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Playing Claws/SR is simple: you take everything but Elude from your secondary, and Strike, Slash, Follow Up, and Focus from your primary. Slot Follow Up for recharge and accuracy (avoid the temptation to put a set of Gaussian's in it -- Gaussian's doesn't provide any accuracy or nearly enough recharge), select powers and invention sets to reach the defense softcap (you *can* hit the softcap with SOs alone, but it distorts your build in unhelpful ways), and get some recharge (Hasten is enough, or you can go for set bonuses). At this point, crank your difficulty up to +4/x1 or +4/x2 with bosses but not archvillains and start wreaking havoc. The attack chain of Follow Up -> Focus -> Slash -> Strike will keep most opponents knocked down, and the bonuses from Follow Up stack to +75% damage/+40% to-hit.
Optionally, you can take Spin, Eviscerate, and Shockwave from your primary for AoE fighting and set your difficulty for large numbers of opponents rather than tough opponents. -
The expansion comes in two forms:
1) The expansion pack, which you can pre-purchase. This contains:
* Going Rogue
* Early access to the Dual Pistols and Demon Summoning powersets
You need to already have City of Heroes to purchase the expansion pack.
2) Going Rogue: Complete Collection, which you cannot pre-purchase. This contains:
* City of Heroes/City of Villains
* Going Rogue
* The Going Rogue items pack, including costumes, emotes, etc.
* One month of game time
You do not need to have City of Heroes to purchase the Complete Collection.
If you pre-purchase the expansion pack, you can purchase the items pack at a later date for an unknown price (people are guessing $10). -
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I don't think they would. "Defend" means "defeat the mobs around the the defendable object, then defeat the N waves of ambushes (where N is usually 3), all without the object taking too much damage".
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I believe the Werewolf world accessed through the Portal system is a section of Boomtown, though I haven't spent enough time in Boomtown to figure out which part.
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Quote:My claws/SR was soloing +4 bosses by 30 with little in the way of IO sets (a full set of Touch of Death, a full set of Red Fortune, and four-slotted Thunderstrike). 35% defense to melee and ranged, the scaling resistances, and the to-hit and damage bonuses from Follow Up make for a tough, high-damage scrapper.You're going to be very hard-pressed for a build that can solo +4 enemies in the 20s and 30s. +1 is very doable once you can access SOs, and +2 is good for a challenge, but you'll pretty much need some IO sets to do +4s... and while there are plenty of good sets available at level 30, you're going to need the kind of cash that you can only earn on a level 50 character* and the drops they receive.
*unless you're crazy good at marketeering
Quote:Is this confirmed? I haven't seen anything that says this. I've really been looking for a full "spoiler" of what new features are included in Going Rogue. I know that Dual Pistols is available on the Test Server, but I didn't think all of Going Rogue was ready to be distributed.
I've been confused since they announced Issue 17 coming out soonish too. Originally, I thought Ultimate Mode was a feature of Going Rogue.
1) The Dual Pistols and Demon Summoning powersets, available in March and April respectively to people who pre-order Going Rogue.
2) Issue 17, available in April, containing Ultra Mode, a revamped Positron Task Force, major quality-of-life improvements, and whatever other bits and pieces they're able to finish by then.
3) Going Rogue itself, available in July, containing the Praetorian city zones (with associated content), the ability to switch sides, and probably some other things that haven't been announced yet. -
Quote:Jet packs would have required a new skeletal rig to connect up. Capes connect to the neck/shoulder node, while tails connect to the pelvis node. The raptor pack and zero-g pack connect to the center-of-mass node, but that's not really a suitable place to connect things: if you've ever used the raptor pack on a character who departs significantly from average (say, a hulked-out huge character), you'd see clipping issues that make the tail/cape clipping look minor.And while I know that Jay is sexy, etc., etc., I know jet packs have been near the top of the costume request list for (literally) years. Not that I won't be getting some mileage out of animated tails (especially my namesake character), but jet packs as a costume piece would not have required a new skeletal rig to connect up. Clipping can't possibly be an issue, since tails will (and currently do) clip with capes. It just boggles me as to why packs haven't been added as a costume option after so much time.
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Quote:Off the top of my head, Council flamethrowers, Fifth Column rockets, various Crey units, Red Cap bosses, and Malta. When you're alone, you can deal with AoEs by charging up to the enemy and punching them in the face, but when you're in a group, there are too many targets to do that. It's even more of a problem in groups because far more bosses have AoE attacks than LTs or minions do.One thing I think is worth mentioning that I'm going to disent from Umbral on - AOE defense. Upon examining the build, I noticed 3-slotted Blessing of the Zephyrs (BotZ). In my humble opinion, AOE damage is pretty rare in the game - Vahz pukers are one of the things that come to mind that use cone attacks, maybe Energy Paragon Protectors as well.
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Quote:There's a non-obvious one I've run into on occasion: certain foes, particularly Clockwork, are extra-vulnerable to knockback. When fighting them, knockdown attacks will turn into knockback attacks.Your OP seems to suggest that you are attributing the fact that your attacks now do KB rather than KD to the Kinetic Combat proc. If that's the case, since the proc doesn't fire every time you use the attack, something else has to be going on other than just the KD proc to change your attacks to KB. The most obvious cause is if you're fighting less than even level foes; it has always been the case that using a KD attack on anything lower than level 0 will result in KB rather than KD.
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Quote:Based on comments, observations, and my own experience, "Justice" is probably one to three racks of servers in a datacenter somewhere. When you enter a door mission, the server code will create a new map instance and put it on whichever server has the lowest load. Here's the part I'm not sure about: if I were designing it, each map instance would be in its own virtual machine, with resource limits to keep any problems from leaking out, so only people on the ITF with you would see lag. Starting up a new virtual machine has high overhead, though, so they may have gone with the option of leaving all map instances directly on the hardware. In this case, lag on your ITF will affect other map instances on that server, but won't affect map instances on any of the other servers that make up "Justice".Astute observations, as always, by BillZ. There are ITFs running pretty much constantly on Justice. Now, I'm not saying that there's one piece of hardware upon which that "server" is housed, as I've never seen the physical setup of the game's servers. But I do know that from the sheer amount of people running the ITF at any given time, especially during peak hours, if the server itself had some sort of lag then I should see that lag at some point during normal play.
Quote:When I used to play on my laptop (which was not far over minimum requirements to play), I would see crippling lag during the ITF, being able to fire off a power maybe twice a minute. Since I upgraded to a custom gaming rig, I see a drop in lag valley, but not lower than about 20 FPS. While that's not great (especially compared to my performance in RWZ/Hami raids), it's far from unplayable, and I don't see DCs anymore at all.
"Low framerate" is when your computer is trying to draw more than it can. It shows up as jerky animation, and in extreme cases, the feeling that you're watching a slideshow. Upgrading from your laptop will avoid low-framerate situations by increasing the amount your computer can draw. -
Quote:Look up "too awesome to use" sometime. If you make a consumable too expensive, people will buy one for "emergency use", and then never encounter an emergency sufficient to overcome the psychological barrier for using it, negating any value as an inf sink. Instead, you want to set the price low enough and the value high enough that people will buy and use them like mad.5) Expensive 1-shot goodies; consider a once-per-half-hour craftable item that recharges all your other powers instantly. How much would you pay for that? A million? Ten million? How much would someone having trouble with Lord Recluse pay for that? How about million-inf Tier 3 IO's, available for emergencies? One LRSF teamwipe could burn a hundred million inf on the spot.
Say you priced top-end inspirations at 50k each. Who wouldn't buy a tray-full before trying something hard? How frequent are LRSF teamwipes compared to attempts at soloing tough AVs and EBs?
Or take your one-shot recharge as an example. I wouldn't find that too useful at 10 million inf: at that price, the only thing I'd use it for is recharging godmode powers during a tough, long-running fight, and I just don't get in very many of those. Drop it down to 100k, and my plant/storm controller will keep a stock on hand to quick-recharge Vines whenever stuff hits the fan.
The idea of buying merits is a good one, but I think you've set the price too high. An average player can generate about 20 merits an hour through TFs, or 8 an hour through story arcs. The price for a merit needs to be set in line with that. Based on inf per hour levels discussed elsewhere in the forum, that would be between 50k per merit (level 50 defender generating a million inf per hour, divided by the TF rate) and 3 million inf (dedicated farmer generating 24 million inf per hour, divided by the arc rate).
Instead of making merits purchasable, I'd make some of the merit purchases also purchasable with inf. 1 million inf for a random rare salvage roll, or 30 million inf for a random rare recipe roll should remove inf from circulation at a reasonable rate. -
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Works just fine if you've got some way of getting up on top of the tree canopy. In my experience, super jump is faster, fly is slower, and I've never teamed with a teleporter on that TF.
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Do you have an ATI graphics card? The ATI cards sometimes have unexpected things happen with water, such as reflections or graphics glitches.
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Quote:One-trick pony? I'd describe plant/storm as "always one more trick up your sleeve". SoC not yet recharged? You've got Vines and Spore Burst for hard control, Carrion Creepers and Fly Trap to tank for you, Freezing Rain to knock them on their backs, and Gale and Tornado to send them flying. Once you've disrupted the alpha strike, you've got Snow Storm to prevent them from attacking as often, Hurricane to keep them away from you (and provide a hefty to-hit debuff if you can corner them), and Strangler to lock down any particularly problematic opponents.Plant/Storm - it comes off more as a one trick pony, but what a trick! With recharge bonuses, Seeds of Confusion can easily be stacked to neuter anything in its path that isnt resistant to confuse. Roots does 2x the damage of other AoE immobilizes (stone cages included), so that, combined with creepers, great AoE damage can be had even before figuring in lightning storm and tornado. The downside? Aside from SoC, plant really does not offer much AoE control, there are times you wish you had it. Vines pales insignificantly next to Volcanic Gases.
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This is the big one. There are so many ways to break things: for example, combine the three toggle defenses from Quick Reflexes with the toggle resistances from Electric Armor and some of the heals from Regeneration to get a scrapper that can match a Granite tank for survivability, without sacrificing speed or damage. Or take the nukes from the blaster primaries and team with an Empathy defender for an AoE powerhouse. Or combine the Kinetics secondary with the pets from the controller primaries for a one-person team that can out-mastermind a mastermind.
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Quote:"Bugged superjump"? Are you running into bug 18296? If so, the workaround is to disable keyboard autorepeat while you're playing CoH.This, but I have to say that it is having certain issues, when playing under WINE such as bugged superjump and stuff.
For anyone playing CoH on Wine, keeping an eye on the AppDB page for CoH is a good idea -- it's got a list of known bugs and workarounds. -
Quote:Close, but not quite. The real reason, from BaBs himself:I'll start things off with a demo question that seems pretty popular:
"Why can't we have animated hair?"
Basically, animated hair is a cape. It functions and is treated the same way as one anyways. As a result, the amount of hairstyles in the game that would be compatible with this are severely limited. Also, because this is a cape, any non-moving parts would have to be saved as a separate part in the costume file. As a result, this would look funny on a lot of hairstyles. The final reason, is because of the character budget, we wouldn't be able to have capes and moving hair. A lot of people wouldn't mind, but I'm sure the devs don't want to listen to people complaining because they can't have both.
There are two animation systems in City of Heroes: the skeleton system and the physics system. The skeleton system is used for most of your character's motions: walking, powers, reacting to attacks, and so on. It's cheap CPU-wise, but requires a good deal of development effort, since every action needs to be scripted. The physics system is used for capes, flags, and one NPC's hair. It's CPU-expensive because it's simulating the physics of cloth, but development-wise it's easy: describe the object and the forces acting on it, and let the physics simulator do the rest.
Animated hair could be done using the skeleton system, but it would be hard: one animation for each possible motion for each hairstyle, eg. an animation for "low ponytail hair during the transition from a rising jump to a falling jump while spinning clockwise", an animation for "high spiky hair during knockback", and so on.
More likely, animated hair would be done using the physics system. Development-wise, this would just need a physics description for each hairstyle, but the CPU requirements would be heavy. According to BaBs, each additional physics animation gives the same framerate hit as an additional player. For example, adding a hundred players to an otherwise-empty enviroment cuts your framerate in half. Giving those players capes cuts your framerate in half again. Giving them two more physics animations (eg. a buttcape and animated hair) cuts your framerate in half twice more. -
If I'm reading that correctly, the bulk of the cost will come from the Kismet +acc, the Performance Shifter +end, and the LotG 7.5. If you get any of those from drops or merits, the total price will come way down.
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Quote:It sounds like your client lost contact with the mapserver, but didn't realize it.Mine are both due to known glitches in the game.
The first happened about 3 months into playing the game. I was in Steel Canyon on my scrapper and I forget what I was doing but I left either a store or the university and ran to my current mission door. When I got there the mission door wouldn't open. That wasn't my WTF Moment though. I wasn't sure what to do and didn't yet know how to contact support for help, so I decided to try to find another player to ask them. That's when I noticed there were no other players on the streets of Steel Canyon. Not only that, there were no mobs either. And no civilians, and no cars, and even Posi and Valkyrie had gone missing. It was a total 28 Days Later WTF moment to be in a completely empty city. I basked in the weirdness of it for a little while and then logged out. When I logged back in everything was fine.
The Daedalus arcs take you out of Cimerora. Is this one of his missions? -
So, which server being down for five minutes is responsible for this extension?
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