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Posts
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All depends on the class...your build...and how you play it.
I've taken out two bosses at once with a blaster before...solo
But things like that sometimes involve liberal use of inspirations. -
Incarnate might be the winged archetype, or some sort of Avatar of a diety archetype (probably both). That's my guess anyway.
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Minor nitpick:
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3. Leading a lare group
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similar to super speed.
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Eh? I seemed to hear it did stack with Superspeed. But otherwise, sorry. Not even close. Seemed like a glorified Sprint with a glowie to me...
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Sprint stacks with superspeed too. -
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Has anyone else noticed that how fast the toggle power is circled is directly proportional to how much endurance it takes? Could 1 full circle = 1 end?
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Yes, I noticed that myself, and plan to do some research on it. I doubt it's as exact as that. (it would be hard to animate a time span that exactly as a set of image frames, although it could be done "on the fly") However, it's worth looking into.
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I thought I heard that instant healing's spins faster when more healing enhancers are slotted in it... -
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Dark/Psy Defender
While i don't doubt their control potential, I heavily doubt their soloability. Psy blast is hands down the worse defender secondary, and i can vouch for that as i play a defender with a psy secondary. It does absolute minimal damage. And when i make that statement i don't look at per hit, i look at damage per second (DPS). Reason why DPS is so horrible is for the fact that everything in the psy blasts set takes a really long time to execute, all really long recharges, and cost alot of endurance. While the powerset offers several control type powers, none are effective enough to consider a control power, with the exception of scramble thoughts. That is still however, single target mez, with again minimal dmg. This build could probably group well with the control powers it has, however soloing would be painfully slow, and not worth it at all. It could be my huge bias against psy blasts, but in all honesty, the powerset is horrible, I wish I never picked it.
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It's the early psy blasts that are the slow ones. Telekinetic blast, and will domination are quick attacks. Psy scream is pretty fast, and does decent damage with a really nice cone. Mental blast, subdue, and psi lance, the first three attacks, are slow, so psi can't get a fast single target until level 16...
Psi tornado gets mixed reviews, but I'm going to get it.
On a side note, the dark pet should be a great thing. It's a control pet, kinda like the gravity singularity. Except.....it gets a sort of AoE control too. Tenebrous tentacles roots things, and each of them can cast darkest night which debuffs damage and accuracy on enemies. They can also heal, and hold. Mostly control, with some minor damage (I won't be able to see the actual damage they do for a bit, but it can't hurt.). Mainly it frees up the dark miasma from needing to use the defender powers as much, and lets them use more blasts (and focus control anywhere that it's lacking). -
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There has been a plethora of research done in regard to what people get out of RPGs. One of the papers that sheds some great light on MMOs is actually a paper about MUDs - Click Link Here!
One of the things you can see as you poke around the boards is these different player types represented in posts - and the conflict that arises from enjoying and preferring different things in games.
Its kind of a gamer personality type most people have a primary types, but will do other types of gaming to achieve the goals of their primary type.
There are Achievers, Killers, Explorers, and Socializers.
Achievers want to level.
Killers want to impose themselves on others.
Explorers want to see/do everything.
Socializers want to talk about it.
CoH examples
Achievers Power Levelers
Killers Griefers/KSers
Explorers Badges
Socializers Dance Club
A good MMO tries to make all types of play available in their games.
A good player realizes that games are different things to different people.
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Richard Bartle, nice, I admire his thoughts on the genre. He actually expanded on his player types in a book of his though, "Designing Virtual Worlds", by adding another dimension to the player types. (He added implicit/explicit in addition to acting/interacting and players/world). So....now he has 8 types.
The old "killers" are split into politicians and griefers. The old "explorers" are split into scientists and hackers. The old "socializers" are split into networkers and friends. The old "Achievers" are split into opportunists and planners. (of course...I won't be able to say all of what he has to say about it. The book talks about it pretty well, and there's other interesting things in it too)
A list of the new types, taken from his book(all credit, of course, goes to Bartle):
Politicians- players who act in an open fashion on other players. whether you view them as inspired visionary leaders or interfering, self-serving busybodies depends on how gullible or cynical you are.
Griefers- Bullies prepared to use force or other unpleasantness to get their way or be noticed.
Networkers- Players who interact openly with other players- even complete strangers - on any and all subjects. Less charitably, gossips.
Friends- Players who interact primarily with people they have known a long time and with whom they have deep bonds (often formed through adversity). They do not feel bound by the conventional rules of interaction, because they understand each other so well.
Planners- Organized achievers; decide what they want to do then go off and do it.
Opportunists- Achievers who go where their fancy takes them.
Scientists- Explorers who experiment in a thorough, methodical fashion.
Hackers(note: used in traditional sense of the word- Explorers whose understanding of the virtual world is such that they can proceed purely by intuition.
After this, he puts these types into "development tracks" which he imagines most players will mature through (they overlap a little, and can be switched through. The book has a graphic showing this)
Griefer-> scientist -> planner -> friend ("main sequence"
Opportunist-> networker -> planner -> friend ("minor sequence")
Griefer-> networker -> politician -> friend ("main socializer")
Opportunist-> scientist-> planner-> hacker ("main explorer")
A person can stall in development, they can switch tracks, they may never reach the end, but this is basically how people end up developing. He also flattens the chart a bit and explains the progression by a progression from instinctive -> learner -> doer -> expert
Of course....this is just an introduction. The book explains it better. ( I find this part particularly interesting because I love psychology and trying to figure out how people think )
A sidenote about the book, as I was reading it I kept coming upon things where Bartle says something that should be done (usually) for a good design, and thinking about how it's in City of Heroes. Cryptic may be new at this, but they know what they're doing... -
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We investigated several characters who claimed to have done badge-missions yet didn't recieve the badges retroactively. Upon examination, all of them had never done said badge-missions, usually because they outlevelled their contact before that mission was issued.
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Huh? I had a badge that wasn't given to one of my characters (completed before issue 2 went live, didn't go back to contact until after it was live), I petitioned it and was given the badge. (though...I got a mail back saying something about "waiting for TF datamining" for some reason). This was for the clocks/skulls mission. -
Why do I keep thinking Ghostbusters? The stay-puft man is going to be romping around Paragon...
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ah....probably just copy over whenever you get to a level where you can change a skill and pick whirlwind on test. I had to copy over and choose super speed there so I would have an end drain.
If you look at the table so far, Whirlwind is about half of the end regen you would get from normal regen and an unslotted stamina. Toss sprint and super speed on top of that and you have a bit of a drain. -
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SS and Sprint, both with just one End red SO in them, drain the most of all my powers. I do not use sprint, as I always have SS on. I'm thinking of adding another slot to it, just for end reduce. Combat jumping takes 0 END. I know this not to be true, but the number is so low, 0 is a safe number to base my slots upon. CJ is all Defence Buffs. Tough is another power like CJ. Though it does drain a tiny bit more, its not enough to worry about. With both CJ and tough toggeled on, my end never dips under 100. Cloaking device drains quiet a bit however. I have it 4 defence buffs and 1 End reduce. The 1 end reduce makes a sizeable difference. Targetting drone is a pig, compared to my other toggels. I have it 6 slotted, 4 ToHit, 2 End red.
As I get more powers, I can post my Simple Man solution. Possily, when I hit 44, i'll pick up flight on Training Room... er nm, can't, 4 pools...
Maybe whirlwind?
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Well.....you're supposed to take the end reducers out of your powers too. With a training room copy losing enhancements doesn't matter (and base end use is what is being looked for).
And yeah, whirlwind would be a good choice for a training room power pick. If you look on the list he has already, it has a fairly high base drain to it. -
Copy to test server, take enhancements out of stamina.
You can take enhancements out by clicking on it and dragging to the trash bin...it might take a few tries. Yes it does work...took me a bit to get it to work myself, but it was easier after the first time. It's really picky on what you have to click on.
Oh and a warning, you might want to have a book to read, or something. If the drain is slow enough it can take a WHILE. I had two trials that lasted a bit over 90 minutes...ended up reading most of the time, but talked to two people who happened to be on the test server at the same time for part of it. -
People have to help him with some times before he can give more numbers (stop being lazy).
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This forum is for Guides and FAQs only. If you have a question, post it in general forums or other appropriate forum. Posts in this forum should never "roll off" like other forums so please, only post guides/FAQs. There is a sticky thread called "Guide to Guides" that is the first place you should look to find a guide/FAQ.
All other posts will be moved/removed in an effort to keep this a forum where you can find the information you need!
Thanks Heroes!
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But questions/additions to guides within the guide post are fine, right?
And what about if someone posts a guide, and later wants to post an updated version of it? (like say, a bunch was added and want to make a new post so it'll look cleaner) From what I heard, after a bit a post can't be edited anymore. At least, it used to be true, not sure right now. -
Stamina and quick recovery are basically the same power, just with different numbers to them : quick recovery is a bit stronger. That's it.
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I just tried with my invuln scrapper....invinc/sprint/tough/stance/quills doesn't seem to be enough to offset end recov with a no slotted stamina. Maybe when I gain a level I can copy to test and pick up super speed and run that too (unless it can't be run at the same time as sprint...)
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Neat, that's some good work there.