Mystic_Cross

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  1. Quote:
    Originally Posted by Arcanaville View Post
    Mystic_Cross:


    That sounds less like any version of the manual, and more like the Issue 6 version of the Prima Guide. Those statements would not necessarily reflect the intentions of the archetype designers themselves.

    You are correct, of course, it was the Prima guide, my mistake. I haven't looked at the thing in years (basically since I started playing), but it was the first thing I thought of when I heard "manual", and I happened to have it on the book shelf.
  2. tl:dr version - Blaster secondaries make use of the exact same powers from controller/defender control & support sets, as well as tanker/scrapper/brute primary/secondary powersets and the rest are derived from identical Blast sets in the Dominator/Defender secondaries... so, in effect, they are a mix of damage, mitigation and support, and are classified as a "support" secondary, which can pretty much cover all of the above. also, for the most part, blasters have no problem staying in melee at nearly all times, with the right power choices... you can't go skipping required survival powers in your sets!

    If you're not convinced, go on and read my book!


    Quote:
    Originally Posted by Samuel_Tow View Post
    Obviously, a Blaster CAN spend bursts of time in melee with the right inspiration use, but not scrapping all the time every time in every fight for its entire duration, which is what you WOULD need to do if you wanted a damage aura to have a point as a damage-dealing power.
    I'd say I spend a good 80-90% of my time in melee on my blasters, doms, corrs and trollers... about the only time I leave melee range is to 1) set up a cone attack, or 2) things are getting too hot and I need to back off a bit.

    The latter of those 2 things will happen to most every AT, including tanks, and will happen whether you're solo or on a team.



    Quote:
    Originally Posted by Samuel_Tow View Post
    You're counting a lot of things here that you shouldn't be. First of all, I don't recall saying that what Blasters lack is high-level melee POWERS, but rather high-level melee ATTACKS, and that's true.Total Focus is the only real one, and Shocking Grasp is about a half-way attack in terms of investment efficiency and stupid-long DoT.
    No, sorry, that may be your personal opinion, but it isn't a fact. Your words were that blaster secondaries don't get ANY melee attacks after the 3rd or 4th power pick. That is completely false. first off, Damage auras ARE Melee attacks, more or less... just because YOU choose not to make use of them, doesn't make them less of an attack, and what's the reason you don't use them? mainly because they're melee-use and you can't use them at range. Damage auras are also PBAoE, PBAoE's ARE melee attacks... they are best used in the middle of a spawn for maximum effect, and in the middle of a spawn you are in melee range.

    Shocking grasp is both an attack AND a mitigation power. It's a mag 3 hold that can stack with other holds from primaries and APPs, and it also has a 1 second activation, as Eva said. It also does approx. 100 pts of damage unslotted, and you know what? as far as the "stupid-long" (as you put it) DoT is concerned, the enemy receiving it won't be attacking you because they're held for a longer duration than that DoT lasts. So, Its equal in damage to a tier 2 blast from the primary, it holds your target, and it activates in less time than said primary tier 2 blast.... yea, sounds like garbage, NEXT!

    Quote:
    Originally Posted by Samuel_Tow View Post
    Furthermore, within the context of the discussion, I made the distinction between dashing in and out of melee and STAYING in melee for long periods of time. Almost all of those powers you mentioned can and really SHOULD be used with quick excursions into melee without the need to actually STAY there. This is usually limited to the animation time of the given power, but shrewd Blasters have been "jousting" to enable them to use melee attacks while effectively avoiding being in melee range with enemies pretty much at all.
    Again, this is you stating your opinions on how certain powers should be used. I personally stay in melee range for long periods of time, if not all the time, on most of my blasters. I did so before IO's were introduced, and I've continued to do so since. It's quite obvious that you can't, and I'm not sure if you're trying to figure out how, or if you're just saying people who blap are playing wrong... but it really seems like the latter.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Furthermore, you're counting a LOT of things as melee range that actually aren't. Specifically, PBAoE attacks ARE NOT MELEE, not unless you want to Nova as a melee attack, which it honestly isn't. Off memory, things like Lightning Clap, Combustion, World of Confusion and TIME BOMB are not melee range at all. Melee Range is defined as 7 feet away from your character, which damage auras like Blazing Aura ARE, but control powers like Frozen Aura ARE NOT. Hell, even Hot Feet is more than that.
    So, you use Nova from 80ft? 40ft? 30ft?... if so then no wonder why you're dead. Since this is a Primary power, I have to wonder why you're bringing it up, because you've seemed to discard any mention of using primaries at all unless it suits your side of the argument, but i'll play along with you...

    Nova has a 25' radius (radius means all around you) so if you're not in melee range, you're not getting the full effect of the power, which is not only extreme damage, but mitigation as well since it causes huge KB and scatters any remaining mobs, giving you time to pop some blues and get back to finishing them off, if there are any to finish off. (oh wait, you don't use inspirations either, thats taboo, right?) ok, lets move on to the other powers you listed....

    Lightning Clap, PBAoE with a 15' radius (again, radius means all around you ) even if you chose not to use this power in the middle of a mob, those that aren't hit by it, or are immune to KB/Stun are going to be 1-2 steps away from pummeling you... you're right about this one though, it doesn't do damage, but it IS mitigation, and it's still melee.

    Combustion, again, PBAoE with a 15' radius (do i need to explain radius again? nah) does more damage than you're tier 1 blast, but to multiple enemies, with approx double the cast time, and is actually tagged in the power description as Melee (AoE)...

    World of Confusion, PBAoE toggle, does small amounts of damage, confuses foes allowing you to stay in melee range, hence it's mitigation. This power has an 8' radius, without question, it's a melee power. (oh and PS, I'm not going from memory, I'm going by the actual game descriptions on these )

    Time Bomb/Trip Mine, I'll give these to you... in case you didn't see, I left little notes saying as much in my last post. Calling these melee is incorrect.

    Blazing Aura, yep, you're right... it's a Melee PBAoE toggle with an 8' radius, coincidentally the same radius as World of Confusion, which you said is NOT a melee power.... BA also deals damage, though it has no mitigation... The damage ticks from it help to quickly kill spawns while you're in melee range unleashing the tempest of AoEs from the fire primary and secondary, which is, coincidently, the reason they generate huge amounts of aggro.

    Frozen Aura, a PBAoE with a 10' radius, deals no damage, provides support through mitigation, should be used in melee or it's not going to affect anything due to its limited radius. However, I can go with you on this that it's not a damage power... it is melee, but it's not an attack... even though it does coincide with my description of blaster secondaries being a mix of damage and support through mitigation, which you don't seem to agree with.

    Hot Feet, just for kix, PBAoE with a 20' radius... by far the largest area of effect, also pretty much the only mitigation power in use by Fire Manipulation. It does more damage than Blazing Aura per tick, has a slow effect AND an afraid effect... making your enemies run very slowly away from you (while not attacking for the most part)... is still best used in the middle of a mob where it affects all of them with it's larger than normal radius. Add burn to this to solidify the "afraid" effect and add to your damage, while your enemies slowly try to run and you pummel them with AoEs at close range.


    Quote:
    Originally Posted by Samuel_Tow View Post
    I don't know about you, but I don't tend to drop my Ice Patch at the feet of my enemies. I drop it around a corner I expect them to come around, and then back out of it so they can't swing at me in-between bounces.
    Well then, thats just a difference in playstyle isn't it? Your obvious preference is to stay out of melee range, and you apparently feel that others are stupid for going into melee range on blasters, at the very least, that's how it's coming off to me. Either that, or you're trying to say that blasters are stupid for using their secondaries while staying in melee on the basis that you can't figure out how to use them that way... Surely you can use powers like Ice Patch in the way you describe, but it's not the only way to use it, yet you imply that it is.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Seriously, what powers require you to STAY in melee range? More to point, what powers beyond Blazing Aura, Lightning Field, Chilling Embrace, World of Confusion and the like? In fact, let's do a bit of number-crunching to see why damage auras LOOK like a good investment, but actually aren't. Let's compare Fireball to Blazing Aura.
    Well, let's see... there's Charged Brawl, Havoc Punch, Thunder Strike, Shocking Grasp, Power Thrust, Energy Punch, Bone Smasher, Stun, Total Focus, Fire Sword, Combustion, Fire Sword circle, Burn, Hot Feet, Frozen Fists, Ice Sword, Freezing Touch, Frozen Aura, Mind Probe, Telekinetic Thrust, Drain Psyche, Psychic Shockwave.... Chain any of them together, even with ranged powers from your primary, and you're pretty much required to stay in melee to complete your chain, or waste time by dodging in and out.

    Along with the powers you mentioned, that's nearly all secondary powers, or at the very least 60-70% of them... and not that each individual power requires you to stay in melee range, but the majority of them actually allow you to, while dealing higher mod melee damage (specifically on the punch attacks) without running in and out, wasting time.

    Oh, and FYI... it IS possible to use Fireball and your other primary powers while you're standing in the middle of a mob, while also gaining the extra damage (and/or mitigation) from your secondary powers like Blazing Aura and Hot Feet, not to mention the other PBAoE attacks. your posts imply that blasters are incapable of using ranged powers in melee, or that blappers don't use their primaries at all, which is fairly ridiculous.

    Quote:
    Originally Posted by Samuel_Tow View Post
    I'm gonna' eyeball it and say that a non-suicidal Blaster will only spend around a tenth of his time in melee. Yes, if you wanted to fire all of your secondary powers in quick succession, that would take some time, but let's take a less suicidal practice and go for just two at a time. Say Fire Sword and Fire Sword Circle. This gives you a time in melee of four seconds (exactly), assuming you go in, hit the powers and go out. Even with a bit of leeway for movement time, that only gives you two ticks on Blazing Aura, with the rest of the time spend running an aura which costs a not insignificant amount of endurance, but does nothing because enemies are out of range.

    At a 10% time spent in melee, Blazing Aura actually has a DPE of around 0.7 and a DPS of around 0.56. You have to understand that the only reason Blazing Aura looks good on paper is because on-paper calculations assume you are always constantly in melee and hitting all targets... Which simply isn't the case. It's not the case in how I find it to be at all survivable, and it's not the case in how I see other people playing their Blasters, including people who are rather a lot better at survivng than I am.

    Blasters are not Scrappers, but they more or less HAVE to play like Scrappers if they want a damage aura to be at all worth it. And considering damage auras have lengthy, rooting activations and long-ish recharges, toggling juggling with them doesn't really work.
    Again, here you are making a scenario that suits your argument, and of course it has validity in the scenario you're presenting, but it loses it's validity the moment you actually start spending the majority of your time in melee range... you're taking the main aspect of actually staying in melee and downgrading it to spending 10% of your time in melee... by that point, of course it's not going to make sense using your damage auras and the like, even while "jousting"... However, staying in near-constant to constant melee range and actually using the tools provided to minimize your damage taken increases the use and DPE/S of those powers to perfectly acceptable levels... and in the meantime, you would be doing more damage and on a larger scale, albeit with a chance of considerably more risk.

    An average tier 2 blast does around 100 damage every 6-8 seconds, not including cast time... which would bring it to more around 8-10 seconds... Blazing Aura and Hot Feet together, deal 25 damage every 2 seconds with no cast time if they're already active (which you can activate out-of-combat)... so in the same 8-10 seconds, BA+HF deals 200-250 damage... and those are unslotted numbers. even with no damage slotting, only end... you're getting an extra 200 or so damage with no activation time WHILE you're attacking with your other powers. To me thats worth it, even vs a single target... and endurance isn't so much of a concern with proper slotting and Consume.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Yeah, saying the powers are "support" is akin to saying that the man who mugged you was, in fact, a man. Yeah, that's useful to know, but it doesn't really say much, does it? Especially since there's practically NO support in Fiery Manipulation.
    I didn't say it, the game manual did... if you have issue with what those writers say the secondary is intended for, or their source of information, which was most likely the developers, then by all means, take it up with them. and yes, FM has support in the form of it's slow and afraid effects in Hot Feet and Burn... enemies rarely attack when they're running away slowly... it also has superior AoE damage to take out large mobs rather quickly... much more so than any of the other secondaries do.

    Quote:
    Originally Posted by Samuel_Tow View Post
    This does not even begin to be true. Disconouting Energy Manipulation, "the majority" of Blaster secondaries are very much not designed to deal damage. You counted a lot of non-damage powers in your "melee" list, but let's count attacks only. I'm instantly going to exclude T1 immobilize powers, because while these DO deal damage, their cost for doing is is absurd. You CAN use them for damage, but then you CAN use Beanbag for damage, or indeed you CAN use Soul Drain for damage. As in, you can, but why would you want to?
    Soul Drain is actually a very nice damage AoE, and it has the bonus effect of -tohit and boosting your own damage and tohit. It's also not even a blaster power, and beanbag isn't a secondary power, so why you're bringing them up as enforcement to your argument is beyond me... and by the way, I never said they were designed to only deal damage, but they obviously, and for the most part, deal damage in good amounts as well as providing controls and mitigation.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Fire Manipulation, the "damage" secondary, gets three - Fire Sword, Fire Sword Circle and Combustion. Consume does not count and Burn REALLY doesn't count. I mean, OK, I can give you a fourth power if you REALLY wanted a crappy Avoid damage patch and didn't mind wasting oodles of time that could be better spent on actual attacks, but four out of five is still not "the majority."
    So it's 3 is it? perhaps by your standards, since you don't bother with the toggles, and you only step in 10% of the time at most. The damage toggles, or at the very least, Hot Feet, can be one of the most powerful tools in a /fire blasters survival, so no wonder you can't hang in melee. Other powers you disregard as stupid are also the same type of powers, like Shocking Grasp, which is extremely helpful AND adds to your damage considerably, with little investment time.

    You seem to disregard many of the key mitigational powers that blaster secondaries have to offer, and then you complain that you can't survive in melee, and actually have the gall to say that blasters as a whole, unless they're IO'd out to the max, can't do it either... your outlook is severely ignorant and narrow minded, and I'm sorry if that offends you, but you're extremely unwilling to listen to reason, or even acknowledge that other players are running melee blasters, with great success, and on SOs, while spending most, if not all, their time in melee.

    Yea, I'll agree that Burn, by itself, sucks pretty bad as a damage power since the enemies all run out of melee when you drop it. Then again, Used in conjuncion with Hot Feet slotted with a few Slow SOs, it can do some pretty nasty damage while the mobs *try* to run away before they die... Its even better if you're on a team with a controller who can lock mobs down so they can't run, and it frees you from immobilize effects too... that's pretty handy.

    Blaster secondaries ARE a mix of support, control and damage... as proof, the mitigation powers they use are the exact same powers, more or less, as Controllers and Defenders get in their primaries, with some additional attacks added in... one of the main mitigation tools for fire/kin trollers is Hot Feet, Fire/Kins have been stated repeatedly as one of the best, if not THE best toons for farming... which consists of constantly and quickly dispatching large mobs with little to no danger... Hot Feet is a key power in that role.

    another power that's common between */fire blasters and fire/* controllers, is Ring of fire... and these are the only two mitigational powers */fire blasters get, the rest are mainly damage... Like Blazing Aura, Consume and Burn, Which Fire Aura scrappers have access to... and there are the obvious Combustion, Fire Sword Circle and Fire Sword... which are also pure attacks, two of which Fire Melee scrappers get in their primaries, and the other is in Dominators "Fiery Assault" set. ironically, Scrapper Primaries and Dominator secondaries pleasure is damage, So what's with them being in blaster secondaries? Damage, of course...

    even more so, what is Burn doing in Fire Aura, the tanker primary and scrapper/brute secondaries? in a protection set? really? that must be because it's both a mitigation power and a damage power, in pretty much the only protective set that uses offense as a primary form of defense (which is mostly what blasters do too )... I can't believe that doesn't drop a hint for you... go figure.


    Quote:
    Originally Posted by Samuel_Tow View Post
    Mental Manipulation has Mind Probe, Telekinetic Thrust, Scream and Psychic Shockwave, and I actually see Psychic Shockwave as the equivalent of Total Focus, a T9 attack that's out of norm. I have a bit of a hard time counting Scream, as that's a power which should have been in the PRIMARY (it's a Psychic Blast power), but somehow migrated in the secondary when they were proliferating, once again proving that what goes in the secondary is "whatever powers are left lying around."

    Electric Manipulation... OK, I'll give you that. It has Charged Brawl, Havoc Punch, Thunder Strike and Shocking Grasp, which while not a very efficient attack, is still very much an attack. And that's still four out of nine.

    And I'm not even going to look at Devices, as you mentioned.
    You forgot the damage aura for Electric, Lightning Field, which is also a Damage power in Electric Armor... the only difference being, the blaster version does only slightly less damage than the scrappers, but more than tanker/brutes, and has more than double the radius of any of them.

    Psychic Manipulation is a bit of an odd duck in the pond of blaster secondaries, however, every single power in it offers mitigation through -recharge, and then it has the buff/debuff power Drain Psyche, along with a PBAoE stun, PBAoE Confuse and a ST Fear power. Psychic scream, as you said... is an attack power (i.e. additional damage) and can be found in both the Defender "attack" secondary and the dominator "attack" secondary, which for one, further solidifies my point of blaster secondaries being both support and damage, thanks...

    The other Psychic Manipulation powers are also gathered mainly from the Dominators "Psionic Assault" secondary, which includes Subdual (called "Subdue" on Dominators, but nonetheless the same power) Mind Probe, Telekinetic Thrust, Drain Psyche and Psychic Shockwave, on top of Psychic Scream.... so that leaves Concentration (a.k.a. Build Up), World of Confusion and Scare as the only 3 powers not found in an attack set... of which Concentration (or build up if you prefer) is common in blaster secondaries, World of Confusion is unique to this specific secondary, and Scare is basically a single target version of Terrify for Mind Controllers, or possibly Fearsome Stare from Defenders Dark Miasma. again, a large mix of damage along with control and mitigational "support" powers.

    if you really want, I can go through all the blaster secondaries like this, because they all come out pretty much the same... with a modicum of powers from Defender and Controller sets coupled with other damage and/or survival powers from the other blast and melee sets.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Basically, you have to count attacks that aren't attacks to get an impression that Blaster secondaries are mostly about damage. They're not. As a matter of fact, you can't even count damage auras, because their contribution is silly. If you get all ticks on all targets, maybe, but seriously - what kind of Blaster stays in melee with 10 people for 10-12-14 seconds to get a decent return? Because I can very much blast 10 people into dust in about three seconds FROM RANGE on your average Blaster. Seriously, if I can't get even JUST Fire Sword Circle and Combustion before I'm either in the red or in the dead, what use is Blazing Aura going to be when its range is shorter than BOTH powers?
    A bit of over exaggeration there? I highly doubt you could blast a mob of 10 into dust, solo, from range, in 3 seconds... at the very least, not without severly IOing... which you're apparently against and don't do.... and even then it would be a stretch, unless you're Nuking after BU+AIM... which would still be difficult considering Nukes have cast times of 2-3 seconds alone.

    Also, You're doing it wrong... first off, none of the powers you listed are mitigation... Blazing Aura is damage... Hot Feet on the other hand, has a larger radius than both the powers you stated, AND provides mitigation in the form of slows and "afraid"... you're not setting yourself up to be safe, or even using the mitigation available to you... you're just running in and trying to spam your AoEs which will obviously, as you've found, and as I said in my last post, get you killed quickly.

    Second, You're activating too far away if you're worried about the range on Blazing Aura... which isn't even your main mitigation power. So to answer you're question.... Blazing Aura isn't going to do jack if you're activating Combustion and FSC at range... and since the radius on FSC is about 5ft shorter than Combustion... yet only 2ft larger than BA... chances are that by activating at range, rather than in the middle of the mob, you're probably not even hitting anything with FSC to begin with... and if you are, you're not hitting much, making it an even bigger waste of end consumption and damage potential than your toggle for Hot Feet would have been, if you even had it.

    Its severely funny that you underplay the facts, while greatly exaggerating your own ideals... please try again, preferably with more fact and less personal opinion, thanks



    Quote:
    Originally Posted by Samuel_Tow View Post
    Except they don't do that. You keep citing Fire as THE damage dealer, ignoring the fact that it's really not. You have Fire Sword, which is the only decent damage power in the set. Fire Sword Circle is both slow and not very strong and Combustion is EVEN SLOWER. They'e not bad AoEs, but unless you go Mental Blast, your primary AoEs are better and SAFER. Basically, unless you're Electric or Energy, the damage your secondary deals is incidental. It's not BAD, but it's more than made up for by the risk you take to deal it, especially when it's AoE AND SLOW AS HELL.

    And as far as adding mitigation... They don't really do that, either. Yes, Ice Manipulation kind of does, Devices doesn't do a whole lot else (or a whole lot in general) and I'd be hard-pressed to say Mental does. But Energy Manipulation? Electric Manipulation? The only mitigation they have is an orphaned status effect, and in the case of Electric, a mag 2 one that doesn't even catch lieutenants. I can get more mitigation out of that from Munitions Mastery... Or Force Mastery, or Electrical Mastery... Or practically ANY Epic pool that Blasters get access to.
    Well of course they're not adding mitigation for you, You've completely disregarded all of the mitigational powers, like Hot Feet, Shocking Grasp, Chilling Embrace... and probably most, if not all the rest, too.


    Quote:
    Originally Posted by Samuel_Tow View Post
    So your argument is that because it deals ANY amount of damage, Blasters need it? Brawl deals damage. Do they need that enough to have it as part of their secondary?
    No, my argument is that *most* blasters can survive perfectly fine in melee, on SOs... their secondaries can be far more useful than you perpetuate them to be, and blaster secondaries are (for the most part) a good mix of Damage, Control, and Support through mitigation and control. They obviously aren't as capable as "specialist" defenders or controllers, but they are far more capable than you're making them out to be.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Yeah, if you intend to do that with SECONDARY attacks, I dare say that's pretty ambitious. Discounting the fact that Fire is the only one with meaningful AoE in its secondary, even that doesn't have enough punch to kill sufficiently meaningful enemies before they kill you. And if you think I'm looking at enemies that are too hard, these are the same enemies I can take out at range with relatively little trouble. And if you think you'll jump in and use mitigation... WHAT mitigation? Outside of Lightning Clap, you have no AoE mitigation in any secondary, and even Lightning Clap will just scatter enemies and make it impossible to kill them before they wake up. It's not exactly long-duration. And even then, it won't stun lieutenants, which if you happen to meet a Mentalist, will tend to kill you in pretty short order.
    You're the only one who said anything about ONLY using SECONDARY attacks, I never said as much, and never would. I rely heavily on both my primary and secondary powers as a blaster, and both can be used for damage AND mitigation, depending on the set, of course.

    You want an example of mitigation, fine... I'll use my Elec/Elec blaster, as he was specced with SOs, before I rebuilt him...

    Bring up Voltaic Sentinel, Drop into a mob with Lightning Field active, Short Circuit/Power Sink... mobs are now end-less and can't attack, LF keeps them that way, while damaging at the same time... all the while, VS is hitting targets too... now I BU+AIM+Ball Lightning+Thunder Strike.... everything's dead, onto the next mob. In the off chance there's still someone standing, like a boss... well, ok... Shocking Grasp+Tesla Cage has them held, they're still taking damage from Lightning Field, and the DoT of Shocking Grasp, not to mention VS, if that doesn't have him dead... I smack him down with Charged Brawl, or Havoc Punch, or both depending on how much HP he has... he's dead... on to the next mob.

    As far as Mentalists and other mezzers go, there are such things as break-frees, and at the very least, you can still attack with your T1/T2 primary and T1 secondary powers... not to mention, mezzers are ALL ranged, so no matter where you are, they can get you... it doesn't matter if you're in melee or at range, so your point regarding them is moot. blasters aren't tanks or scrappers... they don't have mez protection, but they certainly have the tools to handle Mezzers and other trouble enemies... like with Shocking Grasp+Tesla Cage... Freeze Ray/Freezing Touch, and plenty of other powers that produce KB/KD/Stuns/Sleeps/End Drain or what have you.

    Quote:
    Originally Posted by Samuel_Tow View Post
    "Depending on your personal ability" is a pretty... Unconvincing argument. Specifically since it depends most of all on BUILD. Inventions build, more specifically. And if I need to use some inspirations AND DON'T HAVE any because I needed to use some inspirations on every fight in the entire mission and I simply ran out, what then? Run out to buy more and sink ten minutes into that? How many times per mission?

    Furthermore, if we're going to be feeding on inspirations constantly, then my Scrapper is going to ANNIHILATE the same enemies without even noticing they are there, because he's currently capable of facing them without inspirations. It's a REALLY bad argument when you compare Blasters with inspiration use and other ATs without inspiration use. And if you compare them with inspiration use, Blasters come far behind. And I've looked.
    I use inspirations when I need them, regardless of the alt... and at one point or another, they all need them. You keep wanting to bring Invention builds into this for some reason and you keep pretending that's what I'm talking about... sorry, I'm talking about SO'd characters... you want to keep feeding the invention build fire, go right on ahead... you're just showing your ignorance on the matter.



    Quote:
    Originally Posted by Samuel_Tow View Post
    What are you fighting that doesn't insta-hold you or two-shot you? Because even basic sapwns of Nemesis and Rikti enemies basically kill me before I can get a word out if I come into melee range of them. Nemesis lieutenants, especially, who don't stun from Lightning Clap, whom you DO NOT want to kill first, and who both stun you AND deal a ton of damage with their bayonets. And who, might I add, keep spawning in twos, and on one particular day insisted on spawning in threes.
    It varies from set to set, but for the most part, I tend to try and stay away from Malta for the Gunslingers, Tac Ops and large robots... and Carnies if there are Master Illusionists, those are just a PITA... Nemesis I really don't find all that bad, and Rikti/Lost are pretty much Pushovers, Psychic Clockwork can be a small pain but are overall pretty easily doable, as well as Arachnos, Council/5th Column, and Cimerorans.

    Quote:
    Originally Posted by Samuel_Tow View Post
    And again - if you want a decent test of merit, try fighting the Praetorians. Say, pick Siege's minions, decent-sized spawns of them. And when 10 people hit you with simultaneous Power Bursts, let me know how that goes. Because that exact situation is what made me rage-quit the last time I played one of my 50 Blasters.
    I can't say I've solo'd the Praetorian missions on my blaster, they were "double-boxed" with my Emp and my blaster because I wanted to do them as AV's and I'm fairly sure my E3 couldn't solo them as AV's without a bit more support... but yea, I did the Siege mission, and the rest, set to +1/x3 w/ bosses and AV's, of them all, pretty much the only really tough one was Tyrant... however, at this point I also had most of the IO's I wanted in place... by no means is my blaster softcapped, but he has about 20-25% melee defense, and the Electric APP shield for some resistance, along with Surge of Power... so this particular endeavor isn't going to meet your particular scrutiny of blaster survival on SOs. I mostly went with recharge and damage bonuses in my IOing, with a bit of melee defense for some added protection.

    on a side note, since this will probably be my last post on this matter...

    Some people simply don't find it fun to play blasters and other squishie types within melee range of mobs, and that's perfectly fine. If you're more comfortable playing at range, then do so. But applying a standard to how everyone should be playing their AT of choice is just wrong, even if they're not playing how you (and that's a general "you" not specifically you, sam), or even the developers, intended the AT to be played... that is, unless it's using some kind of exploit, which would be completely understandable when you say "hey, you're not supposed to do that!"
  3. oh no, not this discussion again... I can already see the devs will be thinking very long and hard about any future temp powers they add through booster packs.

    on topic: I haven't seen this new rooting bug, as I haven't been in-game for a few days, but it sounds like it's bound to develop some problems.

    FWIW I prefer not having the prompt at all, but if it comes down to wasting development time in order to add options for auto-accept/decline or keeping the prompt, I'd rather keep the prompt and let the devs work on making cool new stuff instead.
  4. WARNING: Extremely long post ahead, take care that your head doesn't implode

    Quote:
    Originally Posted by Samuel_Tow View Post
    Considering that the developers have told us pretty much what I'm saying several times, I'm inclined to go with that interpretation. It's the old "Range as a form of defence" rhetoric that was never actually true, but was nevertheless officially supported last time I checked. In fact, I forgot who it was that said enemies had higher melee damage mods than ranged damage mods, so it was still safer to be at range.

    Blasters have always been sold as the "glass cannon" of ATs, and I believe even the old manual states as much. I don't want to go digging mine out as it's three boxes down and on a shelf, so I'll leave it to questionable memory.
    According to the "old" manual (mine covers Issues 1-6, which is far outdated), Blaster Secondary powersets are classified as Support. It also goes on to say, and I quote:

    "Blasters have a superior set of crowd control capabilities in their secondary powerset. and, even alone, a blaster can be more than a match for several mobs at once - with the right strategy, of course"

    It also says under the AT's Cons:

    "Since you're primarily endowed with heavy-duty ranged attacks, melee combat is decidedly not your forte. While some blaster secondary power sets do feature melee options, you're better off, in almost every case, to only get one or two melee attacks and concentrate your power choices and slotting on ranged attacks (after all, you are not a scrapper or tanker)."

    and...

    "Blasters are made of tissue paper (relatively speaking), so if you're drawing too much aggro, retreat to the cover of the nearest tanker or scrapper within range and/or fly or superleap for the highest skyscraper for cover."


    This is sound advice for someone new to the game, or even new to blasters, but as experience and playstyle preferences develop, some people are going to find that the melee options in blaster secondaries have a far superior damage potential than most, if not all, of the ranged attacks... so, even while the risk can be greater, the fun factor can be too.

    I personally have the most fun while playing in melee range, surrounded by large mobs and surviving through it. I've tried my hand at melee AT's in consideration of this, and while I enjoy them somewhat, I can never get quite the same level of satisfaction with them. I prefer blasters, dominators and corruptors, and to a slightly lesser extent, controllers.

    Regardless of what the manual says, (most) Blasters who only stay at range, IMO, are not living to their full potential... just because it's a blaster doesn't mean it's supposed to be at range all the time. Conversly, just because I prefer to be in melee most of the time, doesn't mean that I feel everyone else should be too... however I do feel that some are missing out on their full capabilities by never entering melee, some of the best tools from blaster secondaries are melee-range powers.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Besides, look at how Blast sets are designed - those that get melee attacks AT ALL get those up to about their third or fourth power pick. Almost no set gets melee attacks later on, with the exception of Total Focus.
    This statement is Completely fictitious, every blaster secondary has more melee powers than anything else, with the only exception being Devices. See below for a comprehensive listing of melee powers in blaster secondaries, as you can see for yourself, all blaster secondaries sport, at minimum, five melee powers out of 9, except Devices, which has one melee and three questionables. Granted that they aren't all primarily damage powers (i.e. attacks), but they are all Melee powers (again, foregoing the exception of devices).

    Electricity Manipulation

    Charged Brawl - Melee ST damage
    Lightning Field - Melee PBAoE damage toggle
    Havoc Punch - Melee ST damage
    Lightning Clap - Melee stun/kb PBAoE
    Thunder Strike - Melee damage/stun/kb PBAoE
    Power Sink - Melee end-drain/end-recovery PBAoE
    Shocking Grasp - Melee ST damage/hold

    Fire Manipulation

    Fire Sword - Melee ST damage
    Combustion - Melee damage PBAoE
    Fire Sword Circle - Melee damage PBAoE
    Blazing Aura - Melee PBAoE damage toggle
    Consume - Melee damage/end-recovery PBAoE
    Burn - Melee damage PBAoE
    Hot Feet - Melee PBAoE damage/slow/afraid toggle

    Ice Manipulation

    Frozen Fists - Melee ST damage
    Ice Sword - Melee ST damage
    Chilling Embrace - Melee PBAoE slow/damage-debuff toggle
    Ice Patch - Melee PBAoE knockdown/slow
    Freezing Touch - Melee ST damage/hold
    Frozen Aura - Melee PBAoE sleep

    Mental Manipulation

    Mind Probe - Melee ST damage
    Telekinetic Thrust - Melee damage/knockback
    Drain Psyche - Melee PBAoE +regen/recovery foe -regen/recovery
    World of Confusion - Melee PBAoE confuse toggle
    Psychic Shockwave - Melee PBAoE damage/ foe stun/-recharge

    Energy Manipulation

    Power Thrust - Melee ST damage/knockback
    Energy Punch - Melee ST damage/stun
    Bone Smasher - Melee ST damage/stun
    Stun - Melee ST damage/stun
    Total Focus - Melee ST damage/stun

    Devices

    Caltrops - see note 2 below - Melee/Close-Range Damage TAoE
    Taser - Melee damage/stun
    Trip Mine - Melee PBAoE damage - (see note)
    Time Bomb - Melee PBAoE damage - (see note)

    NOTE- Devices Trip Mine and Time Bomb, while not technically Melee "use" powers, actually need an enemy in melee range of them in order to work after being placed. It also seems "toe-bombing" has become a fairly wide-use practice with devices, especially on teams, hence them being put into the Melee powers category.

    NOTE 2- Caltrops has a much shorter range (25ft) than any TAoE I've seen in the game, but calling it a melee power is still quite a bit of a stretch... however, from the majority of times I've seen it used, it's been within melee range.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Furthermore, if the intention of Blaster secondaries were to deal damage, then Devices fails SPECTACULARLY bad, and I can just turn the argument around for almost no loss in validity. I could probably put Ice Manipulation in there, too.

    This whole thing actually stems from a pretty crucial question that no-one, player or developer, has ever been able to answer - what are Blaster secondaries supposed to do? Deal damage? Devices can't. Act as support? Fire Manipulation can't. Keep things at range? Few actually CAN.
    Hate to burst your bubble there, but that question has been answered. Blaster secondaries are intended as Support. Go dig out that manual and take a look

    My personal opinion on the matter is that the manual is only half right. The majority of Blaster secondaries are built for Melee/PBAoE damage and soft controls (support) to help keep you, the blaster, and your teammates alive. None of the secondaries do just one thing... they're a mix of damage, soft controls and survivability tools, and are meant to compliment your choice of primary. (well, except Fire, which is pretty much a one trick pony)

    The majority of blaster secondaries can deal gobs of damage to foes in melee range, and for a majority of the powers, their primary purpose is to deal damage, while providing mitigational "support" tools to help you survive.

    So, my personal answer your question is, Blaster Secondaries are supposed to compliment your primary powerset and provide a number of tools for damage mitigation and overall survival, most blaster secondaries are also adept at dealing massive amounts of damage while in Melee range of enemies. Damage and Mitigation ability can vary depending on which specific secondary is in question... Some may deal more damage, like Fire Manipulation, whose primary mitigation is the ability to dispatch multiple weaker enemies quickly, while others are geared more toward control and survival, a-la Ice Manipulation... with plenty of tools to control when and how often your enemies can attack you.

    or the tl;dr version, blaster secondaries allow you do deal additional damage while adding mitigational support for you and your teammates survival.

    Quote:
    Originally Posted by Samuel_Tow View Post
    But again - what does a Blaster need with a damage aura? Are you seriously and honestly telling me that you would dive into melee range of a whole large spawn (large enough to make it worth the cost) and STAND THERE while they take swings at you? Can you honestly survive that without softcapping defence or whatever it is the ebil marketeers do with Inventions?
    1. Blasters need a damage aura to deal more damage, dealing damage being their primary (and for the most part, singular) focus.

    2. Anyone with a brain isn't going to jump into a mob and just stand there while they kill you... that's just dumb. I will however jump into a mob and proceed to pummel them in short order.

    3. Yes, depending on your powersets and personal ability it would be perfectly survivable. If you need to use some inspirations, so be it...

    My Elec/Elec doesn't have any problems most times, He spent the majority of his career in melee range while levelling, I've since respecced him as a blapper and Added some IO's to his repertoire, but he still did fine in melee on SO's... Same goes for the DP/Fire Blaster I played on test during beta. My Grav/Kin Troller, Earth/Psi Dom and Energy/Kin Corr also spent the majority of their careers in melee, as does my DP/Dark Corr I'm currently levelling, along with several other toons.

    Obviously if you're in a situation where you're getting pummeled, you should back off and use ranged attacks or run until you get it back together. I don't spend every waking second in melee on all my alts, my Elec blaster can handle it for the most part, but others tend to dodge in and out of melee, setting up cones or what have you.

    If you're going to be in melee on a squishie, you need to know which attacks draw the most aggro and when to use them, how much your alt can handle and what it can't, and know what enemy groups are bad for you so you can take extra care around them... Trial and error, and gradually pushing up the difficulty settings can usually give you a good idea of your limitations.

    if you just jump in melee, damage toggles active, and start spamming AoE's like they're going out of style, or you don't wait for the aggro to be split with your team (i.e. go in first for the alpha), you're usually going to faceplant quickly.
  5. Quote:
    Originally Posted by greencreek99 View Post
    For me electric blast is killed by the short timer of Voltaic sentinel.

    Can anyone give me a good answer of why sparky can't be permanent or at least on a 4 min timer? It's just stupid in my opinion!

    I don't think there is anything else i hate so much in the game as resummoning constantly!

    VS actually used to have a shorter duration a while back. Before it was changed it was rather annoying. Now it has a 1 min. duration and gives you a 20% damage buff upon summoning thanks to "new" defiance, which is also the reason, I'd gather, why sparky can't be permanent or even on a longer timer... it would basically nullify the defiance buff from him.

    Extending the duration of VS to four minutes would actually be to the detriment of the power, and electric blast as a set, IMO. Starting off a fight by summoning VS + BU + AIM nets you a near 200% damage buff for your first few attacks, and with decent recharge you can get that damage spike approx. every 30 seconds or so, which is a big help on a set that most people consider "sub-par" as a blast set.

    Resummoning VS also helps in keeping a constant, good defiance buff FWIW. As battles drag on, like in AV fights, using VS+BU+AIM stacks with whatever defiance buffs you've accumulated through attacking, and each time you use it, you get an even higher spike damage buff.

    Consequently, I respecced VS out of my build some time ago in order to get more protection for my blappery playstyle with him. At some point I'm going to find a way to put it back in though, maybe I'll just make use of his 2nd build for it
  6. This is the only one I know of...

    Try here: http://www.cityofheroes.com/communit...iend_back.html

    Quote from site: What’s it all about?
    Here’s another great reason to get your old friends back into the game! Invite a friend to come back* to City of Heroes®/City of Villains® and split a FREE 30 days of credit** to your City of Heroes®/City of Villains® accounts! Read on for all of the details."

    EDIT: according to the site, your friend will have to pay for 1 month by credit card, or use a 30 or 60 day time card and needs to enter the code from your referral when reactivating. once they activate and enter the code, you both split 30 free days of game time. So they'll get approx 45 days of playtime by paying one month. Their account needs to have been inactive for 90+ days in order for you both to be eligible for the free time. Read through and follow the directions in the link above and you shouldn't have any problems, just be sure to give your friend the details as well. If they don't enter the code from your referral at the time they activate, the offer will be lost.
  7. I just saw in another thread someone stated that emails with attachments are deleted after approx. 30 days. I don't know if that's a fact or not, but there seem to be a few threads popping up on the subject lately so I wouldn't discount it.

    I just claimed all my stuff I've had sitting in email for about 20 days. I'd suggest others do the same, at least until this thing gets sorted out.
  8. I doubt there will ever be a "done" for any of my alts. "done for now" has come up quite a few times when I lose interest in playing them, but I always go back... if even years later.

    The first toon I ever made, back in issue 7 has just regained my interest again for example. She still hasn't hit 50 yet, but I've gotten 4 other toons to 50 and numerous others up through the mid-levels while she's been on the shelf.

    I think my toons will be done when the servers shut down, because I won't be able to possibly do anything more with them at that point, but they won't be "completed" I'm fairly sure.
  9. Mystic_Cross

    Crazy Idea

    I like the idea.

    Maybe even make it 2x weekend and have everything double.... double xp, drop rate, merits, etc...

    would probably play hell on the market for a while, but it would sure be a fun time =)
  10. Quote:
    Originally Posted by Astrolynx View Post
    That logic is slightly flawed. With that same reasoning no exploits would get fixed because "the exploit doesn't diminish the QoL of most of the players, it is merely the exploiter's fault for doing it."

    Or to directly relate to your analogy, yes guns would need to be controlled more if people were going out and shooting everyone every day. There's a reason why fully automatic guns aren't allowed. There's just a point to where doing something about what facilitates the problem is better than dealing with the ones who actually cause it.

    I'm not saying whether or not the "Master of" badges are actually causing this much trouble. ( I do think that maybe the qualifications could be altered some way so that it's less irksome as a whole. ) Just pointing out that that point of view shouldn't be the way we approach this issue.

    I agree with you that the logic I used is slightly flawed... I was using an extreme case to point out that hating/placing blame on an object in itself is flawed, or in layman's terms... you can dislike or hate the behavior, but the object itself didn't really do anything.

    Like you pointed out in your example, controlling the object is one way to reduce that behavior, or at the very least, reduce the chances of acting out that behavior. Dealing with the cause is usually the best way to correct the problem, anything else is just patchwork.

    Quote:
    Originally Posted by Snow Globe
    Who said it was the entire player base that behaving this way? I certainly didn't.
    No one said it was the entire playerbase, I was just stating that I'm sure it isn't everyone.... meaning that I'm sure you can find others to join you on a regular basis for things that cause you aggravation like getting this badge. I wasn't attempting to put words in your mouth, perhaps I should've been more clear in what I wrote, sorry.

    Quote:
    Originally Posted by Snow Globe
    Yes, and it is the attitudes that the "Master of" badges engender that I believe is bad for the game.
    That may be true, but overall it regards human nature and the fact that people hate to fail and everyone wants to be the best... this isn't something exclusive to the "Master of" badges, anything competitive is going to get this type of behavior. Regarding this game, things like "if you don't have IOs you're not joining my team", or "you don't have these specific powers, you're not good enough" and "this is your fault because you don't have x", "we need archetype x, archetype y needs to go *kick*" can be fairly common things to hear, or so I've read on the boards... I've never had this happen to myself, but I'm sure it does.

    The best you can hope to do is identify who or what is putting a crimp in your fun and try your best to work around it and make your experience better. By all means, rally for changes to how the badge is awarded or the requirements for it. If you feel someone is doing things that are damaging the game, then try twice as hard to do more than them to help make the game better. Most of all, Don't let a few bad attitudes ruin your experience. I'm sorry you've had bad experiences with this part of the game, but if you've experienced the worst it can only get better right?
  11. Quote:
    Originally Posted by PumBumbler View Post
    Anything desirable will bring out the best and the worst in people. This includes contests, loot and "Master of " badges.

    very true, but it's not the contest, loot and "master of" badges fault, it's the persons fault... it doesn't make sense to "hate the badge" or "the contest" or what have you, when the person is the one being a ****, not the item in question.

    blaming an object for the actions of a person is nonsensical. for example, charging a gun with murder and letting the one who pulled the trigger go free. objects may give people avenues to behave a certain way, but it's still the choice of the person, not the object, that defines which avenue is traveled.
  12. Snow Globe, I've never been on a Mo run myself, and have run normal TF/SF's seldomly. Even so, I can't see why the badge would be to blame, when most of the negativity being noted is clearly due to certain player behavior. Asisnine as that behavior may be, I'm positive that it's not the entire playerbase behaving this way, or I wouldn't be playing this game to begin with.

    There will always be elitists and "one way or no way" people, you just need to find those who have the same outlook and/or playstyle as you, and make it a point not to trifle with ones that bag on you or put you down... especially if it's over something as trivial as a badge and/or it's ruining your fun in the game.

    I've had bad experiences on occasion doing TF/SF's and regular missions alike, but mostly due to the groups playstyles not meshing well with eachother... when everyone's on the same wavelength things can be golden, even with a PuG, and to me that's the most fun to be had and one of the reasons I'm here. sometimes there are bad runs and sometimes good ones, and that applies to everything not just TF's. If you're not having fun and doing what you want with the group you're playing with, you should probably find a new one.
  13. Quote:
    Originally Posted by optigray View Post
    Wow! Look at all of the great responses! What a great community this is; very willing to help out. That's great, and certainly sets an impression.

    After giving it much thought, I'm going to try and make toons on several different servers. This afternoon, I went ahead and drew up characters that I'd be interested in playing, so we'll see how the game play fares.

    Thanks as well for the kind PMs, I'll certainly be checking things out, and reaching out to people, moving forward.

    Hello, and welcome to the best MMO on the market

    I'm sure you'll find that the community here (for the most part) is the most welcoming, friendly and helpful one around. This was my first MMO and I've been here for about 3 years. I've tried WoW and some others during that time, but this one just keeps me coming back, it's a great game and I hope you find it as fun and enjoyable as the rest of us have! If you ever wanna team or need help with anything there are plenty of us ready and willing to offer what assistance we can.

    I'm on eastern time, but I'd be on during PST evening time, I'm sure. I also have alts on every server, so shoot me a PM if you'd like to hook up some time.
  14. Quote:
    Originally Posted by Lord_Kalistoh View Post
    So, if we buy the Complete Collection (29.99€) we pay more than if we prepurchase now and the iems then (19.99 + 5.99 = 25.98)???

    So, what's the point on the Complete Collection?
    30 days of game time as Arctic Man said, and you also get a disc updated with every issue up to GR, which can save a lot of download time during a reinstall.

    To those (EDIT RE: certain posts on page 30) whining about feeling slighted, you're entitled to your opinions, however you should realize that even veterans who have been with the game forever will get bored and leave. MMO's need a constant influx of new players to stay on top of the game and keep going. I know for a fact that if I was looking for a new game and saw a GR box on the shelf, I'd probably buy it to check it out.... then I'd get home and read that it's only an expansion and I need to purchase another box before I can even play... I'd bring it right back and return it, no question.

    Heck, when the game first came out and I bought the CoH box, I brought it back and returned it because it required a credit card to even check out the costume creator.... some years later I decided to actually give it a try, this time already knowing that, and I've been playing now for about 3 years or so. I have 2 accounts for myself and my wife and son both have their own account... I also have all the boosters and the GR expansions on all except one of those accounts. If I were to add that all up, I'm quite sure it equals more than what you've spent, but does that really matter? In other words, since I spent more cash on this game, does that mean my opinion matters more than yours? because thats what it sounds like you're saying, correct me if I'm wrong, please.

    New customers like everything in 1 package, and ESPECIALLY nowadays, people are looking for a deal... if a company can't offer those two things, then they aren't getting my business, and I'm sure they won't get a lot of business from others either. Paragon has made leaps and bounds in areas where other companies truly do gouge you.

    Look at Call of Duty: Modern Warfare 2... I bought it, it's a great game... has nowhere ... nowhere near the content of CoX and was $60 and now after about 3 months of the game being out, there's a "stimulus" expansion pack.... I'll tell you, the only "stimulus" is going in the developers pockets at $15 a pop for like 5 new maps and thats it. 3 of which are from Modern Warfare 1... so basically $15 for 2 new maps and 3 more i could access for free by changing a disc.... that my friend is gouging and slighting the customer IMO, what Paragon is doing isn't there by far.

    Then again, perhaps you'd feel less slighted if they made new customers buy however many new boxes just to get going, who then wouldn't buy said multiple boxes and the vets will continually leave and soon (tm) the game servers will shut down. Then you can have the comfort of knowing all that money you spent on the game you loved playing went down the tubes because you can't even play it anymore, but at least those darn noobs didn't get a better deal than you... that would've been a tragedy, wouldn't it?

    lighten up
  15. Thanks to Blondeshell and Beefcake for making this! These packs make things so much easier.
  16. Villains lie... so is she telling the truth?

    Something in me has to wonder.... why exactly do they have REDnames and not BLUEnames anyway...

    A lot has been going for villains lately... We've finally gotten some villain devs, the redside story arcs in I17 are better, and villains will soon be able to infiltrate paragon city whenever they want...

    Wait! what am I saying!?! of COURSE she's a hero!

    nothing to see here... move along
  17. I've read through most of the thread here but didn't see this mentioned so....

    I think it would be fairly inexpensive to get some deals going with companies like Dell, HP, Alienware (or other companies that offer pre-built PCs) and have them add a desktop link (or ideally a preinstalled client with a link to set up a trial account) for the CoH free trial page to their "gaming series" desktops/laptops ... they already come with pre-loaded trials of other software, why not add CoH into the mix?

    This would be a targeted demographic, you're targeting people who are buying "gaming series" PCs and will (most likely) be using their computers for gaming. There is a higher probability to try a free game trial and get a subscription while making more people (read: gamers) aware of the game.
  18. Always nice to see more Redside devs around... welcome!

    (btw, you interested in some modified rikti tech? Got some quality stuff at rock bottom prices... best on the market! Give me a few months and I could probably get my hands on some nice praetorian stuff too... just hit me up if you want the best, and are willing to pay for it )
  19. Wow... that is simply awesome! I am both inspired and blown away seeing such an amazing creation! Really, really excellent job so far Turbo!
  20. Quote:
    Originally Posted by Sabertalon View Post
    Just wondering if Issue 17 was set to be released this month, why is it only now going into beta? I mean, they've been saying coming in April for three weeks and it's in beta now with two weeks left in the month. Seems a little rushed for testing and final to me. If the final comes out next week I'm expecting some hot fixes the days following...
    You seem to be confused about what exactly an "Open Beta" is, so I'll attempt to explain...

    As Rotten said, I17 has been in Closed Beta for quite a while now... since around double xp weekend actually, so about 6 weeks give or take. Closed Beta is the time where most of the bugs are worked on by the developers and a portion of the games' community. Closed Beta requires that you receive an invite from the developers in order to participate and have access to the test servers. Those who aren't a part of Closed Beta aren't granted access to the test server at all while Closed Beta is in session.

    Today is the first day of Open Beta. Open Beta is the point where a majority of the bugs have been worked out and it's nearly ready for release on the "live" servers. Everyone in the community has access to the test server during Open Beta and an invitation to participate is not required.

    A somewhat short explanation, but hopefully that clears up the difference between Closed Beta and Open Beta for you.
  21. Quote:
    Originally Posted by Zombie Man View Post
    What chart?

    You know, I looked around when I read that and couldn't find one so who knows... maybe there's some obscure page on their site that has one, but that portion of the quote wasn't the pertinent part at the time
  22. Not only did CoX win the best sci-fi/superhero MMO category, but was also mentioned in the readout for Best MMO of 2009, and I quote...

    "as you can see by the chart, Dungeons & Dragons Online, Wizard101, Aion, and City of Heroes/Villains each took a solid chunk of the votes."

    Congrats and great job!

    Quote:
    Originally Posted by Avatea View Post
    We have a ton of goodness coming your way this year and we hope, come next year, you will feel the same way about City of Heroes and want to again voice your support for the game!
    I for one am looking forward to that ton of goodness! Bring on the goodness!
  23. Mystic_Cross

    Drain Psyche

    The best slotting priority would probably be Acc>Rech>Heal>EndMod>EndRdx... Frankenslotting DP will get you the best use of the power, if not the best set bonuses. Personally I'd go with something like this:


    Level 20: Drain Psyche -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/EndRdx/Rchg(21), Efficacy-Acc/Rchg(21), Efficacy-EndMod/Acc/Rchg(23), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(25)




    Set Bonus Totals:
    • 30.5 HP (3%) HitPoints
    • 12% (0.51 HP/sec) Regeneration
  24. Quote:
    Originally Posted by Premonitions View Post
    Who says they're undead in any capacity?

    I guess you never took a hint from names like "Embalmed Cadaver" or anything... no, they couldn't possibly be undead

    I'm curious to see how the ghouls spawn and are aggro'd "It's only when the shadows are deep and the tunnels are quiet that you should worry" makes me think they crawl up out of the ground and attack when you hit certain 'trigger points' or something and "killing one of them just makes the others angrier" makes me think once you start killing them it makes more of them spawn... something like the Zombie Apocalypse mechanic but with dedicated, always on area(s) and to a lesser scale possibly. It would be interesting if they had something like Vengeance too, but perhaps a heartier +Dmg or some other buff in place of the +Def... I don't think the +Def from vengeance would really fit with a ghoul theme.
  25. Quote:
    Originally Posted by GlassGoblin View Post
    It's been a real workhorse, but I've started having occasional problems with it, usually (but not always) related to playing CoH. In about one out of four sessions the machine will cut straight to a black screen and reboot. I've checked pretty much everything I can think of, and can't determine the culprit. Any ideas?
    Frankly, this sounds like a driver issue to me. Did you update your drivers at some point prior to this problem showing up? You're probably getting the reboot due to the default setting in windows to auto-restart on a crash. Since you've had the computer for about two years, I assume you're running Windows XP, or possibly Vista... you'll want to go into the control panel and open System>Advanced Properties tab and find where it says "system startup and recovery", click the settings button and uncheck the box next to where it says System Failure>Automatically Restart ... the next time it happens you will most likely get a blue screen with an error code and listing of the drivers/files that caused the crash, but the computer won't automatically restart. From there you should be able to determine what drivers are causing the problem and update/roll back as needed.

    Quote:
    Originally Posted by GlassGoblin View Post
    For a monitor I'm using a Samsung 40" TV running at 1920x1600, if that makes a difference, although I can't imagine how it would.

    Temperature-wise it runs a little hot, but the monitors indicate that the GPU peaks at about 70-72C, which should be okay. (That's fighting a room full of Carnies with all my shaders and particles and what-not cranked to max, too.)

    Any ideas as to where I should start looking to track this down? Thanks in advance.
    Couple other quick things, as said above sometimes this kind of error/restart can be caused by operating temperatures, blown motherboard capacitors or lack of power... aside from what I said above, you'll probably also want to look over the system and ensure all the system, processor, video card and power supply fans are working properly, and look over the motherboard capacitors to make sure they aren't popped (leaking, cracked, puffed up). if everything seems ok then there's probably not a chance you're overheating since it's not a new system and you've been running for a while without problems. Your video card temps look to be inline with a normal system, temps on those GTX's have been known to reach 100c under 100% loads during stress tests, but normal operating should be around 70-80c so you should be fine. the system sensors aren't always that accurate, but they're usually not that far off to cause concern. at times the motherboard capacitors can be blown and not always show noticeable signs, but if you don't see anything out of the ordinary it will probably be safe to assume that there's nothing wrong with them.