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Posts
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Quote:I don't understand comments like this. The guy wasn't judging on the basis of the defender's secondary, the defender was. The guy was asking for debuffs, and as others have said, probably had -res and -regen in mind. FF/Rad clearly wasn't what he was looking for.I'm surprised someone like that didn't ask if your workstation is ergonomically safe for you to participate in the TF without risking repetitive motion injuries. That seems likelier to matter than one Defender's secondary.
Now, you might not like the idea of wanting debuffs to speed up the AV fights and turning down everybody else. But that's a separate issue. -
I decided to try Traps/Archery, and for kicks I worked up a build one might pursue if one were looking to spend a good 10-15 billion inf. (I am, sadly, much too poor for this.) I figured I'd post it here to see how you folks would improve it. Highlights include nearly-perma Hasten (activation time hurts), softcapped positions and psi, good s/l res (capped with Cardiac Paragon), and good recharge on everything (like Rain of Arrows).
Clearly, some things could change. Hover could be Combat Jumping. The APP could be something else (but to cap s/l with anything other than Power, you'll have to (a) move the slot from Conserve Power to one of the defense powers and use Shield Wall +3 res and (b) change the Res/End/Rech in Tough to Res/Rech). Ranged Shot could be something else (but the +7.5% rech is nice). Aimed Shot could be dropped, slotting Snap Shot instead and grabbing some other utility thing (like a travel power if you don't want to rely on Ninja Run). Of course, the order of the powers and slots is very flexible.
So what would be better/interestingly different?
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Defender
Primary Power Set: Traps
Secondary Power Set: Archery
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Web Grenade -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(3), GravAnch-Immob/EndRdx(5), GravAnch-Hold%(5)
Level 1: Snap Shot -- Empty(A)
Level 2: Aimed Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/Dmg/Rchg(9), Decim-Build%(9)
Level 4: Fistful of Arrows -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(13)
Level 6: Acid Mortar -- Achilles-ResDeb%(A), Dev'n-Hold%(15), LdyGrey-%Dam(15), ShldBrk-%Dam(17), RechRdx-I(17)
Level 8: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(21)
Level 10: Blazing Arrow -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(21), Apoc-Acc/Rchg(23), Apoc-Dmg/EndRdx(23), Apoc-Dam%(25)
Level 12: Poison Trap -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(25), UbrkCons-Acc/Rchg(27), UbrkCons-EndRdx/Hold(27), UbrkCons-Dam%(29), Lock-%Hold(29)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 16: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(33), AdjTgt-ToHit/EndRdx(33), AdjTgt-Rchg(33)
Level 18: Seeker Drones -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(34), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-Rchg/EndRdx(34)
Level 20: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
Level 22: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(39), GSFC-Build%(39)
Level 24: Boxing -- Empty(A)
Level 26: Trip Mine -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(40), Armgdn-Dmg/EndRdx(40), Armgdn-Dam%(40)
Level 28: Tough -- GA-3defTpProc(A), ImpArm-ResDam(42), ImpArm-ResDam/EndRdx(42), ImpArm-ResDam/EndRdx/Rchg(42)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def/EndRdx/Rchg(43)
Level 32: Hover -- LkGmblr-Rchg+(A)
Level 35: Assault -- EndRdx-I(A)
Level 38: Rain of Arrows -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(43), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(45)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(46)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(46), ImpArm-ResDam/EndRdx(46), ImpArm-ResDam/EndRdx/Rchg(48)
Level 47: Ranged Shot -- Mantic-Dmg/EndRdx(A), Mantic-Acc/ActRdx/Rng(48), Mantic-Dmg/ActRdx/Rchg(48), Mantic-Dmg/EndRdx/Rchg(50), Mantic-Dam%(50)
Level 49: Triage Beacon -- Numna-Heal/Rchg(A), Numna-Regen/Rcvry+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A)
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Good point. I don't think that it's enough to softcap folks once it wears off (and stops affecting Maneuvers and Dispersion), but it should get people to at least 40%ish, I think. With a 15s duration, that should cover about four pairs of bubbles, I think. Enough for the squishiest members of the team, anyway.
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Quote:Two things. First, how are you getting Maneuvers + FFG to to 25%? That's just under a 100% +def on Maneuvers and FFG. You can't even get that with a Nerve Paragon. 20% is easy enough to hit, but 25% is way out of reach, unless I'm missing something. (Traps defenders can get to 25% with just FFG and Maneuvers, but that's different.) Second, /FF with Maneuvers will easily get everybody to around 33.5%. And Dispersion bubble has status resistance, too.My Traps with maneuvers offers a straight 25% defense bonus to anyone near me on my team. FFG also offers other status bonuses as well. My FF MM has to cast bubbles on each person on the team to just about establish similar effects.
I'm not trying to say that /FF is definitely worth it for an MM. I play an FF def, and it's all I've ever played, so I have no idea how things go without one. People say that the bubbles help, and I take them at their word, but they could just be being polite. And even if I do help, there's a big difference between a defender, who can softcap everybody without assistance, and a mastermind, who can only get people about 11 or 12% away from the softcap. But it's a little unfair to say that Traps can do what FF can do without the two individual bubbles. -
Thanks. I didn't think I'd seen them throwing bubbles around on anybody else, but I figured it was worth checking.
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Just wanted to follow up briefly. After playing a bit, using one respec, and playing a bit more, I think I want to go for something like this. Some particular notes:
- Two PvP IOs, but it's long-term. I should be able to get everything other than them and the 5x LotG +rech pretty soon anyway. (For the even longer term, I'll aim for slotting Gloom with Apocalypse. That would also me change up Tough and Dark Embrace, improving end usage and recovery a little.)
- Softcapped def at all three positions and psionic, capped s/l res (with Cardiac Paragon). Dispersion Bubble, Maneuvers, and individual shields will softcap party members (except for psi, of course) on their own.
- I don't think end will be much of a problem. If it's fine, I might drop the Cardiac (and capped s/l res) for Musculature.
- I'm not sure how much use Blackstar will see. I really wish I had that /Pistols nuke with no crash, but oh well. At least, as Psylenz said, Blackstar is pretty safe.
- I'm taking Oppressive Gloom only because I don't see myself needing Dark Consumption. The latter has a long recharge, and if I really need the end, I can pop an insp.
- No PBU + individual shields, I'm afraid. I liked the idea, but I liked the long duration and short recharge on Soul Drain more. (Edit: I was thinking about going Soul Mastery for Soul Drain, Dark Embrace, and Power Boost. But, again, I like that Soul Drain recharge in Dark Mastery. Also I don't want to bother with going redside. I'm busy saving up merits for my Gladiator's Armor.)
- Ninja Run for travel.
- I'm not sure what I want in the three empty power slots. Assault is a little more damage, which is always good, and I'll probably take it just for want of anything better. Vengeance might be handy sometimes, though it seems like there's usually someone on the team with it already. Repulsion Field is kind of nice when squishies are getting mobbed, but Force Bubble is a decent emergency button, too (and it's useful in other cases anyway). Recall Friend is helpful to have around. Teleport is nice for FBZ (and I've always used it, so part of me hates to give it up). Even Aid Other could help in some AV fights. I'll just pick a few soon, I guess. Right now, I'm leaning towards Assault, Recall Friend, and Teleport (for old times' sake).
- I wouldn't recommend using these enhancement slot assignments while leveling, unless you don't need to do damage. It was just easier for me to keep track of things doing them this way.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Francis: Level 50 Magic Defender
Primary Power Set: Force Field
Secondary Power Set: Dark Blast
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/Rchg(3), DefBuff-I(5)
Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(50)
Level 2: Gloom -- Mael'Fry-Dmg/EndRdx(A), Mael'Fry-Dmg/Rchg(42), Mael'Fry-Dmg/EndRdx/Rchg(42), Dev'n-Dmg/Rchg(42), Dev'n-Acc/Dmg/Rchg(43), Cloud-%Dam(43)
Level 4: Personal Force Field -- SW-ResDam/Re TP(A)
Level 6: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/Rchg(7), DefBuff-I(9)
Level 8: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(9), GftotA-Run+(11), GftotA-Def/EndRdx(11)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), GftotA-Run+(21), GftotA-Def(21)
Level 12: Dispersion Bubble -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), GftotA-Run+(13), GftotA-Def/EndRdx(15)
Level 14: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(17), GSFC-Rchg/EndRdx(17), GSFC-ToHit/EndRdx(19), GSFC-Build%(19)
Level 16: Tenebrous Tentacles -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(37), Cloud-%Dam(40)
Level 18: Boxing -- Empty(A)
Level 20: Night Fall -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(36), Cloud-%Dam(36)
Level 22: Tough -- GA-3defTpProc(A), ImpArm-ResDam(23), ImpArm-ResDam/EndRdx(23), ImpArm-ResDam/Rchg(27)
Level 24: Weave -- GftotA-Run+(A), GftotA-Def(25), GftotA-Def/EndRdx(25), GftotA-Def/EndRdx/Rchg(27)
Level 26: Repulsion Bomb -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(31), ExStrk-Dam%(31)
Level 28: [Empty]
Level 30: [Empty]
Level 32: Force Bubble -- EndRdx-I(A)
Level 35: [Empty]
Level 38: Blackstar -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(40)
Level 41: Oppressive Gloom -- Dsrnt-I(A)
Level 44: Dark Embrace -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/EndRdx/Rchg(45)
Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 49: Detention Field -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(33)
Level 2: Stamina -- P'Shift-End%(A), Efficacy-EndMod(5), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/EndRdx(33)
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Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 9.125% Defense(Smashing)
- 9.125% Defense(Lethal)
- 10.69% Defense(Fire)
- 10.69% Defense(Cold)
- 11% Defense(Energy)
- 11% Defense(Negative)
- 12.88% Defense(Psionic)
- 12.25% Defense(Melee)
- 12.25% Defense(Ranged)
- 12.56% Defense(AoE)
- 1.8% Max End
- 52% Enhancement(Accuracy)
- 61.25% Enhancement(RechargeTime)
- 9% FlySpeed
- 53.41 HP (5.252%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- MezResist(Stun) 2.2%
- 24% (0.401 End/sec) Recovery
- 62% (2.633 HP/sec) Regeneration
- 3% Resistance(Smashing)
- 3% Resistance(Lethal)
- 10.23% Resistance(Fire)
- 7.725% Resistance(Cold)
- 3% Resistance(Energy)
- 6.125% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Psionic)
- 42% RunSpeed
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All right, thanks for the replies, everyone. As an FF def (who hasn't played since the defense nerf), it's not too hard to softcap all ten if I try. I just wasn't sure what would actually helped. It had looked like psi might be it, but I wanted confirmation. Thanks again!
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I know that softcapping all three positions gets you most of the way there, but I've read that there are a handful of attacks without position tags. What are those attacks? Do they have damage tags? Put another way: Is there any benefit at all to softcapping any of the damage types if you've already softcapped the positions, and if so, which damage types are beneficial?
Sorry if this has been covered somewhere on the forums. If it has been, I couldn't figure out a search that would find it. -
With my schedule right now, I'm available some mornings and most late mornings/early afternoons (starting around 11). I'm @FrancisMacomber. Like R-Tech, I bet we could get some TFs going, especilly with a few of us here already.
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I'm interested (and this time I'll be there; sorry, I completely forgot last week). All I can bring is FrancisMacomber, FF def.
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Thanks to both of you for the feedback! I'm feeling nice and vindicated in the build that I came back to, with no heals and tactics instead of assault. I was worried I'd look dumb running around with tactics. :P
Yes, Psylenz, I'm only really building for teams (except maybe I'll take stealth if I can sneak it in, because when I do have to solo stuff, I prefer to run past all the long, tedious fights that I can).
I hadn't thought of nuking. Honestly, I've never, ever considered taking blackstar. But that might be an intersting alternative.
On PBU: Don't you still need at least one toggle to softcap people?
Edit: Also, it sounds like all 9 powers are at least situationally useful now, which is cool. Maybe I'll take them all, at least to play around a bit. -
Edit: Current planned build posted below.
After several years away, I decided to try CoH again, but I quit before enhancements got diversified, repulsion bomb stopped sucking, all this new content was added, etc. So I'm looking for some help with a new build. I have a decent idea of what to do with most of the powers. But the pools are giving me a little trouble.
Should I take heals (Aid Other, Life Drain/Aid Self)? I didn't before, but I'm not sure if that was (let alone still is) a good idea.
Are Assault, Tactics, and Vengeance worth it? Assault seems good. Maybe the other two can be skipped? Or are they good enough to take if I can make the room?
Any suggestions for an APP? I was thinking Elec for Power Sink, at least if I take all of Leadership. Would it be necessary? If not, are there better options, or is it really just up to preference?
I'm not crazy about /Dark, but I don't feel like leveling again, so I'm just gonna stick with it. I guess if the APP doesn't matter much, I could go /Dark/Dark and fully embrace the overkill. -
I just started playing again after about 5.5 years, but if that's not a problem, I'd love to bring FrancisMacomber (FF/Dark).
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"Now this isn't to say that I'll stop posting in the other forums - but I'll try to keep the "hot" issues answered in this forum." ...... Statesman
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We know you are busy with the Euro Beta, but you really need to do what you say you are going to do, or you'll lose your credibility. There are three threads here that need a meaningful response from you or your staff. One of these threads has well over 1,630 posts and continues to grow by the hour.
Please, try harder.
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And we know that this time of year is one in which people are frequenly not at work as often as they could be. If we're still without a response in a week or two, I could see complaining. Not yet, though. -
Eh, maybe we'll even see a fix for non-stacking armors. Quit laughing. It could happen.
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No, you don't get it. It's stupidly easy to change your course while teleporting. What did you do, set your turning control down to 100% or some such nonsense?
I'm serious, how can you complain that it's hard to turn while teleporting? I do it all the time, and I've never, ever had another travel power. -
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And I did a search, this is in fact Manticore's first post...
Hey, you ever gonna fix your Task Force, you come off as kinda unreliable, man.
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This is actually Manticore's fourth post. Next time, make sure you blank out the "show only up to last week" part.
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No, it's his eighth. Next time, make sure you check the little thing under his name that tells you how many posts he's made. -
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Hmm, that's odd. I can beat almost anybody to any location (within two miles if I have PFF up) with teleport. It's accurate, it's fast, and it only has one end reduction slotted in it. What power are you using?
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It's not accurate. You have to target a point and apparently unless you can code crack to move your camera to illegal places that means porting into the air and then moving your view and trying to port again to your landing spot before you fall out of sight and have to do it again. Sure, I can teleport 100yrds away, but not 30yrds up and 10yrds over to get at a good spot to snipe safely from.
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I have never used /cam_dist. I do have +lookup and +lookdown bound to easily-accessible keys, and I do have the speed at which my camera rotates raised a bit. As far as I know, these are all intentionally provided by Cryptic (since there are keys bound to +lookup and +lookdown by default and the camera rotation speed is just in options). I also stay zoomed out as far as possible without using /cam_dist most of the time. Getting where I want to go is almost always just a matter of turning the right way. I have not noticed many problems with teleporting indoors since the patch, but I am almost never in a situation in which I even want to teleport indoors. Hurdle is a good power. 1-slotted with a jump enhancement, I can jump up to the next railing and across relatively large distances without problem.
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I didn't know they took away the ability to port onto the "bottom of the cieling" but if that is true then they've just made things worse. Like the other guy, I used to target spots on the cieling just above the beam or box I wanted to land on.
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Yes, this would be unfortunate. Looking down on your char and zooming out all the way (with mousewheel or a key bound to +zoomout), however, almost always works.
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I haven't put in any end reducers because I haven't wasted any enhancements slots on teleport. My first enhance went to distance and I was greatly dissapointed to find my 98yrd unenhanced port had become a 103yrd enhanced teleport. Yah, that's a big deal, I'm really racing the guy with superleap now. With the same character, and superleap with no range enhances I can jump 98yrds. And there's no pause while hovering in the air and trying to target in the direction I want to go.
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you do know that all powers come with one empty slot, right? So that 1-slotting a power doesn't waste any slots. Also, even with the delay between teleports, if you use a bind such as ctrl+lbutton for teleport, you should be able to basically keep up with super leap. Honestly, it's hard for me to be beaten by somebody else by any significant amount to any distance. (Especially in SS.)
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Don't even get me started about trying to change directions when I find out one of my friends needs help due to an ambush on their way to the store.
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Q and e are your friends. Or whatever you've bound their default binds to. Of course, all I've been saying so far assumes some use of the keyboard. That is something that I feel is relatively necessary (that and not using mouselook, since mouselook makes you tp to the center of your screen, I think) with teleport, unless you're particularly fast at turning with your mouse. In general, I think that teleport requires a keyboard anyway for ctrl+lbutton binds.
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Anyways, three or four teleports takes away more than half of my endurance. With my various characters I can fly, run at superspeed and superleap and recover endurance with each one at the same time. With fly, superleap and superspeed I have one slot end reduced and stamina. Now the same character has superleap and teleport and there is no way I could equal out their end cost without putting three or four end reducers into teleport.
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I not only use teleport; I also use personal force field when doing so with great regularity. If you don't have stamina, then yes, teleport is a bad choice, but if you don't have stamina, there might be greater issues with the effectivenss of your character in general. With stamina 6-slotted and teleport and personal force field 1-slotted (remember those slots they come with? yeah, those), I can go full-speed for at least 1.5mi, and if I wait a tiny bit between teleports, I can get a lot farther. Without PFF, the distance just increases.
Not only is teleport fast and accurate (at least for me), but it gives me recall friend. I like recall friend. A lot. But I wouldn't like recall friend if everybody kept beating me to mission entrances.
Teleport is good. I think that to use it really effectively, it does probably require skill with turning your camera with a mouse or a couple of binds, all of which are bound by default to certain keys already (and of course, ctrl+lbutton is practically necessary). Increasing the camera rotation speed is a boon, too, but I find it to be incredibly useful whether I have teleport or not.
There is also no doubt that it drains more end than any of the other travel powers. However, you get recall friend (useful both for moving teammates around faster and for getting people out of trouble; don't bring up the interrrupt time, I've saved enough people to not care), you don't have to navigate around obstacles (SS), you don't have to bother landing (SJ, alhough only really relevant in SS), and it's a whole lot faster than fly (because I routinely tp teammates with fly to mission entrances). (Yes, I know that you can use SJ to get around in SS; I've even seen someone do it, and when it works, it's very fast. Tp is still a whole lot easier, and you don't have the annoyance of occasionally missing and starting all over.) I think that SJ is probably the only other travel power I would seriously consider, and the extra difficulty in SS that it incurs is, I think, enough to turn me off. At the very least, though, teleport has some things going for it (and not just in SS... just in general, I think that recall friend is more useful than CJ/acrobatics for some characters). -
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In all honesty.. the only reason I use teleport is for character concept. Otherwise the power makes me ill.
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Ditto. My character with teleport has superleaping to actually travel with. I only use teleport when I want to take two or three times as long to get someplace and arrive without any endurance at all. I dunno about this porting into the floors trick and I don't know that I'd ever use it, but I wish teleport was useful in some slight manner.
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Hmm, that's odd. I can beat almost anybody to any location (within two miles if I have PFF up) with teleport. It's accurate, it's fast, and it only has one end reduction slotted in it. What power are you using? -
Try making it a favorite (at the bottom of the thread).
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Nope. I don't like using a mouse. (I don't have any powers in my power trays, either, but that's more for fun.) I use q, e, r, f, -, and + (the last two on the numpad, with r, f, subtract, and add bound to +lookup, +lookdown, +zoomin, and +zoomout) to look around, with the default movement.
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Regarding rotations, I've never made a video, but I don't use my mouse for anything other than teleporting and opening doors. The relevant commands (for binding or something) are lookup, lookdown, zoomin, zoomout, camrotate (with camrotate on, turnleft and turnright turn the camera around you rather than turning your character). /bind <key> +<command> will work just fine (camrotate is bound to pageup by default, but the other four need to be set up on their own).
Not sure about the arrow keys, but it wouldn't surprise me.
You can set the rate at which you rotate in options. -
Not finding maneuvers. I'm just trying it out for the first time since I'm unable to play CoH right now. I think that I prefer just writing the files, but this is a nice program nonetheless.