PieterB

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  1. Well, did some additional research and it seems to be -20% tohit unenhanced 29% with 3 SO's. (Mids' numbers)

    This makes maneuvers combined with combat jumping VERY worthwhile to look at.

    Most foes have 50% tohit.
    Subtract 29% that leaves 21% tohit.
    You might think the defense numbers of combat jumping and maneuvers seem small but consider this: (slotted with 3 defense SO's)Combat jumping: 3,9% and maneuvers 5,49%.:21-3,9%-5,49%=11,51%, adding those two defenses decreases the incoming hits with 45% ! Not too shabby I think.
  2. If a bad guy hits you depends on several factors:
    His tohit, his accuracy and your defense.
    First you take his to hit, substract your defense and that you multiply by his accuracy.
    Accuracy*(Tohit-Defense)=The chance to land a hit.

    So accuracy and tohit are not the same.
    http://boards.cityofheroes.com/showf...Number=9280386
  3. Hello,
    I currently have a lvl 20 Dark/Dark defender and am really happy with her. The playing in teams is really nice.

    What I was wondering about is: what's the debuff a Dark/Dark defender does. Does it debuff the accuracy or the tohit?
    And ofcourse I'm espicially interested in Darkest Night.

    I'm getting mixed info about this, CoH calls it -accuracy but you can slot it with -tohit enhancements. Mids' tells me it's -tohit so I'm a little confused.

    The reason why I want to know is that I want to know if whether to take Manuevers later on or should go with assault.
  4. Wouldn't Robin Hood be a Mastermind? Although we all like him, in his time he was certainly a Villain.
  5. It really pays of to look into set io's.
    If you take lvl 40 IO's you could do something like 2 recharge, 2 damage IO, 1 Mako's Bite Damage/Recharge and the numbers would be better then 3 damage and 3 recharge SO's,
    At 40:
    equal lvl SO: 94.93 both, IO's plus 1 set io: 95.2 on the recharge and damage and only 5 slots used.(well, would be over 100% if it wasn't capped.)

    At 35
    equal lvl SO: 94.93 both, IO's plus 1 set io: 92.44 on the recharge and damage and only 5 slots used.

    So let's get back to lvl 40 IO's and see what you can do for optimal slotting (even disregarding set bonusses):P
    Ok here comes:
    -Positron's blast: Acc/Dam and Dam/Rec
    -Detonation: Acc/Dam and Dam/Rec
    -1 Endurance reduction IO
    -1 Recharge reduction IO
    Would yield: 48.25 Acc, 92,55% Damage 38.60% Endurance disc and 85.17% recharge time.
    With normal SO enhancements you would need more then 8 slots to get numbers like this, so it's nothing to sniff at.
  6. [ QUOTE ]
    .... I like to fortify those most likely to get aggro. ...

    [/ QUOTE ]
    I rather do tank, then the two people most in need of acc/damage boost. (Mostly an AoE blaster, although accuracy on AoE controllers is also very much appreciated.)
  7. You're taking it in the extreme. There's a world of difference about people able to buff but not doing it at all and others doing an excellent job but the game not being understood by selfish people.

    (And on my /kin I have a macro stating that the tank can ask for speedboost but I might get annoyed when others ask too often.)
  8. Agree with all of the post above.
    One method of "herding" I prefer myself is the "forward" herding. Going towards that point further on in a mission. Instead of herding back to a set point. Gives me more of a feel of being on the move through the mission.
    And of course the dancing around a pillar breaking line of sight so baddies have to come running to you instead of using ranged.
  9. [ QUOTE ]
    ...
    Icetanking Frostfire at 6 with herds an all was an icing on the cake for me!! The sooner the better and there are things called bfs for those who know what they're up against.

    [/ QUOTE ]I assume you're not talking about boyfriends for I would always try to get my most reliable gfs for tough missions.
  10. From what I've seen from a friends tank(40), Willpower gets scarily strong, even more in later levels.
  11. CM is an amazing power.
    I think that a lot of players roll an emp/* defender because it's the closest CoH has got to the traditional healer. But they don't understand the concept of buffing. Buffing and stacking of buffs is what really makes CoH powerhouses.
    Not so long ago I teamed with a lvl 33 emp/psi defender who I asked for CM and he was baffled when I pointed out CM can be a mez prevention power while he was only using it as mez removal.

    On the other hand, one got buffing and overbuffing. When it's not needed noone should demand the buffs they don't need. If you're in a team and not getting hit at all because the tank does a good job keeping all aggro then no need to have them bubbles nor CM up all the time.

    Last note, my emp/psi defender sits at 16 because I had a severe case of instant RSI after I did positron with it and couldn't play CoH for over a week after. (Was keeping CM up all the time plus fort plus the healing in a very chaotic team.)
  12. As you see the character has wings so it's a fairly recent video. So YES it still can be done. This is not a video post-giant-nerf.
  13. I can't help to react on your "rules" for I see CoH as a free game with lots of possible solutions to complete a mission or have fun. That's without some rules cast into iron.
    [ QUOTE ]
    (snip)...if all the players on the Game followed them.

    1. Always follow the Tank and never follow the Stalker!


    [/ QUOTE ]
    Well, I have two reactions on this. -Tankless teams can work amazingly. Also if you want to tank: stay in front of the team If a tank hesitates too long I know I won't and go in.
    [ QUOTE ]

    2. Hug the Defender or hug the Tank.


    [/ QUOTE ]
    Use your brain. Assess every situation on it's own. If you need healing, YES go close to the rad/ defender. If there's foes that do a targeted AoE mez on you, stay away from him. Ever situation is different.
    [ QUOTE ]

    3a. Wait until everyone is ready.


    [/ QUOTE ]
    Wait until half the team is ready. If you're going to team you should be ready all the time. And often not all teammates are needed to succeed. Why waist my precious time to wait for others to finish their MSN converstion?

    [ QUOTE ]

    3b. Tell the team when you are ready


    [/ QUOTE ]
    In a team I assume everyone is ready all the time, no need to state the obvious: state when you're NOT ready, much more important, then the others KNOW what will be lacking (ea. Heals/Control/Tanking)

    [ QUOTE ]

    4. Never Chase.


    [/ QUOTE ]
    Do chase, get the mob before it's out of sight and forgotten. And then in the kill all, when you're at the top floor, the whole team has to go back searching the entire level for that one baddie that's hid somewhere. Better to know you killed him. Also if you don't look around a corner you will never know where IF there's a mob.

    [ QUOTE ]

    5. Fight only the same mob as the rest of the team are fighting.

    [/ QUOTE ]
    Use your brain 2: fight whatever you think is best. What you often see is that while fighting the combat moves, and the team will come in range of another mob. If you see such a thing happening, you might want to do a preemptive strike so hatred is focussed on you instead of your teammates. Look at what's happening and try to see beyond the mob you're fighting at all times.

    [ QUOTE ]

    6. Communicate!

    [/ QUOTE ]
    Don't type when you ought to be firing of powers which can help the team. Let your actions speak for themselves. YES if you're annoyed with how someone plays or if the team should play different, have a little discussion and make an agreement on how to continue. Use the team chat to make jokes about how strong you are and Lady Liberty's skirt :P That's what makes a good team, if people are having fun, are joking around AND get the missions done.


    [ QUOTE ]
    Just my 2 cents.

    [/ QUOTE ]Just my 2 eurocents. Just remember CoH is a free game as in: there's a lot of freedom on how to overcome the challenges it presents.
  14. Time to leave to wow and holy trinity mindset and adopt the CoH way. Instead of the WoW way, -Tanker soaks up aggro and damage, healer heals tanker and others kill the foes- there are loads of ways to make a team work in CoH.
    In the lower levels, the healing of lost health is a common way of playing the game, at higher levels this becomes a lot different. This is because there's so many ways which you can use to decide a battle.
    Things like
    -prevention of damage , controllers making sure spawns can't do damage, or for instance blasters blowing up entire spawns before they can do damage.
    -minimizing damage by having good defense or resistance.
    -giving people high regen so the lost health points come back quickly.
    etc. etc. etc. in a lot of play styles there's no need for healing, lots of play styles benefit from a form a healing. This is what makes CoH so versatile.
  15. If you have a good team that's strong enough you can split up, making two groups of 4. If you can pull it off it will make a mission go THAT much faster.
  16. [ QUOTE ]
    I am thinking of respecting my old Tank or maybe start over all together but it's one thing that has made me hesitate; the lack of teams these days.

    Why that is, is a discussion best suited for another thread........ (snip)

    [/ QUOTE ]
    Presenting something as a fact which it isn't (or at least debatable) and then telling the discussion should be somewhere else isn't nice.
    Tanker are the best at team making. Put in some effort and lead your own. Lots of people are whining about lack of teams while I often see multiple people in a zone asking FOR a team, just not wanting to form that team. Start with 3-4 people, it should be easy. Tells from people wanting to join should be flowing in. Not every team HAS to start of with 8 people you know? If you lack teams, go and make your own, be nice, be friendly be skillful and invites will start flowing in.
  17. Don't forget that when tanking, knockbacks can be quite anoying. But if you know what you're doing it should be ok.
  18. Since I11 came out and falling in love with the War Mace graphic sets I made decided to make a Fire/War Mace tanker.
    Reading and reading through forums picking up various things, I've come up with following build.
    Cornerstone of this build is a high regen accomplished by stacking set-bonusses of Scirocco's

    Hero Plan by Mids' Hero Designer 1.30
    http://www.honourableunited.org.uk/mhd.php

    Fervidor: Level 50 Magic Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: War Mace
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Fitness
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(3), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(9), Sciroc-Acc/Dmg/EndRdx(11), Sciroc-Dam%(11)
    Level 1: Bash -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(3)
    Level 2: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(5), TtmC'tng-ResDam/EndRdx/Rchg(13), S'fstPrt-ResDam/Def+(13)
    Level 4: Healing Flames -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(7), Numna-Heal(15), Tr'ge-EndRdx/Rchg(15), Tr'ge-Heal/EndRdx/Rchg(17)
    Level 6: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(7)
    Level 8: Consume -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(17), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Rchg(19), Sciroc-Acc/Dmg/EndRdx(21), RechRdx-I(21)
    Level 10: Taunt -- Taunt-I(A)
    Level 12: Plasma Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(23), TtmC'tng-ResDam/Rchg(23), S'fstPrt-ResKB(25)
    Level 14: Super Jump -- HO:Micro(A)
    Level 16: Kick -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(25)
    Level 18: Burn -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(29), Sciroc-Acc/Dmg/EndRdx(29), Sciroc-Dam%(31)
    Level 20: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-EndRdx/Rchg(31)
    Level 22: Hurdle -- Jump-I(A)
    Level 24: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(33), RgnTis-Regen+(33), Numna-Regen/Rcvry+(33), Numna-Heal(34), Numna-Heal/EndRdx(34)
    Level 26: Stamina -- EndMod-I(A), EndMod-I(34)
    Level 28: Whirling Mace -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dam%(37)
    Level 30: Build Up -- RechRdx-I(A), RechRdx-I(37)
    Level 32: Fiery Embrace -- RechRdx-I(A), RechRdx-I(39)
    Level 35: Shatter -- FrcFbk-Rechg%(A), FrcFbk-Dmg/EndRdx/KB(39), FrcFbk-Rchg/EndRdx(39), FrcFbk-Rchg/KB(40), FrcFbk-Acc/KB(46)
    Level 38: Crowd Control -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(40), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Rchg(42), Sciroc-Acc/Dmg/EndRdx(42), Sciroc-Dam%(42)
    Level 41: Char -- Hold-I(A), Dev'n-Acc/Dmg(43), Dev'n-Dmg/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(43), Dev'n-Acc/Dmg/Rchg(45)
    Level 44: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/EndRdx(48)
    Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(50), LkGmblr-Def(50), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Jump-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]+8.5% DamageBuff[*]+3% Defense(Smashing)[*]+3% Defense(Lethal)[*]+3% Defense(Fire)[*]+3% Defense(Cold)[*]+3% Defense(Energy)[*]+3% Defense(Negative)[*]+15.5% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+18.6% Defense(AoE)[*]+45% Enhancement(Accuracy)[*]+6% Enhancement(Heal)[*]+15% Enhancement(RechargeTime)[*]+5% FlySpeed[*]+167.2 (13.9%) HitPoints[*]+5% JumpSpeed[*]+Knockback (Mag -8)[*]+MezResist(Held) (Mag 3.3%)[*]+MezResist(Sleep) (Mag 6.6%)[*]+MezResist(Terrorized) (Mag 2.75%)[*]+5% Recovery[*]+118% Regeneration[*]+1.58% Resistance(Fire)[*]+1.58% Resistance(Cold)[*]+15.6% Resistance(Negative)[*]+5% RunSpeed[/list]


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  19. Well, I'm a scrapper and I got bored fast.
    I just wane swing that sword and swing it again :P

    Sometimes on missions people have to go afk. So if that happens, teams tend to wait for the others to come back.
    Well, everyone but me that is. If it takes too long (longer then one minute) I tell them "I'm bored I'm gona kill something". I then flip elude, run into the nearest group of enemies and start to kill them. What follows is a bunch of people going [censored]? Some are smart and stay back because they understand scrappers, others go in and try to "save/help me" and die in the process. By the time they get back from the hospital, the enemies are dead and the group of smart people has just expanded by two or three members.
  20. I like cinders on my fire/rad alot. Radiation infection makes up for the lower accuracy and it helps alot if you want a boss held fast.
  21. Fire and rad are a great combination because of the fire cages. They make sure all the foes stay in the rad auras making things much easier.
    Beware though, you might as well paint "aggro" on you forehead, because you'll be getting a lot.
  22. Spectral Wounds is the natural follow up for blind. It's pretty strong when containment kicks in.

    I'd rather leave flash then deceive, but to be honest I want them both.
  23. Invis-drop on glowie is a good thing. Come on people get some skill.

    Watch out with GI. Get all the teammembers because an invisible tank and an uninvisible squishy behind him can give unintended faceplants.

    (Villain1: hey that superpowered weapon we're guarding is walking away. Villain 2: don't do anything, they said we should guard it against heroes and I see none.)&lt;---Yeah Right.
  24. [ QUOTE ]
    [ QUOTE ]

    Choking Cloud is a complete aggro magnet too, if you have it. With it and Hotfeet I can out-aggro any aura based Tank.

    [/ QUOTE ]You know that's theoretically impossible, right?

    [/ QUOTE ]
    Sure it can. Because the taunt-effect and aggro are not the same. If the taunt effect wears off, the foe will go after the one he's got aggro on.
  25. My fire/rad on the other hand is going to get all the held badges. But that might change when I get fireimps.