Panzerwaffen

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  1. Quote:
    Players may once again choose to not accept or decline the Mystic Fortune buff power.
    Seriously? We're going to have to deal with that annoying pop-up window again that shows up right in the middle of the screen every time a player casts it??? Which invariably happens every couple minutes when on a full team.

    This is a terrible change. If an auto-accept option can't be put in like teleport has, removing the Mystic Fortune power from the game completely would be better than having to deal with that prompt constantly popping up, in my opinion.
  2. Quote:
    Originally Posted by JJDrakken View Post
    Originally Posted by Avatea View Post
    Patch notes for build 1800.201005212331.1T
    Players may once again choose to not accept or decline the Mystic Fortune buff power.

    Thats ********.

    Which I know will easily piss off bout 30 people I know. We hate that stupid prompt, greatly enjoyed it auto-accepting


    JJ
    YAY! Back to having another frakkin' annoying prompt to deal with popping up all the time..
  3. I'd also recommend checking out the New Player Council's Mentor Project.

    There are many experienced and knowledgeable players involved that will be more than happy to help you get settled back in...
  4. Welcome back!

    So much has changed, it might be easiest for you to just take a bit of time and read over the last several issue releases here: http://wiki.cohtitan.com/wiki/Issues
  5. Quote:
    Originally Posted by FredrikSvanberg View Post
    It was just as tedious when it happened with the old interface. Not quite beyond belief perhaps, but quite tedious. Fortunately the benefits of the new interface vastly makes up for this occasional lag-caused tedium that has nothing to do with the interface itself.
    I never lost millions of inf due to lag with the old interface...
  6. Learn to build?

    I've rarely, if ever, hit any endurance issues on my characters once they hit their mid 20's, and are properly slotted and enhanced.
  7. Quote:
    Originally Posted by Fire_Minded View Post
    Im going with a Fire/Regen build.Im requesting the following for my build.
    Fixed with something actually useful in PvP...
  8. Quote:
    Originally Posted by oreso View Post
    It will work fine in a passive, and will provide a constant bonus. It isn't a proc that needs a power to trigger it, but a global unique enhancement. This means you don't even need access to the power it's slotted in for it to work.

    I'd recommend putting it in Health.
    Both the Miracle and Numina uniques are procs. When triggered, the buff lasts for 120 seconds. If slotted in a passive power, like Health, the proc triggers every 10 seconds automatically. The level of the enhancement doesn't matter, unlike most set bonuses, but the power it is slotted in must be available.

    http://wiki.cohtitan.com/wiki/Table_of_Special_IOs
  9. Quote:
    Originally Posted by UberGuy View Post
    This does indeed appear to be the quality of suggestion with which A_F now graces us.

    I am done going back and forth with him on this. As another poster mentioned earlier, he'll almost certainly wander away from this full of the notion that he won the argument. I'm sure that the fact that so many folks posting here disagree with him is just evidence of how superior he actually is.
    This message is hidden because Another_Fan is on your ignore list.

    Best way to cut down on the extraneous background noise..
  10. Quote:
    Originally Posted by Sunstormer View Post
    Forwarded the general consensus of this thread to castle and positron and also linked them both to this thread. Hopefully we might see some changes soon.
    Doubtful. They already buffed AR when they lowered the animation times. I don't realistically see any more changes happening.
  11. Quote:
    Originally Posted by Warkupo View Post
    I think it's the exact opposite actually. Not that the term ever seems to hold any sort of continuity.
    You're right. The correct definition is the exact opposite of the poster above you.

    Basically, frankenslotting is using relatively common and inexpensive set IO's to try and get as much enhancement value per slot as possible without consideration to set bonuses. For example a lvl 50 triple aspect IO such as Thunderstrike D/E/R provides a total enhancement of just over 63% for the use of one slot. A lvl 50 quad aspect IO such as Devastation A/D/E/R provides over 74% total enhancement in one slot. Much better than +3 SO's or lvl 50 generic IO's.

    You can also do this at much lower levels. A triple aspect lvl 25 IO gives you 48% enhancement in one slot, allowing you to have better than SO level performance, that you never have to worry about replacing unless you feel like it.

    http://wiki.cohtitan.com/wiki/Frankenslot

    You can also take advantage of multi-aspect IO's to avoid the exemplaring effect on enhancement values.

    http://wiki.cohtitan.com/wiki/Exempl...n_Enhancements
  12. Quote:
    Originally Posted by Scotsmania View Post
    We did Numina the other day where the leader was 35 which meant we all got exemped down to the same level, the mobs were ranging from 39-42 with the occasional group being 43 in the first mission no matter which setting we tried. In the end we changed leader so we were all 40 apart from the previous leader who got sidekicked to 39.

    This is something they really need to tweak as it makes the level range of the TF rather pointless.
    From http://wiki.cohtitan.com/wiki/Task_Force:

    On a "signature" Task Force, enemies will spawn based on the task force's maximum level (and the leader's notoriety setting) regardless of the team's composition. Therefore Signature Task Forces are usually done by characters at (or above) the top of the level range. The majority of Task Forces are considered signature.

    A Non-signature Task Force spawns according to the highest level person on the team (and the leader's notoriety setting). These include: Moonfire, Hess, Imperious and all four of the Shadow Shard task forces.
  13. Quote:
    Originally Posted by _Pine_ View Post
    Bosses are not currently worth the Inf/XP they give for the time they take to kill.

    They have something like double the HP, more resistance and more powers to kill you with than Lts. They do not however grant double the Inf/XP of Lts. This is what I have noticed in leveling and farming. The bosses just aren't worth the trouble.
    For the record, Boss level enemies are worth 3 times the XP of a LT.

    http://wiki.cohtitan.com/wiki/Experience
  14. Quote:
    Originally Posted by UberGuy View Post
    That's no guarantee, unfortunately. When it did it to me with the LotG, it was the only transaction I had executed.
    I should have worded that better. The actual advice was to close and open the window between every step.

    *Open interface.
    *Drop item into slot.
    *Close Interface.
    *Re-open interface.
    *Enter amount and Post.
  15. Quote:
    Originally Posted by Muon_Neutrino View Post
    Only thing I can think of to do about this for now is to make sure that the thing you're trying to sell is the only salable item in the market slots at the time. A pain if you have tons of stuff there, but better than posting a stack of salvage for some ridiculous price.
    You can also try what was suggested to me by a GM: Close and re-open the market window between every transaction.
  16. Panzerwaffen

    Total IO noob

    Quote:
    Originally Posted by ShadowRex_NA View Post
    So would you recommend buying lower level IOs?
    Depends on if you're seeking set bonuses and if you plan on exemplaring much. IO sets lose their set bonus if you exemplar more than 3 levels below the level of the enhancements.

    Another option to consider for IO's is frankenslotting relatively common and inexpensive set IO's to try and get as much enhancement value per slot as possible without consideration to set bonuses. For example a lvl 50 triple aspect IO such as Thunderstrike D/E/R provides a total enhancement of just over 63% for the use of one slot. A lvl 50 quad aspect IO such as Devastation A/D/E/R provides over 74% total enhancement in one slot. Much better than +3 SO's or lvl 50 generic IO's.

    You can also do this at much lower levels. A triple aspect lvl 25 IO gives you 48% enhancement in one slot, allowing you to have better than SO level performance, that you never have to worry about replacing unless you feel like it.

    http://wiki.cohtitan.com/wiki/Frankenslot

    You can also take advantage of multi-aspect IO's to avoid the exemplaring effect on enhancement values.

    http://wiki.cohtitan.com/wiki/Exempl...n_Enhancements
  17. Quote:
    Originally Posted by Futurias View Post
    What happened to IOs not being required to play the game?
    I don't see a single point in Gavin's post where he suggests that IO's are required. He was giving you an option that might improve your character's ability. If you want to arbitrarily dismiss the idea without considering it, then that's on you.

    Then again, that's pretty much what you do in every thread you post whining about something in the game that is 'too hard'. You rant about something that most players have no problem dealing with, a bunch of posters show up and waste their time giving you suggestions trying to be helpful, and you ignore them all and keep right on complaining.

    Oh well...
  18. Assault Rifle.. Boost Range meshes extremely well with the cone attacks from AR (Buckshot, Flamethrower & Full-Auto), has Sniper Rifle and the tier 1 & 2 AR attacks both have longer than normal range to begin with (90' & 100'), so Boost Range turns them into mini-snipes. Plus EM's melee attacks help make up for the lack of a tier 3 single target attack in AR.
  19. Quote:
    Originally Posted by Sunstormer View Post
    One point I would like to raise though, if theres nothing wrong with AR then how come fire can deal more single target AND Area damage than AR could ever hope to achieve in half the time to animate.
    That's because Fire cannot deal more AOE damage than AR in less time. Assault Rifle's AOE trumps Fire's easily.

    On paper, Fire Blast can produce approximately 314 points of damage (unenhanced) in 5.7 seconds with Breath, Ball and Rain. In reality, Rain will never do its full damage due to mob scatter, and most Fire blasters skip Rain because of that. So, Fire's effective damage is lower than its max potential.

    Assault Rifle can produce approximately 357 points of damage (unenhanced) in about 7.2 seconds with Flamethrower, Full-Auto and Buckshot.

    Assault Rifle's AOE ability is just peachy. It, along with Archery, are the best AOE blaster sets, hands down. I'm willing to put up with slightly substandard single target damage in exchange for that.
  20. Panzerwaffen

    How did I?

    Day Job Revive Ally power also gives healing credit, I believe.
  21. Quote:
    Originally Posted by Obsidius View Post
    How much do I have? Enough.
    You can never have enough!
  22. Quote:
    Originally Posted by Talbein_Vikshus View Post
    This is pretty much the key for a successful master run from my viewpoint. There are times when even veterans of hundreds of runs make mistakes. It just happens. An experienced tf leader understands the subtle nuances of a master run.

    Understands where much of the difficulties lay such as in the vine room, triggered ambushes, flier, towers, etc etc. A core group can help guide (either direct tells or in team chat) the less experienced folks. Also of note, a core group understands that there may be inexperienced players on the team and that naturally, the pace won't be as fast as they could usually go.

    I routinely like to group 4-6 experienced players who have run mo/stfs and bring in 'new blood'. Its a great way to expand the player pool (albeit slowly). There are some players who would love to get the badge but either solo much of the time and/or don't have a large global list. I reckon that a few of these folks would love to get the badge and would give it their best effort.

    An experienced tf leader when faced with leading inexperienced players on a master run knows how to assuage these fears and get people to 'play normally'. This means being able to communicate the objectives of the team, brief synopsis of what to expect, and encourage folks to be proactive with using their inspirations. This hopefully in turn, allows the players (experienced or inexperienced) to relax a little knowing they have competent tf leader.

    I will admit that it can be slow, it is also very satisfying to see people who thought they would never get the badge, earn them. I've run MoSTFs lasting 2-3 hrs for a win depending on the experience level of the team.

    I've been on teams where there is barely any guidance at all except for joking and quips because everybody knew what they were doing and have done it many times before. Those are fun too clocking in around 1-1.5 hrs. The interesting thing is, once those 'inexperienced players' are familiar with the run style, the times will go down too.

    Master run tf leaders don't always have the luxury of being picky when it comes to putting a team together but maybe the next best thing to do is convey to the entire team the significance of the run (people want the badge, have been trying for along time, etc etc)
    and again, encourage folks to act within a team framework.

    I know, I know before I get subjected to derision and accused of not actually being on pugs, I just want to say that not all pugs players are inexperienced players but rather ones whom haven't had the opportunity to group with you is all.

    So tell me, does the above sound community breaking? If so, then I am grossly guilty. As I mentioned in my prior post, I hope that the devs continue to add Master of badges to the game where they deem it fit. I look forward to them.
    I would suggest listening to this player. Tal does an excellent job of putting together fun, efficient & successful teams, and is a great example of the type of community we have on Protector.
  23. Quote:
    Originally Posted by Snow Globe View Post
    I actually agree with this. If the badges were made less irksome then the level stress they generate among players would make the attitudes I've seen less likely to happen.

    Getting the badge for not being defeated yourself (alone) would nearly eliminate the stress, as you'd only have yourself to blame for not having the badge.
    The problem with the above idea, is that it then lessens the necessity for the group to work together as a team, supporting each other, rather than as a gaggle of individuals. What does it matter how much effort I put forth on a Defender during a Master run, if I only have to worry about myself getting defeated to get the badge? I could just spend the majority of the time huddled up in Personal Force Field on my bubbler, rather than supporting the team. It's when you have a team where the majority is more interested in themselves than their teammates, that things get sour.

    I think much of the problem revolves around simple human nature. There are more players that want the badge, than there are players that understand how to work together as a TEAM, and more importantly, WANT to work together as a team. I've been on several Master teams where the majority of the team already has the Master badge and they're mostly there for the fun & challenge and to help other players get the badge.
  24. Panzerwaffen

    Stuck

    Quote:
    Originally Posted by Tramontane View Post
    One of those three holds aren't available at level 29. The other two would be fine if I were willing to take the respec. In fact, if I really felt some obligation to do this, I'd do it.

    However, this being a game I don't feel I'm obligated to do anything, and am more than marginally annoyed that you'd presume to chastise me for not working harder to Play part of the game when I'd really rather not PLAY that particular part of the FRIGGING GAME right now.

    Jesus, you sound like a father telling their bum son to get a job.
    Well... Excuse the heck out of me for trying to be helpful. You don't have to worry, I won't waste my time trying to do so again, as far as you're concerned.