Orion_Zidane

Apprentice
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  1. 1. Re-iterating requests for Rularuu lore. I REALLY want to know.
    2. Kheldian lore (been curious since issue 2)
    3. Shivan mystery. I dunno, I thought it might of been that 'coming storm', or something close to S**lver S***fer lore.
    4. Effects of last few Incarnate powers, and how enemies would evolve in challenge over lvl '50+4' players with league teaming.
    5. Hamidon lore and future thoughts.
    6. Boomtown's future, and the Steel Canyon construction.
    7. Any 'reconstruction' or addition of villain zones?
    8. Plans for rockets in Warburg?
    9. Whatever happened to that blimp in Atlas Park from early issues?

    Also, I'd be happy to be part of a job recommendation if applying with Dell!
  2. Here's an excellent website to get a glimpse into the past of the City of Heroes official webpage transformation:

    http://wayback.archive.org/web/*/cityofheroes.com

    It's just for fun, but I like looking into the past around some important game milestones.

    Be sure to check out the Beta pages from back in 2001 when concepts were just forming, or when City of Villains just came out:

    http://web.archive.org/web/200510280...yofheroes.com/


    Enjoy!
  3. Here's an excellent website to get a glimpse into the past of the City of Heroes official webpage transformation:

    http://wayback.archive.org/web/*/cityofheroes.com

    It's just for fun, but I like looking into the past around some important game milestones.


    Enjoy!
  4. Orion_Zidane

    Farewell

    I don't even see the reason for releasing i24 now, or why people would hold onto their subscriptions past today's post.

    I thought they were doing fairly well with their paid market now, at least enough to keep the servers open, or a reduction of servers into a few that are easy to maintain.
  5. Orion_Zidane

    Ice/Time

    Looks good. Rather expensive build with the purple sets and Pvp IOs that might limit you until you have access to them.

    However, if you do, the build looks pretty solid. No changes on the third iteration needed.
  6. Diagmagnetic is good for AV teams in normal play. Reactive is good for solo/small team and TFs, as the +dot is always a great perk.

    There are only so many instances of an Interface debuff (-regen/-res) that can stack on a certain enemy. I think 5 is the limit normally iirc, and that means for the whole team/league attacking one enemy with their interfaces slotted. I don't believe the DoT is limited in the same way. Disintegrate and your tier 1 attack should be good enough -regen to take on normal AVs accompanied with damage from the team.

    I would go with Reactive, personally. Works well on my beam rifle corr.
  7. Ok, so do Procs work in favor of this if the damage is based off the pet's enhancements?


    And that's a shame with the no crit when smoke flashed :P
  8. Major Disadvantage: No Hmerit/Vmerits

    Major Advantage: Good when leveling. You can participate in both strictly red and blue teams, as well as their TF's/SF's.

    I can't remember if doing the weekly strike force also grants a "double reward" if it's a non-coop TF (Khan/Barracuda, Respec trial, STF/LRSF, etc. as apposed to ITF & LGTF).
  9. I'd take this help question and move it to the PvP forum. It's the one sub-sectioned tiny piece of font between "For Fun!" and "Archtypes & Powers".

    Also, I agree take SS and SJ as your two travel power choices. So far I've only encountered one lvl 50 dark/nrgy blaster in pvp Freedom... and he seems to be doing fairly well with it.
  10. I'd like to ask those out there how they (usually) slot their pets. I feel like, if they are able, proc-heavy builds can be viable, but can cut down on your personal IO set buffs.

    Then again, the pet-set IOs kinda suck with the exception of the small stuff you can do with Blood Mandate. I'd personally like them to revisit and/or add another lvl 25-50 set that might do more than reduce mez attacks by 2%.

    So feel free to share some stories about how your usual slotting or how you've been creative!
  11. Quote:
    Originally Posted by Two_Dollar_Bill View Post
    I will agree with everyone who says Traps is great when soloing. It's not nearly as good on teams because your team generally won't stop and wait for you to set up.
    Using traps secondary on teams only limits you from getting the most out of mines/trip mine. This usually isn't an issue since your henchmen are probably your highest dmg potential (compared to defender or Corrs), and having time to place mines is just a fun perk to having /traps. Acid Mortars, Poison Trap, caltrops, FF-Gen, and drones can all be used in teams easily. It would be of good interest to level up in teams/tfs, when able, to find out how to coordinate these powers to benefit your henchmen and your team (not pointing fingers at AE farmers).

    Also, note that there's a bug with FF-generator. If you buff your pets using the tier 4 and tier 9 upgrade powers and the FF-gen is out, just re-summon the generator and it will reapply the buff to all of your pets. It's useful for buffing the weaker minions that may die a lot, or when a Malta mission goes horribly wrong. Just make sure not to let the ff-gen get destroyed or its duration timer to run out or you'll lose that perk.

    Edited for grammar :\
  12. I like the ideas read on the first couple pages, especially the crits return to hide with the current inherent of teams=more crits.

    Not sure if it's been said in the aforementioned text, but what about having hidden lead to a damage multiplier for huge damage burst potential?

    Non-hidden status would be normal multiplier, hide would add maybe a damage increase, or just add to +dmg% while hidden like an inspiration would. A large but balanced increase.

    In PvE only, of course.

    Edit: I just read the I22 possible change log... the proposed updates for stalkers is more than enough to keep me interested.
  13. I'm low level on my TW brute, so no fancy recharge enh or IO sets yet but I'd only assume the animation times *may* be comparable to SS? Factoring in KO blow in every chain and waiting for it to complete and all... followed by a chain of standard attacks.

    I'm at work so I can't compare the numbers so that statement is IMHO. Also, the Build Up power in this set grants 10 seconds of Momentum. It's fun when you have a lot of AoEs ready to go and will generate pretty quick.

    If anything, at lvl 22+ you can probably take on a larger level of mobs and have their attacks add to your advantage of fury building. It's a lot more fun, too and doesn't take much. (SMASH)
  14. Wish I wasn't on the phone throughout the Marauder phase!

    But great teamwork to everyone that was able to roll though that trial!
  15. I wouldn't focus on the regen rate unless you were a regen associated toon like Regeneration or Willpower.

    The +recovery is where the money's at. Much when it's stacked with other IO bonused percentages to recov, and with a miracle combination.
  16. I know this is an old thread, but if the OP is still looking...

    Change the file path to:

    ""C:\City of Heroes\cohupdater.exe" -beta"
  17. /Defensive secondaries have become too popular with how easy it is to soft cap. Your few enemies that will get enough +tohit are sparse. The quartz are easy to take out and high-level Resistance in Maria's Pretoria are just troublesome for everyone.

    Let's get more on topic with pure resistance sets that need some extra love
  18. Was probably The Spanish Inquisition.

    I mean, no one ever expects that.
  19. That kin/fire scrapper might be good to steal some kills, but don't expect it to last long in RV unless you phase out at the first sign of danger.
  20. Ok, awesome. All very good feedback. And I agree with going melee +def as the oblit sets and ToD sets will def boost that up fast.

    I had the miracle proc installed after some hero merits came in because of the 6 toggles running and, after unleashing the slew of spines attacks, only a few mobs were barely standing to recoup endurance from.

    Someone stated that they were doing just fine with 40 something% recharge, so I suppose sacrificing the 80%+ some at the end-build for survivability will be doable. Can't benefit from it if I'm dead anyway.

    Alright then, I'll start the slotting a lvl 40 scrap can do now to start compiling some %'s up to some levels and redesign my build for that 6th slot def boost in sets.

    Thanks for all the input!

    However, those of you with Lightening Field, do you slot it for end drain or procs? As a scrapper the best defense is a good offense especially with the amount of procs you can put in, but end drain would certainly be much faster on higher lvl mobs/bosses with end manip sets/IOs in the 'field.
  21. I've brought up an spines/elec scrapper to lvl 40 and am still puzzled how to play this secondary effectively.

    I took for granted how well my main, a kat/regen, who can jump into the alpha and brush off just about anything. However, even with a few enemies, my /elec scrapper is easily brought into situations way over his head imo way too easily.

    I have tough, slotted attacks effectively, and have a miracle proc to help with end management. I've even taken away his travel power until i19 hits where I can replace with stam's power slots. The heal is a very effective burst heal, but due to its slow recharge and burst from enemies, my hp bar goes back down fairly quickly.

    If I want to play this guy to his max, a tank is required. I have a hard time with mobs even at +1 if the damage isn't s/l. A weapon primary would of been nice due to a parry type attack... but haven't built a spines up yet.

    So, at 50, how have you /elec armors dealt with some of the secondary's dull drums? The build I have on mid's will shoot for 80%+ recharge, but should I focus on building defense with IOs? End drain? I'm not a billionaire but I can dish out some cash to get this guy up to performance.
  22. Well, regardless, I'd still like to stick to the need to have something that fits around this. Even if it loosely does, and would give the vault reserve some more credit to its creation.

    Can't say you've never been in a situation where you would of appreciated a way to get half your inventory off one toon to the next.
  23. I'm sure it's been asked in different ways on many different occasions in this thread and others, but with free activation weekend upon us I'd like my few minutes on the soap box...

    I decided I wanted to go ahead and strip my second account that was deactivated due to my being a broke college student status. However, the ones I want to take the enhancements off (PvP toons with purples/HOs/expensive sets) and whatever else can not fit into the 10 slots alloted for personal enh storage. This creates a huge problem since I don't have the resources to get multiple respecs to repeatedly strip the sets and enh.

    Suggestion? Idea?

    Make use of the current vault reserve we have in game put in the respec enhancement placing window to easily swap out enhancements. It would be limited to how much storage your vault has available, but anyone looking to move around enhancements or strip their toons like I am will be able to do so in a rational way.

    I'm not a computer science/programming student, so I don't know how much resource and time this would really take the implement. But, it's taking variables that already exist and creating a small merge with seemingly little time to work out.

    /rant

    Here's hoping that someone with bureaucratic power comes and reads this