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Posts
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Joined
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Quote:Semantical Miscommunication:In addition, if the "problem" is the tier 4 powers, why are you wanting to add more tier 3 powers? I can already skip the prereqs for all the travel powers. I still need 2 of them in order to get the tier 4 powers though. You might think about that.
To you:
Tier 1
Tier 2
Tier 3
Tier 4
To DrMike:
Tier 1
Tier 1
Tier 2
Tier 3
I must say DrMike's labeling makes more sense to me. -
Quote:I take and use Team Teleport on every Melee MM and would throw a fit if a large change were to occur.Personally, in the case of Flight and Teleport, I think the switch to something useful needs to be made, but I'll admit this is a fair and practical enough compromise. I have to admit to never having seen anyone take or use Group Flight or Team Teleport, apart from the one offered as a vet power and then only because it was there.
I do see the Mission Teleport type of power as a possibility for a 5th power for travel pools. However the sonic flight power you suggested probably would not happen, either it would need to go beyond the fly speed cap (which nothing does) or put the user to the fly speed cap which would probably not make it worthwhile for people to take. -
For all NPCs caltrops target an enemy, when that target dies the caltrops despawn.
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Quote:Any enhancement that can be slotted in a power will affect all the aspects of that power they can. Since Vengeance is not flagged as "Unaffected by recharge changes" any enhancement that is slottable and affects recharge will change its recharge. Including any piece from a Defense, Heal or tohit buff set.Err, you guys sure about IOs enhancing it? I know Hamidons do, but those have been a recognized exploit for years. Saying you've got Membrane Exposure slotted into it doesn't answer the question that IOs with recharge do in fact enhance Vengeance's recharge.
To Psylenz: Unless someone verifies the IO issue, I'm going to put my money on them NOT buffing Vengeance's recharge. Don't rely on any particular slotting until you can find out one way or the other. -
Quote:Considering his build is using fly I wouldn't be too concerned about getting shot unless there was a Rikti invasion.Only if you team a lot (which, admittedly, you probably should as an FF
. Otherwise it is quite useful when you need to take a break during a solo battle to pop some pills, not to mention for traveling. So nice to be able to jump around Founders' or Crey's or PI or the RWZ and not get shot out of the sky.
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And when did you last hear anything?
Repulsion Bomb does the same damage as Bullet Rain with 100% Knock Down and a chance to stun. It is an excellent combination of damage and mitigation.
I do agree Force Bubble is skippable in a tight build and PFF is wholly skippable.
Celestial:
I would lean towards skipping PFF and recall friend to take Empty Clips, Piercing Rounds and Hail of Bullets. -
On paper I agree with you about Hail of Bullets, but in practice I actually find it better than the other two crashless mini-nukes. Rain of Arrows has a large delay between casting and damage that can mean the pack is dead before anything happens and Full Auto is a long narrow cone with a 10 target limit.
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Quote:You forgot Repulsion Bomb.Force bubble is range 50. Turning it on eliminates all your AoEs except for Bullet Rain. (You'll find that with your current range slotting of 51.5 feet that Empty Clips will wind up being a single target attack that may or may not fire when you click it depending on Mob movement.)
I forgot to put my usual extra range enhancement in the short cone, but that is what the 8 extra slots were for.
And for most of the game I don't recommend running Force Bubble 24/7. -
Quote:Hail of Bullets has no self debuffs, I assume you are reading that from mid's which would make it a Mid's Display issue (Those debuffs are for the different damage types, -25% enemy damage if you use chemical and -25% enemy recharge if you use cryo).Hail of Bullets might not have a crash, but it does have some hefty self debuffs and the +DEF effect isn't going to do anything for this character, so it's out, too.
Quote:I am curious as to why someone would pick Repulsion Field over Force Bubble? RF seems to have ridiculous endurance cost and provides KB instead of Repel, which would be more resisted, correct? FB also has a HUGE radius. It's not that I see myself using either a lot (could probably go without either, truthfully), but FB sounded like a good panic button. Am I missing something? -
Quote:You can stack the same set bonus up to 5 times.The very rare purple IO sets all boast a 10% global recharge to all powers.
So, without hasten, an unslotted power that recharges in 100 seconds, will now recharge 10% faster, in 90 seconds. That much I get. (10% of 100 =10; 100-10=90)
Suppose I have two very rare purple IO sets - this same unslotted power that recharges now in 90 seconds, with the second set, does it now recharge in 81 seconds, or 80 seconds?
Or none of the above?
I realize that this 1 second difference is meaningless, I only use that time to make the math easy. I'm thinking about the longer recharge time powers, like blizzard.
Oh, one more question - is there a cap on recharge reduction?
This goes by bonus name, the purple set bonuses are named Ultimate <Aspect> Bonus, which is different from a small, large, etc. <Aspect> Bonus
The formula for recharge is:
Base Recharge/(1+Buffs) = New Recharge (Buffs include recharge slotting)
For the example you gave:
100/(1+.1) = 90.9s
100/(1+.2) = 83.3s
The recharge cap is +400%, including all buffs and enhancements.
So the recharge at the cap is: Base Recharge/5 -
Quote:I am not sure if a list for damage types dealt has been compiled but Culex created a spreadsheet for enemy resistances which can be found at: http://www.culex.us/ig/coh/CHres.xlsHey Guys,
Is there a comprehensive guide on the vulnerabilities and damage types of the various factions? For instance:
1) Hellions are vulnerable to cold and COT to energy (at least through anecdotal experience)
2) Vahzilok dish out toxic damage
Obviously I'm looking for something much more exhaustive than this, lol. Thanks. -
Found it for you:
Guide for Moving CoH or Installing Test -
Where the game is installed from makes no difference.
I tend to do this when installing on a new computer:
Copy CoHUpdater.exe to the new computer's desktop
Run it
Close it after selecting the directory
Copy the Piggs folder into the new directory
Delete coh.checksum if it exists
Run the updater that is in the directory
This will skip a few hours worth of download time. -
Quote:Actually with Hibernate you can turn it on again, you just don't get the "Unaffected" portion of the phase power.What "NoPhase" means is that once you turn off a Phase power (or it shuts off automatically after 30 seconds), you can't turn it on again for another 90 seconds, even if it's recharged.
So for Hibernate:
First use: +regen/+recovery, Only Affecting Self, Unaffected
within 90 seconds: +regen/+recovery, Only Affecting Self
Edit: This really applies to all Phase toggles, you can turn them on again during the no phase period you just don't get the "Unaffected" aspect of the power. -
I would also suggest swapping to a FF/ and a Sonic/ if possible.
As far as your build a lot of your choices, primarily in slotting, seemed rather odd to me.
I have drafted up a new build which I would feel more comfortable with:
I removed Personal Force Field (which while useful early is rather obsolete with IOs) and Detention Field (which I use on my FF/Arch defender solely on the Statesman TF) in order to gain 2 more attacks Executioner's shot and Hail of Bullets (I certainly would never skip a crashless nuke on any character).
For slotting I swapped some of the positions where defense bonuses were gained, added more and gained more global recharge, slightly sacrificing the slotting of individual powers.
The build itself has 8 more slots to play around with and is very close to softcapping its own Range and AoE defense.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Defender
Primary Power Set: Force Field
Secondary Power Set: Dual Pistols
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3)
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Empty Clips -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg/EndRdx(31), Det'tn-Dmg/Rng(50), Det'tn-Dmg/Rchg(50), Det'tn-Dmg/EndRdx(50)
Level 6: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(19)
Level 8: Hover -- LkGmblr-Def(A), LkGmblr-Rchg+(48), LkGmblr-Def/EndRdx(48)
Level 10: Swap Ammo
Level 12: Dispersion Bubble -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 14: Fly -- Flight-I(A)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19), Numna-Heal(27)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Acc(31), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(45)
Level 22: Bullet Rain -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg/EndRdx(33), Det'tn-Dmg/Rng(33), Det'tn-Dmg/Rchg(34), Det'tn-Dmg/EndRdx(34)
Level 24: Assault -- EndRdx-I(A)
Level 26: Repulsion Bomb -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Dmg/Rchg(27), Det'tn-Acc/Dmg/EndRdx(40), Det'tn-Dmg/Rng(40), Det'tn-Dmg/EndRdx(42)
Level 28: Executioner's Shot -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(37), Thundr-Acc/Dmg/Rchg(39), Thundr-Dmg/Rchg(39), Thundr-Dmg/EndRdx(40), Thundr-Acc/Dmg(48)
Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 32: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(33), GSFC-Rchg/EndRdx(34), GSFC-ToHit/Rchg/EndRdx(36), GSFC-ToHit/Rchg(36), GSFC-ToHit(36)
Level 35: Force Bubble -- EndRdx-I(A)
Level 38: Hail of Bullets -- Sciroc-Acc/Rchg(A), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Dmg/Rchg(42), Sciroc-Dmg/EndRdx(43), Sciroc-Acc/Dmg(46)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(45), Aegis-ResDam/EndRdx(45)
Level 47: Power Build Up -- RechRdx-I(A)
Level 49: Recall Friend -- EndRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 6: Ninja Run
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition -
RoA's pseudopet also has to cast the damage power 3 times this allows for some interesting things to occur:
Certain enemies in the 16 targets can be missed by 1 or 2 of the damage ticks.
If you are firing at an extremely large group you could hit 48 different targets for 1/3rd of RoA's maximum damage.
I have seen both of these things happen. -
Quote:If you can fit another power from the set in those last four power picks I would certainly recommend looking at Repulsion Bomb. It is a nice combination of AoE damage and soft control.I'm getting nearer to 41 with my main character, Starflier, and I'm curious what veteran blasters think of the powers in Force Mastery. I'm thinking I'll take PFF and Temp Inv, possibly FoN.
Any reasons I should reconsider the other powers, or are those fairly solid choices? -
Quote:The builds that do wild things are generally based on IOs and there are support builds that currently do the same with IOs. But with what you propose support builds would be able to do those things without IOs.Bit of a contradiction to say "They are not held back" yet say "If they were allowed to they would be nerfed" as i said before you have a lot of ATs that can run wild and have run wild doing things they are not supposed to in the first place and all of this has become the norm now, yet most support players are held down (and i am speaking about solo/Pvp again for the reason that noone is important in team play and all you need is bodies) let support have their powers and not be limited to 2-3 powers. Thought it was City of Heroes/Villains not City of Sidekicks when playing a defender/Corrupter. I enjoy the Corrupter/Defender ATs but not when i'm all but 3 powers are available for solo play.
Examples:
Forcefields: Would be easily able to softcap themselves and all their teammates to every position.
Sonics: With the epic shields would be at capped S/L resist and >40% resist to all but psy.
The worst offender however would be empathy:
+170% Recharge (AB and Hasten)
30% Defense (Fortitude and Manuevers)
40% Resist S/L (Epic Shield)
a whopping +1000% to +1800% regeneration (AB and Regeneration Aura)
Nearly limitless Endurance
and if we let them use heal other on themselves a 50% heal every 2 seconds.
To put these numbers into perspective:
30% defense is the amount a fully slotted SR scrapper gets on SOs.
40% Resist S/L is only slightly less than fully slotted TI and RPD for an invuln scrapper.
1000% regen is the amount that Regen scrappers can get from Instant healing. (And unlike Instant healing this would be permanent)
There is a supergroup of empathy defenders that put these numbers to devastating effect by teaming up: The Green Machine -
Quote:I just tested this sure it was an artifact, and yeah it works like that. Really stupid design something to bug castle about.Yes it is. That is one of 4 seperate parts of the Fury mechanic: one adds to your damage based on the current value, one decreases the current value based on time at a rate of 2 per second; one raises the current value by a calculated amount when you attack or are attacked; and this little part checks what's around you to see how much it should raise the amount by.
You're perfectly allowed to believe what you want. But don't spread ignorance, especially without ever bothering to do any looking at all into it. -
Quote:The enemies on Monster Island in PI aren't GMs at all, they are Monsters; Monsters tend to be more like AVs than GMs. There are a few differences between the two:Also note that the GMs in PI are level 50, and therefore have the debuff resistances of a level 50 (85%) which means the effectiveness of your LR is dramatically reduced compared to say, against a level 40 GM such as Jurassik (outdoor version, Crey's Folly). Along with the Kronos Titan (outdoor version, Founders Falls) these are the toughest GMs to take down.
First, while GMs technically have levels, they scale with the level of those attacking them, Monsters don't do this.
Monsters also tend to have higher regen and debuff resistances but lower hit points than GMs. -
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Quote:Ahh, /Window_hide the command you want:Actually, I'm looking for one that will close the boxes that use "Leave" or the little red buttons. Not having trouble with the yes/no boxes.
So when talking to the contact it would be:
/Window_hide Contactdialog
To get a full list of the window names you can use:
/Window_names -
Quote:These 3 slash commands should do it:Is there a keyboard method available to close boxes like the ones where the contacts give you missions and info? They don't respond well to mouse clicks on my system.
/dialog_answer <choice> - Answer dialog with button matching the provided text choice (ok, yes, no, cancel, or accept)
/dialog_no - Answer OK, No, or Cancel to current dialog
/dialog_yes - Answer OK, Yes, or Accept to current dialog
If you want you could bind to a key or make a macro:
Examples
/bind <key> dialog_yes
/macro Yes dialog_yes