial Boost
  3. Quote:
    Originally Posted by Master_Templar View Post
    Also, I have softcap to S/L on a few other toons and it is quite powerful. Doing that for a bots/traps with FFG and running in Bodyguard mode..is it as survivable as it sounds? What about throwing Provoke in the mix?
    Restricting yourself to softcapping S/L on a bots/traps is a waste. You've got a strong enough defense base that you can easily softcap everything: your choice of S/L/E/N/F/C or range/melee/AoE -- or both. Add in bodyguard mode, provoke, and the resistance shield of your choice, and you're tougher than a stone tank running Granite.

    Quote:
    Also, is FFG the only trap that follows you? KBing stuff out of my -RES Tar Patch is getting old...
    Seeker Drones will also follow you around, but if you're using them properly, that's not something you'll experience.

    Something that helps with the knockback issue is Electrifying Fences from the Mu Mastery pool: you get an AoE immobilize with -KB.
  4. Quote:
    Originally Posted by DumpleBerry View Post
    After the near instantaneous death (they appear to have -travel debuffs)
    If the patches have travel debuffs, it's not affecting me. One of the things I like about Kinetics is that Siphon Speed leaves you moving so fast you can zip through a blue patch and only take one tick of damage.
  5. Katie V

    Why Provoke?

    Quote:
    Originally Posted by Tesla_Rogue View Post
    So, let's say I have my Bots/Traps. I give him Provoke. I also take all my Rifle powers.

    Here's a mob. The alpha strike is taken by Seekers. Traps are laid down. Now I start blasting and taunting.

    I am more effective in both survivability and DPS than I would be just twiddling my thumbs and waiting for my Bots to go down.

    Did I guess right? Thanks for working with me here.
    I prefer the debuffs of Web Grenade and Electrifying Fences as a more endurance-effective way of generating additional threat.
  6. Katie V

    Team Dynamics

    Quote:
    Originally Posted by seebs View Post
    All-controller team? You can play cards while you wait for your pathetic little plinking damages to kill the enemies, because they're just gonna sit there and let you do it.
    On the lower levels, maybe. By the time you reach the higher levels, you've got enough buffs and debuffs being thrown around that those "pathetic little plinking damages" become a rolling ball of chaos and destruction.
  7. Every time an enemy is defeated, each teammate has the potential to get a shard.

    Every time an enemy is defeated, one teammate has the potential to get a drop, for each type of non-shard drop.

    This means that, in a case of extreme luck, a single defeat by a team of eight can drop an enhancement, an inspiration, a pool A recipe, a pool E recipe, a temporary power recipe, a piece of salvage, and eight shards.
  8. Quote:
    Originally Posted by Renardine View Post
    I believe any unicode character will work...
    No. I've only tested a few scripts, but CoH is fairly limited in what it supports:

    Latin-1 and Latin Extended-A are supported
    Latin Extended-B is not supported
    Some IPA characters are supported
    Some lone diacritics are supported
    Greek/Coptic is supported
    Cyrillic is supported
    Armenian, Hebrew, and Arabic are not supported
    Indic scripts are not supported
    Math symbols are not supported
    Hangul is broken: it shows up in text, but not in speech bubbles.
    Fullwidth characters are supported

    Everything else, including most CJK support, is untested.
  9. Quote:
    Originally Posted by Silverado View Post
    It also debuffs their ability to heal,
    Does it also affect their ability to be healed? IE. should I be using Benumb on Romulus, or on the Healing Nictus?
  10. Quote:
    Originally Posted by Grey Pilgrim View Post
    Just played with someone last night who had 84, but it's interesting to hear you can go beyond 100. Not sure why you'd want to stockpile so many, to be honest, but have at it.
    Accumulating shards is an inevitable consequence of playing level 50 content.
  11. "Kinetics is such a busy defender primary that you shouldn't bother taking your attacks"

    I teamed with a Kinetics who had done just that recently. They were easily the most useless player I've ever teamed with: in addition to doing no damage of their own (and so sitting idle for about half of every fight), they tended to hang back (limiting the usefulness of their Leadership toggles), and they hadn't hadn't developed a feel for how and when to use their powers for greatest effect (eg. Siphon Power and Fulcrum Shift are useful even when the team is at damage cap, by debuffing enemies' damage).
  12. Quote:
    Originally Posted by Spiritwrath View Post
    Attempted an STF today with an odd PUG, and we got all the way to the final mission, where we couldn't get past the 4 AV's, and I saw some behavior that seemed a little odd to me based on my previous experience with the Task Force.

    Team composition simply didn't have enough damage overall, with 2 tanks, 2 defenders, 1 corruptor, 1 mastermind, 1 Peacebringer, and 1 dominator.
    Assuming competent builds on all of them, that looks like enough damage to me, especially if any of the support types has a damage buff, a resistance debuff, or a regen debuff.

    Quote:
    What I am wondering is whether this is standard behavior. If you don't have enough damage to drop those four AV's rather quickly, do the others always get involved? Or was there something going on here that I was missing, and someone was drawing aggro somehow from the rest of the A.V.'s?
    That's not normal behavior. Normally, if the whole crew is going to show up for a fight, they'll do it early on.
  13. Quote:
    Originally Posted by Patteroast View Post
    Ah. No, I've run Lady Grey maybe two dozen times, and never held the green mitos. Just killed them. The only time I can remember not being able to complete the TF because of that mission was when it was broken for a while.
    Prior to the break, the mitos self-held, but because their more visible powers were set to ignore holds, nobody realized it. After things were fixed, the mitos need a mag 10 hold -- if you've got a controller or dominator on your team, the mitos will be held as a side effect of the their attack chain.

    During the time when the mitos were broken, I was on a team that killed them successfully. It took a half-tray of red inspirations per mito to generate the DPS, but we managed it.
  14. Quote:
    Originally Posted by Bosstone View Post
    See, Trapdoor is standing in the middle of a giant unique room. It's clearly a set piece meant for a moving battle where you have to run around playing hide and seek with bifurcations. He's meant to be fought there.
    Trapdoor is standing on the final map of the Hess Task Force with the room's centerpiece removed.
  15. Katie V

    Permanent Ban

    Quote:
    Originally Posted by enrious2 View Post
    (honestly, who keeps emails from 6 years ago?)
    Me.

    I've got every non-spam email and most of the spam I've been sent since I got my first Internet email account eleven years ago. I may even have the AOL email from before that, but I'd have to resurrect the hard drive it's on to be sure.
  16. Katie V

    I want names

    Quote:
    Originally Posted by Mandu View Post
    Let's see. 2 second cool down period between invites. Assume that you are really slow and take an entire extra second to click on the name and click invite. At 3 seconds per you can still invite 20 people to a team in 1 minute.
    The problem is not the absolute amount of time it takes to form a team, it's the fact that you need to pace your clicking.
  17. Quote:
    Originally Posted by Dragonkat View Post
    #10 Why not a little backup during the AV fights?

    Inspired by DE farming during the eden trial from ambrosia. Take the final tim mage mission as an example, how awesome would it be if you cleared out enough of the guards that you got as backup the signature heroes joining in with the fight (RP it as thinning the invasion so less heroes are needed to guard the portal) I mean who wouldn't want BaB's as a pet?
    I'd hate it. Consider Imperious during the last mission of the ITF: if you haven't ditched the twit by the time you reach the platform at the back of the map, you can count on him aggroing Rommy and the nictuses while your team is still trying to clear a place to fight.

    Now, BaBs as a pet with Mastermind-style controls would be a very different matter.

    Quote:
    #11 Why always people, why not a tank or more stuff like the mega walkers?

    Why not something a super nemesis steam tank perhaps, more arachnos flyers, dropships, the list goes on. Even had a silly notion about APC's driving in during an AV fight, perhaps stopping them before they can unload troops an option during it.
    The game engine is designed around humanoids. If you've ever managed to knock back one of the CoT ghosts, the standing-up animation makes it obvious that they've got invisible legs. Even the floating swords in the Apex TF are humanoid: certain powers will outline the person holding the sword.

    Quote:
    #12 How bout a PvE version of a base raid? Why not run the gauntlet into an AV lair?

    Narrow halls, plenty of turrents, the AV himself porting away to try and lure into different traps, we got all the toys laying around and not being used, so what's stopping the devs from making a map like that?
    One of the lower-level hero tip missions has one of these. It was quite easy, if slow, to complete: my traps/AR defender simply figured out where the next set of traps would be and dropped a burn patch from behind cover.
  18. If you're good at clustering large numbers of enemies before the Assault Bot opens fire, the change to the burn patches works out to (IIRC) about a 20% reduction in damage output.
  19. Quote:
    Originally Posted by Scene_EU View Post
    You forget the 500% regen debuff from /Dark's Howling Twilight,
    It's not perma. With reasonable levels of recharge, it's only active about a third of the time.
  20. Some points:
    1) The pet buildup proc goes best in Assault Bot. The proc has one chance to fire for each enemy hit with a damage power, and the Assault Bot has some truly massive AoEs (Incendiary Missiles, for example, can theoretically hit 64 targets).

    2) The slotting on Protector Bots looks interesting. I'll have to see about using that on my own build.

    3) I've found it useful to have a bit of range enhancement in Seeker Drones. It lets you summon the drones in the middle of even a spread-out group without being noticed.

    4) The set bonuses you're getting from Gaussian's aren't really worth it. I'd swap it for the cheaper Adjusted Targeting set.

    5) The softcap is overrated for Masterminds. If I'm doing the math correctly, you're sitting at about 42% defense to all once a Protector Bot bubbles you, which is more than I had when I started soloing GMs. The effective 75% resistance to all you get from bodyguard mode is a wonderful thing.
  21. The keys to soloing AVs and GMs are:

    1) Survival. Bots/Traps can softcap the mastermind and all but the Protector Bots with minimal effort. Bots/Dark doesn't look easy to softcap, but it has to-hit debuffs, a damage debuff, and a powerful rapid-fire heal.

    2) Regen debuffs. Bots/Traps can generate a perma 1000% regen debuff from Poison Trap, while the best Bots/Dark can manage appears to be about a 250% debuff from five-stacked Twilight Grasp.

    I've soloed a number of GMs on my Bots/Traps. The specific tactics vary, but the keys were to use Provoke to keep the GM's attention off the bots, use Poison Trap to debuff the GM's regen, and use Forcefield Generator to keep everyone alive. Triage Beacon is nice in theory, but fights tend to be too mobile for it to actually provide much healing. The damage debuff from Seeker Drones would be nice if I had the endurance to summon them, but I can usually only use them to open the fight. Acid Mortar is nice for speeding up fights, but it suffers from some of the same "mobile battle" problems that Triage Beacon does. Web Grenade's slow tends to be highly resisted, but it stacks with Provoke to help keep the GM's attention. The remainder of the Traps powers are useless for a GM fight (can't toe-bomb a mobile GM with Trip Mine, Caltrops do trivial damage for their endurance cost, and Detonator simply reduces your damage output).

    I expect that Bots/Traps will be a better AV/GM soloer than Bots/Dark simply because of the better regen debuff, but Bots/Dark should be able to do the job too.
  22. Quote:
    Originally Posted by UberGuy View Post
    It seems like it might be an effort to cover up the loophole that bypassing the launcher allows. By not using the launcher, you are able to avoid accepting the agreement. I am not sure how well that would work as some sort of legal defense for violating those terms, but maybe this is a response to someone (RMT, for example?) wriggling out of something on that basis.
    Actually, I suspect it's resolving a technical issue. Right now, the EULA in the updater is downloaded from the CoH website, so if the website is down, the updater doesn't show you the license. By putting the license into the client, they make sure you see it every time.

    By putting it in the client, they can also tie acceptance to your account, so they can show you the license only if it's changed since the last time you accepted it. I don't know if they're doing this or not.
  23. Quote:
    Originally Posted by gameboy1234 View Post
    Coincidentally, most Masterminds have three attacks and the devs just gave us three "free" powers when they made the Fitness pool inherent. Why not take your pets AND your attacks?
    They didn't give us six free slots at the same time, and without decent slotting, the attacks aren't worth using.
  24. Quote:
    Originally Posted by Madam_Enigma View Post
    They stated the three whip attacks we got were hard to do. They learned *how* to do them, but was still hard. I'd imagine an entire set would be worse. Think I remember BAB saying something along the lines of "Oh god, no" in regards to a full whip set. Could be wrong though.
    It was not merely "Oh god, no". According to BaBs, each of the three attacks in Demon Summoning took as much animation effort as an entire normal powerset.
  25. Quote:
    Originally Posted by je_saist View Post
    Also, as a sub note, the Luge run is fairly level limited. Even with max jump speed, you probably are going to need a level 30 or higher to turn in a gold time.
    I've done it on a level 24 character, and I've heard of someone doing it on a level 1.