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Posts
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What I'd REALLY like a redname to explain to me is why, oh WHY don't Gauntlet and Taunt auras counteract this? I just spent an hour in Talos fighting +1 and +2 Tsoos with my tanker and even when I hit them within the radius of my aura they still decided that hightailing it was safer. What's the point of an inherent that does flat out NOTHING?
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I know this won't concern too many people around here, but heck, good news are so rare on this forum (baring CuppaManga's insane MacFu miracles) , I just had to share.
I don't know if it came with Freedom, or my update to OS 10.6 (not on Lion yet) or just some random and unsung dev's attention to it, but the Base editor seems to be ironed out in the Mac client. No broken thumbnails, no random crashes, no crazy geometry, no memory leak (that I could ascertain). Then again, it could be those just packed up and moved themselves to the Paragon Market for a holiday.
I spent over two and a half hours happily puttering in our SG base in editor mode yesterday, whereas before I couldn't even open the "lightings" tab without saying hello to the Mac desktop. Maybe I got lucky, but if other base builders stop by the Mac forum, I'd like some validation so we can finally claim something Good®™ happened to us. -
True, at least SR'll let me try out some other sets than the good ol' Thunderstrike and Gaussian. :-) I think I'll try that and see how I like it.
Thanks all for the feedback, much appreciated. Definitely got food for thoughts there. -
Interesting approaches. But doesn't SR also have layered mitigation through its scaling res? That's the part I'm unsure about, because even if it kicks in late, it appears that with all three auto powers, one can get pretty hefty res to all types on top of the ungodly defense... Am I reading that wrong? Also wouldn't SR be easier to softcap in the iTrials?
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Hey folks !
I'm considering a new Tanker now that we got more goodies to play with. The proliferated Martial Arts set looks tasty, since I want to do a natural, no-weapons kinda tanker. That part's pretty much set. Now, I'm split between good old Invulnerability and Super Reflexes.
I know both are pretty much opposite - one is almost pure defense, the other almost pure resistance. However, there are similarities - they both use some layered mitigation (SR with the scaling resistance in the passive powers, Invul with the defense boost of its taunt aura), both have a Psy hole you could drive a truck through, and both seem highly specialized in their branch but acknowledge the existence of the other side. They both look like they'd fit both my concept and my craving for survivability.
So since I never played either (and since City of Data is down.) I'd love to some feedback from people familiar with either/both sets to help me make up my mind. And before anyone suggests it, Willpower is out of the competition, sorry.
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Entropic chaos is useful for dominators aiming for permadom - as stated it can be slotted five levels earlier than Decimation, so you get to keep the set bonuses (and if everything goes well your permadom) while exemplaring five levels lower.
Also when you use your first couple blasts as dom builders - or heck, actual attacks (and my fire/fire/fire perma'd Dom can use a working attack chain of Flares/Flares/Flares... :-p) the chance of heal goes up significantly. I have EC slotted in both Flares and Fire Blast, and I can fire Flares every 3 seconds or so, so it can give me up to 15-20 shots a minutes - the proc will almost definitely go off.
Should it replace the Medecine pool, a good Empath, or heck, a green pill in an emergency? Heck no. But it sure helps make sure I don't need any of those as often as some other toons I've crossed paths with. -
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Dear NC Soft,
Thank you. Thank you for providing me not only with a crappy deal that will make me save my hard-earned money for actually worthwhile stuff, but also an extra-long down-time on a bank holiday so that instead of wasting it playing your game I went and spent my dough on other video games. You really double-shot yourself in the foot there.
No, seriously, what the *heck* are you thinking? -
Personally I went with Musculature on my Elec/Elec tank. With power sink and all your endurance-draining powers, the blue bar never goes down on mine. My resistance levels, while not caped (expect of course for Energy) are more than decent, and since I picked up energy mastery, my regen levels compensate quite nicely most of the time.
On the other hand, the many AoE of Elec/Elec really love the extra damage of Musculature. The end mod effect mean that I can both drain an AV dry on my own (done it several times) and resist the end draining effects of many high-end mobs that much better - Scrappers and Carnies are barely an annoyance to me. And finally, between Lightning Reflexes, inherent Swift and Sprint, I don't need a travel power anymore.
It's a question of personal taste, of course, but I haven't regretted that choice since Incarnate came out. -
I just can't seem to get nightmares to spawn. I was part of a 6-people zombie killing effort last night and the most we got were soulless husks. Do we need to be teamed to get nightmares to spawn? Or do we need more people?
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While may not get the strongest controls out there, Fire/Fire is an absolute beast. Fiery Embrace boosts the damage of both your primaries and secondaries by a huge amount, and with PermaDom, Flashfire is up every fight - and less mobs resist stuns than other type of hard controls from what I've seen. You pets (notice the plural) add an INSANE amount of damage and can distract more than one mob away from you, which is also a blessing. Add the Fire APP and Pyronic, and you're an AoE Death Machine. Katen is my fastest level 50 to date and became my main toon within two days of rolling him. The only downside is that you're pretty dependant on Flashfire and Cinders for control, but in the end, it plays like a very controllery Blaster on steroids.
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Hey Cuppa (and all Mac forumites),
I just came back to CoH after a couple months of burnout break. I had no trouble updating my client on 10.6, and Freedom launches with no more issues than old CoH did (meaning I still get infernal lag in Ultra Mode, but I mke do if I tone it down some. Frustrating but manageable.)
What I find interesting - and thought I'd mention to you - is that I can access the Paragon Market... For about 5 minutes on average. It seems to suffer from the same leakage as the base editor, which means that the game will let me poke around, then all of a sudden decide it's had enough and crash me back to the Finder. No warning, no freeze, just the app disappearing in an almost elegant way.I managed to actually buy stuff off the Market before getting ejected yesterday, and the purchases were validated when I came back.
I'll admit I haven't tried the tricks you outlined in the OP (mainly because I wasn't sure if they were still relevant) and the fact that I don't crash immediately makes me wonder if what I have is the same bug you describe. Before I mess with my package content any more than I have to, I'd like your opinion. Pretty please? -
That's a pretty loaded question - since it depends on two very subjective things, what your build is and what your goals are. Are you looking for easy, cheap travel? Soft-capped positional defense? More healing? More control maybe? There's a lot of combos.
And if you can fit them in your build, Tough and Weave are almost always worth it, so long as you complement them with other powers (on their own though, they're no FFG, that's for sure.)
As for Leadership values for Corruptors, you can get them here. For the rest, I think most forumite are gonna need a wee bit more info on what you are aiming for before they can give a constructive answer. -
Quote:I think that unless you could slot damage resist in your own attacks, it would upgrade to Mental Melee® by the time you "hit" level 3.
No, that's Cranial Melee. Totally differeent. -
Actually ninjas can already do that, in a way - through use of the Ninja Run power. I don't know how they managed it, but it seems to be coded in such a way that any non-perfectly-vertical surface can be "slid up" when you use NR. Although to be fair, the sheerer the slant, the slower the crawling up. And it definitely looks buggy. But hey, it works wonders in Grandville sometimes. Try it in Talos too - the cliffs near the western harbor can't be climbed through CJ or Sprint, but with NR on, you'll slowly slide up the slant.
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On the resurect point, the only time you should need a second rez power is if your team is getting slaughtered (which can certainly happen on big missions if the tanker bites it, even with good players.) That's a fairly specific situation. HOWEVER, if you're concerned about that, I'd like to recommend you have a look at Dark Miasma instead of Empathy. I know, it's not a pure "support" set, it's a debuffing one. But it features the one and only "mass resurect" power in CoX, along with a PBAoE heal that blows Empathy's one out of the water (so long as you have a mob target to use it on...)
If your concern is "to keep your teammates alive and fighting" and not just "be a he4lorz" then a debuff set like Dark Miasma can be just as effective as empathy, just in a very different way - your team won't be stronger, but the enemies will be weaker and easier to defeat. I have a Dark/Sonic defender myself and it's become my main toon in no time - it made the difference twice on a team getting through a +3/x6 mission only to get slaughtered on the next one once I left. With my current, cheap-and-easy build, I can heal anyone close to me for over 500 hp every 5 seconds - that's about half a health bar for anything but a high-level brute or tanker. And my debuffs mean I can even go briefly in melee range to heal the tanker(s)/scrapper(s)/brute(s), something an empath should never do.
It takes some getting used to, it's not an obvious "big green number/flashy auras" set, but it gets the job done admirably. And it doesn't need the medecine pool to make you a good healer too, or the best reanimator in the game. And remember, Controllers don't get to play with THAT set - gotta love the elitist feel of it. (at least until Freedom lands....)
Otherwise, there's always Kin/, but I'll leave that to those who play it more regularly than I do. -
I may have missed a previous mention of this, but on the French interface, Null the Gull's dialogs still aren't translated and the ENTIRE badges tab content went "P9805642" and such on us a week or so ago.
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Glad we all could help.
I'm interested in the Leadership pros and cons, but I still stand by my opinion : unless you have a well-behaved, mostly ranged team, the toggles are mostly gonna affect YOU, and though useful, they are horrendously expensive for what they provide. However, the only one who can say if you'll find them worthwhile is you, ultimately.
One detail about Tactics we all forgot to mention is that it provides +perception, which is a godsend against Arachnos Night Widows - they love to Blind you, and short of a yellow inspiration there's no way to counteract that. Which can be a pain since it'll turn off all your offensive toggles like Rad Infection, Darkest Night or Snowstorm. Tactics can help avoid that.
As for power picks : I'd say take all of Empathy, but prioritize. Absorb pain will save your Tankers' life at time, but the side effect on you is dangerous, and until you get to level 30+ the first two heals are usually enough to get by - but at high levels it's NEEDED. Likewise, Clear Mind is great once you run into mezzers, but that doesn't happen regularly until the early 20s, so I'd take Fortitude and maybe Recovery Aura first (YMMV).
I can't stress enough the need to keybind your empathy powers and teammates selections so you can react on the fly. There are numerous threads with tips on that, and it can make all the difference between a decent empath and a GREAT one.
As for Sonic... Depends. As a team-oriented Defender, I'd say you'll need the three ST blasts, Howl, and Screech to debuff res (Howl should be at the least 4-slotted ASAP). Amplify will insure your blasts actually HIT. Shockwave and Siren... Could be taken for when you run solo, but are gonna be next to useless on teams. Dreadful Wail can be taken as a panic button, but since it'll crash your endurance, be VERY careful - you don't want to bottom out on endurance when the team needs your buffs and heals the most. Slot heavily for accuracy - you're not there to damage, you're there to debuff, and that's only if you hit.
If you wanna solo, Shockwave can be useful until you get Siren, letting you Howl on prone targets and get melee mobs out of your face. Just remember that Siren cannot be stacked on bosses due to its damage component. -
So essentially, a Ski trip is gonna be the standard apology/gift each time we have several unscheduled maintenances in the same week?
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Quote:I'd say both are useful - however from my experience WHEN they'll be more useful differs.Hello. I'm building a Defender with MIDS. I want this character to be the ultimate support teammate. I'm not interested in having DPS. Let the other ATs handle that. This character merely exists to keep his/her teammates on their feet and fighting. Therefore, the Primary will be Empathy for the Heals.
The question is about which Secondary Powerset would be best. Sonic's attacks do -RES. Rad's attacks do -DEF. I know the difference. -RES lowers their Resistance (no really!) to the damage done, thereby having the bad guy take more damage than they normally would while -DEF makes bad guys easier to hit. Which is preferable?
Also, is the Leadership pool worth getting? Somewhere on these forums, someone mentioned that the bonuses for the +DEF from Maneuvers, the +DMG from Assault, and the +THBuff from Tactics really aren't worth the END drain that they cause. I should know . . . My Blaster had all 3 three of them and during combat, my END disappeared quicker than chocolate chip cookies disappear from my cookie jar. I respecced out of it and took the Medicine pool instead. Teammates like it when you can rez them.
Any advice will be most appreciated.
-DEF is most useful in the early levels. Despite the "beginner's luck" mechanic, it's when you'll never be able to slot enough accuracy in all your powers to ensure consistent hits. This gets truer the bigger your team gets, and is especially prevalent in the early 20s levels when beginner's luck goes poof but you still can have slotting shortages. Between say, 10 and 30, -DEF is most desirable (though it remains useful all the time, of course). Once one hits SOs, above 30 IOs and 3-slots-gain levels though, not to mention global set bonuses, accuracy becomes less of an issue.
-RES is also useful at all levels, of course, but when it really shines is late in the game, when every other mission ends in an AV fight, GM hunting becomes a pastime instead of a challenge, and TFs are the prefered way of earning stuff. hitting an AV isn't that hard most of the time (there are exceptions of course) but even if you do hit, if your damage output doesn't beat its regeneration, you can wham it till kingdom come and never get anywhere. -RES can be (and often is, along with -REGEN) the deciding factor between getting stuck and getting the badge.
That's my 2¢, and I'm more than willing to hear counterarguments, but as far as I'm concerned, I think the secondary effect of Sonic is more profitable in the long term. Meanwhile Rad will be useful right away but less so as you go up in levels. Of course, that's only taking that aspect into consideration. Depending on playstyle and taste, the individual powers, their stats and heck, even their look can make more of a difference.
As far as Leadership goes... It depends what type of team you're on. When there's lot of ranged powers, they can bunch around you and gain the effect. If there's lots of melee, you'll have to go into the fray to help, and that's not a place you want to be. Personally, I've never found them that useful. People tend to wander too much, especially on fast teams, and often don't like having to stick close to one another.
Solo, they're a waste of endurance. Even at the ED cap, all three toggles together will eat close to one endurance a second, so unless you got mad recup, you'll be hard-pressed to chain your other powers (especially with other toggles running.) Even with Cardiac, they remain far too expensive for what they give. Assault solo is nice but hardly needed with out new inherent. Maneuvers is weaker than other def-enhancing pool powers solo, and far more expensive. Tactics is rarely that useful. Vengeance is, of course, useless solo. the slots needed to make them even barely worthwhile would be more useful elsewhere.
For me, I'd rather take Medecine if my Primary had no heal, or powers that help keep ME alive so I can keep the rest of the team alive. Hover, Combat Jump, Stealth, and such are a better use of my power picks. But that's just the way I play. -
Z, you just restored a big chunk of this community's faith in Red Names. Thank you.
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Quote:Wow, now that's a set combo you don't see everyday.I've played a number of Controllers and a smaller number of Defenders over the years, with only one ever being Empathy; an Empathy/Trick Arrow.
Buff/Debuff FTW! Teams must love you.
I'm not sure I'd be sold on Acid Arrow being you one and only source of damage until Oil slick though...
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Quote:Drats, beat me to it. Yeah, LS does a very small AoE around its target, if they're bunched close. Hence my mention of a x8 spawn - you're pretty much guaranteed at least three hits per bolt. Some say it's splash damage (and so lower than what the actual target receives) but I'm not positive about it. As for tornado, I agree with you that it GENERALLY isn't a reliable AoE... Unless you're a /Storm Controller or teaming with a Controller/Dominator. With an AoE control that negates KB, you can lock a spawn in place and Tornado will behave far more interestingly on it. Still not perfect, but far better.Lightning Storm and Tornado both hit up to 5 targets each hit (or tick in Tornado's case) if the enemies are close together.
About Siren's song, sure it does low damage, but I get more use out of it and Shockwave as AoE chain fillers with a single slot than as set mules - especially since the slots that saves can go to strengthen powers I actually use with sets I find more useful. We all have our play style, and I personally loathe using powers as set mules unless it's, say, stealth for a LotG global - I'm always wishing for more slots in powers I actually activate. I agree that I'll never PVP that way, but since I'll never PVP period...To each his own. But the question wasn't if they were GOOD AoE (not even I am stupid enough to say I wouldn't trade them for Fireball in a second), only whether /Sonic had AoEs - and it does.
And yes, Shockwave, like most KB powers, should be used in conjunction with the landscape, which I mentioned - we do agree on that. But one thing you may not have considered, is that it could also let you fire of a Fulcrum "safe(ish)ly" while they are flat on their back - more reliably than Siren since if it hits, bosses will also go flying.
On teams, it's true that Kin is one of the most sought-after sets, followed most likely by Rad. They were designed as such, and do their job admirably. But for a solo defender, having back-up options (or a direct damage set like Storm) can be far more interesting. It all depends what role you wanna go for. -
My pleasure.
Quote:were "accurate healing" sets introduced after i13? for some reason I wasn't aware of their existence and missed it in Mid's.
Quote:Regarding fluffy's slotting, I *do* have -toHit, 2 lvl50 IOs give basically the ED cap, are you both saying it's still not enough, or am I missing what you're saying altogether?
I probably need extra accuracy. If the ehal is not worth enhancing I could go 2xAcc and 2x-ToHit. Based on my understanding of IO set in Pets, the IO only apply if the power from that pet would take the IO itself. For example Pet Gaze takes Acc, but doesn't take Heals, so slotting Fluffy with an Accurate Heal set would not improve his accuracy on Pet Gaze, just on Twilight Grasp (theoretical example, not advocating we slot heal sets ).
So (Accurate) -toHit set is the only set worth slotting, and no it still won't help Fluffy's accuracy on his Pet Gaze because that power doesn't take -toHit.
A full set of Clouded Senses gives you
60% Accuracy
44% -toHit
35% End discount
57% Recharge
I don't know that I care about recharge (Fluffly is already perma), and I don't think I care about End, so 2 lvl50 Acc IOs and 2 lvl50 -toHit IOs will give you
83% Accuracy
49% -toHit
if I replace one Acc with a Acc/Rchg from one of the sets I can even match your Acc with some recharge. I'll check out the prices on Clouded Senses and consider it, but the bottom line is I need to at least swap that heal IO with an Acc and decide if the extra inf and slots are worth the bonuses of clouded sense (and they are pretty nice)
A) As I mentioned, its damage proc will have a chance to go off each time Fluffy uses a power with a -ToHit component. Which means EVERY SINGLE ONE OF THEM. Since your damage types as /Sonic are Smashing and Energy (both easily resisted) having a pet that has a (very) good chance of adding some negative energy to the mix is Good® - especially since it'll make his damage output far more noticeable than what he'd do with just Tenebrous Tentacles. Heck, on Chill of the Night, it'll get a chance to go off every 10 seconds on each target in the aura. Statistically, that makes it one of the most rentable proc slotting in the game.
B) Beside its values, Clouded Senses brings you nifty set bonuses :
2: reduces the duration of Status effects on you by 2.5%. (admittedly not a deal-breaker)
3: Increases maximum Endurance by 2.25%. (already better, since it also boost your recovery rate)
4: Improves the Recharge of all your powers by 6.25%. (now we're talking !)
5: Improves your Movement by 5%. (which, with inherent fitness and some plain IOs, may save you the trouble of taking a travel power)
6: Increases Ranged Defense by 3.75%. (pretty essential for a ranger D/S defender - it stacks with your -ToHit)
6: Increases Energy and Negative Energy Defense by 1.88%. (same)
Even if you go with 5 level 50 Siphon Insight plus the Clouded Senses Proc, you'll get :
2: Improves your Movement by 4%. (see above)
3: Grants 2% debt protection. (gneh)
4: Improves the Accuracy of all your powers by 9%. (ALL Your powers)
5: Increases Smashing and Lethal Defense by 3.75%. (Yay !)
5: Increases Melee Defense by 1.875%. (Yay !)
On top of the enhancements themselves.
C) Despite Fluffy being perma, he remains a killable pet, and sometimes he bites it before recharging. In AVs or Huge Mobs® fights, that can spell doom for the whole team. In those cases, the recharge and endurance discounts to re-summon it can save your collective bacon - the pesky little critter is expensive to summon.
D) The last point may not be of interest to you, but remember that if you exemplar too low, you lose the set bonuses. Clouded senses, topping at 30, lets you exemplar much lower than Siphon Insight without loosing your goodies.
Of course, whether all this is worth not reaching the ED cap on all aspects of Fluffy's powers is a matter of personal taste - I like it, you may not, and both are fine. But remember that between your -ToHit powers and those of Fluffy stacking, even if each isn't at the ED cap, you'll floor most mob's ToHit in no time flat.
Just one final note if you decide to use sets on Fluffy : the Siphon Insight proc, despite looking tempting, will NOT affect you. It will only benefit Fluffy, which looks to me far less interesting than what the Clouded Sense proc does.