-
Posts
1401 -
Joined
-
I can sympathize, but that one isn't the one I really hate. I dislike the one with all the Knives of Artemis. They aren't even a threat, but running in slow motion every fight gets old really quick.
-
Not that I'm aware of. I think the above posters suggestions are the most efficient ways to get that info.
-
If I recall, only the team leader sees the button on some TFs. If you were the team leader, I have no other ideas..
-
I'd go with musculature. More damage means shorter fights, which means endurance is less of an issue. Also, musculature gives a +end mod, which will more than likely be all the extra endurance you need, since it doesn't sound like your end consumption out-stripes your end generation by a lot.
At least, this has always been the case for me. -
Quote:Ironic that you get the absurdity of the reverse of what I was hinting at, but not the absurdity of what I was trying to illustrate. Just because it can be soloed, doesn't mean it's not team content, since I guess I need to spell that out. That was my point.No, just that the fact that it CAN be teamed means it's not solo content... I was pretty much just responding to the utter absurdity of that comment, but also to the general point of the post that started this tangent complaining about the team-only content that has been released...
The game is going to have team only content, yes. However, it doesn't have to make team only content. TFs can (and have) been made for minimum size of 1. I think everyone (I know I am) is OK with some content being gated to teams only, but the ratio is what concerns me.
I'm wondering if you play on a high population server or maybe only during high activity times, which leads you to not see the problem with disallowing solo as an option. I'd like to play the new holiday trial more, but often can't. I'd like to team many of these things, but wish, when a team can't be found, that I had the option to run it solo. Same holds true for other content.
I guess a potential solution would be to have some things be soloable during certain hours only, or when the total population of a server falls below a given threshold, but then the debate would be if the hours selected were optimal, or if the threshold number was too high or too low.
Lastly, I know most all the tricks for finding teams. I'm not asking for a list of things that make finding teams easier. I'm wishing that there were more options when these tricks fail.
PS: Thanks Aggelakis -
I've found hami raids to be great for shard generation.
-
Because it has a chance to fire with each enemy it checks on, it's a lot more effective in cones and AoE attacks.
-
Quote:If you're playing a defender, you can only skip O2 or Gale, not both, and I'd much rather skip gale.Technically speaking, Storm can also heal in an extremely limited fashion, but O2 Boost is highly skippable.
Of course, I quite like O2 as a decent heal, and the other effects can be quite handy, too.
Of course, that said, if someone wanted to play a 'healer' I'd never try to steer them towards Storm, regardless of the presence of O2. -
I just took a quick glance at it, but I think Tactics is a bit overslotted. Perhaps you can drop a slot or 2, add them on to Aim, so you can use a Pair of Rectified Reticules, to get a bit more S/L defense.
I'll try to take a closer look at it later and see if I have any other suggestions. -
Quote:Then MMOs just aren't for you. Period. Because that's an utterly absurd standard to hold them to. Look, MMOs are going to be designed with MULTIPLAYER in mind. They can be made solo-friendly, yes, but locking out the multiplayer aspect is just plain stupid. Making team content that's not soloable in a multiplayer game makes a LOT more sense than making solo content that's not teamable. There are a few things that you can get away with doing this on, but not many.
First, nice of you to decide what is for me, and what isn't..
Second, did you even read what I posted? I specifically stated, "'I'm not saying I *want* truly solo content, like we have in a few cases in Praetoria, but yes, that's the real polar opposite of team-only content."
I don't want, and never said I wanted, solo only content. I said I was in favour of as much content as possible being open to both solo and team play.
Lastly, obviously you can have solo only content in an MMO, so if I were (which I'm not) advocating it, it's not as if I were advocating the impossible, as you try to paint it. The fact is that solo only content already exists, so the MMO world won't implode if solo only missions are created (again, for clarity, I'm not advocating this, merely pointing out that is is possible). -
Quote:God, imagine that. Creating team-oriented content in a multiplayer game........ There's still plenty you can do solo, and hardly "everything" released lately has required teaming. Put the hyperbole away, it only weakens your argument severely.
I'm not sure if your are failing to understand his complaint intentionally, or not. It's not the 'oriented' that he's commenting about, but the 'exclusive'.
But, gotta agree with your comment about hyperbole. It's a very common practice, and although it's hardly as big a deal as you seem to make it, since most native English speakers understand it just fine, it does make things less clear, and should probably be avoided. That said, it doesn't in any way invalidate his point. I just wouldn't have used it myself. -
Just threw this together, so I'm sure it can be tweaked to be a lot better, but even so this is a decent DPS build, with all the Emp tools, and most of the stuff isn't too expensive. Granted, the LotGs and the Health porcs are pricey, but you can easily substitute Gen IOs or a cheaper IO in their place. If you want to spend more, you can add some Enzyme Hamis into the mix and probably be capped.
As it is, you are nearly capped to the big 3, and have a lot of regen most of the time, and have some mitigation tools handy, too.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Dual Pistols
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Healing Aura- (A) Doctored Wounds - Heal/Endurance: Level 50
- (15) Doctored Wounds - Endurance/Recharge: Level 50
- (29) Doctored Wounds - Heal/Recharge: Level 50
- (29) Doctored Wounds - Heal/Endurance/Recharge: Level 50
- (34) Doctored Wounds - Recharge: Level 50
- (A) Thunderstrike - Accuracy/Damage: Level 50
- (43) Thunderstrike - Damage/Endurance: Level 50
- (43) Thunderstrike - Damage/Recharge: Level 50
- (43) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (45) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (46) Thunderstrike - Damage/Endurance/Recharge: Level 50
- (A) Doctored Wounds - Heal/Endurance: Level 50
- (3) Doctored Wounds - Endurance/Recharge: Level 50
- (3) Doctored Wounds - Heal/Recharge: Level 50
- (13) Doctored Wounds - Heal/Endurance/Recharge: Level 50
- (15) Doctored Wounds - Recharge: Level 50
- (A) Positron's Blast - Accuracy/Damage: Level 50
- (5) Positron's Blast - Damage/Recharge: Level 50
- (5) Positron's Blast - Damage/Range: Level 50
- (11) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (13) Positron's Blast - Chance of Damage(Energy): Level 50
- (A) Doctored Wounds - Heal/Endurance: Level 50
- (7) Doctored Wounds - Endurance/Recharge: Level 50
- (7) Doctored Wounds - Heal/Recharge: Level 50
- (9) Doctored Wounds - Heal/Endurance/Recharge: Level 50
- (9) Doctored Wounds - Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (11) Luck of the Gambler - Defense: Level 50
- (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (17) Luck of the Gambler - Defense/Recharge: Level 50
- (17) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (23) Red Fortune - Defense/Recharge: Level 50
- (A) Efficacy Adaptor - EndMod/Recharge: Level 50
- (19) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
- (19) Performance Shifter - EndMod/Recharge: Level 50
- (21) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
- (21) Recharge Reduction IO: Level 50
Level 22: Suppressive Fire- (A) Stupefy - Accuracy/Recharge: Level 50
- (23) Stupefy - Endurance/Stun: Level 50
- (25) Stupefy - Accuracy/Endurance: Level 50
- (25) Stupefy - Stun/Range: Level 50
- (27) Stupefy - Accuracy/Stun/Recharge: Level 50
- (27) Stupefy - Chance of Knockback: Level 50
- (A) Accuracy IO: Level 50
- (A) Steadfast Protection - Resistance/+Def 3%: Level 30
- (31) Reactive Armor - Resistance/Endurance: Level 30
- (31) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (31) Reactive Armor - Resistance: Level 40
- (34) Reactive Armor - Endurance: Level 40
- (A) Doctored Wounds - Heal/Endurance: Level 50
- (34) Doctored Wounds - Endurance/Recharge: Level 50
- (37) Doctored Wounds - Heal/Recharge: Level 50
- (37) Doctored Wounds - Recharge: Level 50
- (40) Doctored Wounds - Heal/Endurance/Recharge: Level 50
- (A) Thunderstrike - Accuracy/Damage: Level 50
- (46) Thunderstrike - Damage/Endurance: Level 50
- (46) Thunderstrike - Damage/Recharge: Level 50
- (48) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (50) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (50) Thunderstrike - Damage/Endurance/Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
- (33) Recharge Reduction IO: Level 50
- (33) Recharge Reduction IO: Level 50
- (A) Positron's Blast - Accuracy/Damage: Level 50
- (36) Positron's Blast - Damage/Recharge: Level 50
- (36) Positron's Blast - Damage/Range: Level 50
- (36) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (37) Positron's Blast - Chance of Damage(Energy): Level 50
- (A) Obliteration - Damage: Level 50
- (39) Obliteration - Accuracy/Recharge: Level 50
- (39) Obliteration - Damage/Recharge: Level 50
- (39) Obliteration - Accuracy/Damage/Recharge: Level 50
- (40) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (40) Obliteration - Chance for Smashing Damage: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (42) Luck of the Gambler - Defense/Endurance: Level 50
- (42) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (45) Luck of the Gambler - Defense/Endurance: Level 50
- (45) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (48) Luck of the Gambler - Defense/Endurance: Level 50
- (48) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (A) Endurance Reduction IO: Level 50
Level 2: Swift- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (33) Miracle - +Recovery: Level 40
- (50) Numina's Convalescence - Heal: Level 50
- (A) Empty
- (A) Endurance Modification IO: Level 50
- (42) Endurance Modification IO: Level 50
- (A) Empty
- (A) Empty
Level 2: Rest- (A) Empty
Level 20: Chemical Ammunition
Level 20: Cryo Ammunition
Level 20: Incendiary Ammunition -
Only if you've hit level 50 and unlocked incarnate abilities though, if I recall. The OP may not have done so.
-
I find it odd that for end management advice you'd jump to something only available at level 50, and fail to mention Physical Perfection which is available much sooner.
-
If it's going to be as a hard dichotomy to team content, yes. And in fact, truly solo, should mean solo, not solo optional, in most peoples' lexicon. I don't exactly get why you'd even phrase this question as such. I'm not saying I *want* truly solo content, like we have in a few cases in Praetoria, but yes, that's the real polar opposite of team-only content. I'd far prefer that most of the content be available to both teams and solo players. This is the norm for this game, thankfully. And it's one of the reasons I like this game so much. I just hope that this isn't likely to change (*note* I'm not predicting that it is going to change. I honestly have no clue. I'm just sympathetic to the poster that fears it may become so.)
-
Quote:I'm getting the impression from what I've read that some places (mostly places in Atlas) are out of phase with the rest of the world. If people are in or passing through them, they go grey. Atlas has more of these 'out of phase' areas, so we see it in Atlas most. If they are out of phase, they go grey in the Team UI. If they head back to Miss Lib and go through a out-o-phase area ont he way, well, they go out of phase.But I don't understand how or why this affects the team UI window. While we were playing (Hero tips) in Atlas Park, teammates were going gray who were doing nothing but heading back to Ms. Liberty to train up before joining us for the next mission. Why would they go gray while training up (or shopping at a vendor)?
Granted I'm new to the concept, too, so I might have read some things incorrectly.. -
Quote:Tex, I get what you are saying. Totally. I'm a sucker for strategy. But, I think you are dismissing this a little bit out of hand. Rejecting the commonly held strategy ideas, especially in an evolving game, means that you are more likely to stumble upon a better (granted, or worse, if just using chance) strategy than if you only do what has worked in the past. Disregarding the strategy status quo every so often his how we improve and/or adapt our techniques...Yes, why don't do we imagine that. I will cast Ice Arrow repeatedly and never attack, the Tanker can skip her mezz protection, and the Empath can put the heal on autofire. Strategy is completely meaningless and to even talk about it an affront to players who "dare to be having fun."
Obviously not every output of a totally free system will be worth anything, but some will be. Some might be even better that our currently held conventional wisdom. Maybe. I'm at least game to encourage others to try and find the upsides and downsides. I'll not discourage that. I may not experiment that much myself (but I may) but I for sure don't want to tell people not to try new things..
And, in defense of the poster you quoted, they did say, "use all of their powers,' and at no point mentioned skipping mez protection, or anything near that radical. I'm not saying I agree with the exact sentiment the poster you quoted was advocating, but I do think you weren't totally fair in your treatment of what they actually said.. -
Quote:You have a very valid point. If you actually want nerve for it's primary bonus, of accuracy, that it can be totally worth it, especially if the secondary bonuses are also of interest to you.. Myself, I can stand missing, so I almost always make sure ACC is a non-issue before I ever hit lvl 50. I think most people are like me in that regard, especially since usually it's fairly easy to do, based on most sets picking up +acc incidentally. But, if you don't, Nerve will be wonderful. But, in those cases, it's the +acc that is the biggest reason to get nerve. Not the +def or other secondary bonuses..I don't regret taking it on my mind dominator. If I pumped more money into the character I could use purple sets to give myself enough accuracy to where I don't need it, but as it stands I focused all my sets on +recharge and nerve takes care of the accuracy problem I had against +4 enemies and boosts the duration of my controls.
I wouldn't suggest it for 99% of the characters out there though.
I guess I'd say, if you want to hit more often, and feel you miss more than most, Nerve might be awesome for ya, especially if you also have def based powers which will benefit on the side. If you want more def, take musculature (or anything other than nerve) , and respec more slots from attacks to def based powers, or pick some different sets to get +def bonuses. Or chill and get barrier as soon as you can..
In my usual experience, I usually only have acc issues on melee alts when I'm running tons of Kin Combats and Imperviouses, which offer no acc bonuses, and Kin Combat has pretty pathetic Acc on it's own. But, on those alts, I often end up with Focused Acc or sometimes even tactics, so I don't find nerve worthwhile. If I didn't have those powers available, I'd probably take Nerve a LOT more.. -
Absolutely. I often tank with my Dark def. She's a dark/elec, so pitiful damage, but add in the sapper tools, and she's usually more effective than the party tank at lvl 20s-30s.. Even in the 40s she's not bad as a secondary tank.
And she was doing this even while leveling up with mostly SOs. It's a little bit skill, some slotting, but mostly just how effective Dark/x can be. /Dark corrs are similar, but the enhanced Defender numbers make a noticeable difference, in my experience.. Dark paired with most anything and Dark will be the stronger set. In my experince. So, do you want the enhancement to your stronger set (def) or your weaker set (corr). I find maximizing my strengths to be usually better than minimizing my weaknesses (weaker-neasses?? perhaps? Not like any of the blast sets is all that weak). Until recently, the best reason for a Dark Corr in my opinion was that corrs could make use of the awesome Fire Blast set. Now, defs can play with fire, too.
Hmm. Maybe I should make a dark/fire def to compare to my Fire/Dark Corr. OK. I'm out to hit the alt creator. See ya in the game.. -
I don't get the impression that the OP was looking for advice on how to avoid endurance issues, but was looking for a combo that didn't have to worry overmuch about using all these techniques. There are combos that largely don't even have to pace themselves, or worry about optimal slotting, etc. I was under the impression he was looking for help finding these combos more-so than looking for advice on end management.
Not that any of the end management advice I've seen here is wrong, far from it, it's all been stellar, but I just didn't think that was what was being asked. Maybe the OP might be willing to clarify. -
All 3 of your ideas would make for a awesome pair. I'd skip time myself, as it seems the biggest stretch thematically, and for several other reasons, which as I think about summing them up, sound pretty minor on a case by case basis, but taken in aggregate, well. OK. I just like Cold and Storm better in this situation.
For your Stormie. Well, first, Storm is an offensive machine, but, it doesn't get credit for how defensive it is, too. I love Stormies just because they are so darn safe. I personally would skip the KB cones, especially Gale. Every time I've taken gale (on a defender, obviously, controllers are stuck with it) I've respecced out of it. It's not a worthless power, but it's not complelling enough to take a a slot usually. Hurricane does the job just as well 99% of the time, and adds -tohit. And Hurricane doesn't need ACC slotting to work well.
I find that Freezing Rain's knockdown and 'run away' effect is usually plenty of mitigation for many spawns. Hurricane neuters most melee threats. Standing under a Lightning Storm is also an awesome defense. If people are still getting to interested in ya in a bad way, Tornado often fixes things. It's a little too chaotic for a lot of people, but in my experience you can keep the chaos very minimal, and escalate it as a defensive technique only as needed.
When you get to an AV or GM who ignores repel and KB, that's when you can unleash everything.
As for a Cold.... Well I'd say they are every bit as strong, but you will be personally more vulnerable. Storm's tricks work for your team and you, but Colds biggest bonus to survivability isn't available to the Coldie himself. That said, Cold is much more controlled. And much more predictable. Some would label it as much more reliable, even. Huge +def chunks are always nice. Plenty of great AoE Debuffs. Cold develops a good deal later though, if that is a consideration. On the other hand, Cold has a source of -regen, which Storm totally lacks. Cold also has end management tools, which Storm just wishes it had. Granted, you will probably never be gasping for end if you're always teaming with a Kin, but...
A couple of synergy comments.. Heat loss is likely easy to make perma with a SB. And it's -end would compliment the Kins sapper leanings quite nicely.. And on the Storm front (pun intended) the SB would both allow the recharge and end necessary to allow stacking of multiple Lighting Storms and Tornadoes. Perfect for tough AVs. -
Quote:I don't think its underrated, I think that CoH's gameplay has devolved from its original taticalish designs to such a meleer, AOE, Buff/debuff love fest that certain powers moves counter to the game that the players play verses the way it was originally meant to be played.
Look at how little the impact that control as a whole has and keeps having in later designs, its not just knockback but control effects on a whole which are diminished and move counter to the ways that player play the game while teaming. Even in this very thread people were talking about improper use of immobilization, other threads talk about improper use of phase powers, and this one was about knockback being underrated/hated when used "improperly".
Players like Buff/debuff effects because they are additive to every style of gameplay. They only make the whatever character that the character is using better, they make whatever foes they are fighting worse. The only exceptions might be stealth effects and +speed effects. (note that players hate debuff effects when used against them as it changes the rules in how the game works)
Most everyone likes control when they are in control of it and dislikes control when someone else has control of it. 'You' see the right way to use these powers and everyone that moves counter to how 'you' use these powers is using them wrong. ((you as a general you, not any specific person in this thread)) You know how to use knockback, that player doesn't. You know how to use an aoe immob, that other player doesn't have a clue and is messing everything up. Ironically control is just as much about controlling how someone else plays the game as it is about controlling the mobs themselves.
Players hate being told how to play the game in a specific way, especially when that way is counter to their current playstyle.. this is what control powers ultimately do. They tell you how the game is going to be played regardless of how you play the game. You phase out a group.. no we're not fighting them at the moment. You teleport a group.. we're fighting over there. You scatter a group.. no AOE goodness for you. You immob a scattered group.. single target powers HO. You disorient a group.. look at those drunk mobs go.. and so on. Players dislike loss of control and things not behaving the way that they typically do.
Hmm. These are all good points, and address the psychology behind the issue. I think you may very well be on to the reason KB inspires such passion from both the supporters and detractors.
That said, if a group isn't on the same page, and is working at cross purposes, and each one is trying to control how all their team mates will have to fight, without communicating this to the others or reaching a consensus, it *is* less efficient in most cases. -
Quote:Too right! You don't even have to be clumping them on a point person. I often try to clump enemies on patches (ice patch, tar, etc) and an early immobile happens in these situations just as often as I see it happening to tankers.There are other powers/effects that can be mishandled every bit as badly as knockback -- one of the worst is mindlessly immobilizing groups when they are widely spread out, instead of waiting for them to gather on the point person (usually a Tanker, or another AT in that role). So if you're using immobilize to stop knockback, wait a few moments for the foes to clump up first.
At times it feels like to me that players think there is a reward for attacking first regardless of what extra effects are attached to that attack. -
Quote:Thanks Eric! I don't know how I missed hearing about this, but I did. Thanks to you and the others here, I should be caught up in no time.A bit more information on phasing here on the wiki.
-
That shouldn't happen just for dropping a sub for a while. As the previous poster said, it should just grey out while in premium status, with everything coming back to the way it previously was when you pay again. Either it's bugged, and she should /petition, or something else is going on.