Quixotik

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  1. The description of Defiance says it stacks with other Defiance buffing and I believe the buff from Time Bomb and Trip Mine begins when the power finishes activation, not when it explodes. At least I don't get a Defiance Buff icon on my HUD for 15 seconds after Time Bomb explodes like I do from other attacks. I don't think they would have left this out, but maybe they did.

    To answer your question of why? Well, why activate Build-Up and Aim before you use your nuke? It's a good buff.

    Edit: It works as described. In the Combat Log I get a 90.42% buff to base damage after activating Time Bomb+Auto-Turret.

    Alot of times players with Devices Blasters feel a little gimped and too reliant on Trip Mine patches, etc., but you don't have to. You can use the Defiance buffing just like other Blasters use build-up to take on a boss. There's just the set-up time factor, but no fix for that.
  2. If you Blasters thought Devices has no Build-Up you would be mistaken. Built into the upper tier of Devices powers is a very useful level of damage boost from Defiance for Blasters. Also, these attacks do not draw aggro so they will not break your stealth.

    Trip Mine=26.4% boost to damage for 11.4 seconds.

    Time Bomb=52.80% boost to damage for 15.5 seconds.

    Auto Turret=39.60% boost to damage for 13.50 seconds.

    So, in a simple attack, you drop a Trip Mine (at your feet) or Auto Turret prior to attacking. For a Nuke power, Time Bomb+Auto Turret+Nuke= 92.40% damage buffed nuke plus Time Bomb, which is extreme damage also. Quite devastating, usually only Boss level are left standing.

    What you need also is any two of the following three powers, Cloaking Device, Smoke Bomb, or a Stealth IO. I suppose Superspeed could also substitute for one of these, but haven't tested it lately. And for Rikti and other Perception+ mobs you'll need all three.

    An example attack for buffing up a nuke power, let's say Radiation Blast, would be: You activate your Stealth powers.> Place a Time Bomb at the Mob's feet, 15.5 seconds of Defiance buff -time starts.> You summon Auto-Turret (7 seconds activation).> Mobs will attack Auto-Turret, but not see you.> Hit Aim, Irradiate, followed by Atomic Blast buffed 130.98%.> Time Bomb explodes at 15 second mark.

    Not too shabby for a Devices Blaster. In fact with Time Bomb thrown in Devices probably grants the highest Nuke damage of any Blaster secondary, although I haven't crunched numbers on it, just Mobs, which seem very crunchy.
  3. Just fix it. The VEATS work fine. The regular AT's work fine. The Khelds don't. And Lightform is very disappointing graphically. It's like, oh look, I am a dustbunny, you can't hurt me now! Which way am I facing? Did you know dustbunnies have fists? POW! Just saying, Lightform is not like you become a "being" of energy and light since you become formless. Would be more pleasing if you retained some physical animations, maybe like energy gremlins or similar.

    Khelds might work if their level one auto armor gave mag 2 resistance to mezzes like the VEATs. I don't think that would make Khelds overpowered just as it does not make the VEATs overpowered now.

    Yes, you should be saying something. Khelds will just continue to be ignored if you don't. I know some players will say, "nothing wrong with Khelds, just learn to play them", etc. but that's always been the case with every powerset in CoH that was waiting to be fixed.
  4. Yep, I can only get White Dwarf to work. I don't use Nova at all and if I use human-form it's straight to the hospital and xp Debt.

    My solution would be to grant extra slots at 20, 32, 40, and 50, but cap how many each form can have. This is very balanced since players can only be one form at a time and it supports the concept of a shapeshifting AT.

    Or maybe give the Nova and Dwarf 3 inherent slots in each power instead of just one.

    Anyway, my PB only works in Dwarf form in the CoH game enviornments. I play many many alts of all types successfully, but the Khelds are badly in need of a fix.

    I remember when Regeneration was found to be overpowered they changed it every 6 months till they reached a balanced set. I would like to see that kind of envisioning applied to Khelds because they have been ignored for far too long.
  5. Rad is very mobile, Traps is "turtle-up on your trap spot" style of play. I have no problem on teams with Traps, just throw them out as needed. AM makes Rad better.
  6. I have this problem also and the best thing for novelty is oddly Assault Rifle. It's not peak damage or nukes, but it is action-packed. You are the master of cone damage and knockback and can dish it out non-stop. Very good team support. I have a few AR Blasters and AR/NRG at 50 now, where Boost Range adds alot to your cone's reach.

    At the moment though I am really enjoying an AR/Rad Corrupter. I can keep mobs bouncing off the walls and healing while they get back up. Recharge is extreme with AM and Hasten and a nice Damage Buff to boot. Rad has a few tricks too when needed.
  7. Everytime I try to add items to emails on some characters (lvl 11 and 13, Infinity and Protector) it just rejects the items back to recipe or enhancement trays while on other characters email works fine.

    Is email just buggy today or has something changed?
  8. Subjective: Sonic Attack.

    Too many attacks sound like screams when sonic shockwaves actually sound like thunder, earthquakes, sonic booms. When sonic shockwaves start to cause damage, that is what they sound like, unless you mean just eardrum damage. So less screaming and more thunder and sonic booms. The new sounds could be applied to alternate animations at the Tailor, so a Thunder-like "Scream" power could eminate from the arms or central mass, while a Sonic Boom "Shockwave" power could eminate from a foot smashing to the ground. Things like this for other powers, or players could just choose thunder-like Sonic Attack sound-set.

    Objective: Most players find Sonic Attack's multiple screams irritating and slightly unrealistic, so an alternative sound-set would be welcomed by many.
  9. Corrupter. Teams will still get great benefits from Traps and you need AR to be a primary since everything except Vazhilok have very good resistance to lethal type damage.
  10. I figured that out from some posts here, but didn't know this previously. Oh well, suddenly I have something new to do in CoX.
  11. Okay, I realize the RP is to belong to Lord Arachnos's army, but there could still be some greater options, like weapons, helmets, bare skin arms, patterns, etc.

    The choice of costume A or B or don't play has always left me with the choice, don't play. However, after 7 years I needed something new to do so I chose costume A, but I want more costume options for RP's sake. Actually I would like to take the powerset and make up my own character as usual, but I am sure that ability will never happen.
  12. My error is similar, but the updater says CoH is not installed. Ummm, it is and ran fine 2 days ago.


    edit: after a few tries it updated instead of installing.
  13. Soul Drain is a melee-only buff. Doesn't fit any Blasters unless you are giving them Integration along with it. lol. You could use it before you used a nuke power on a group, otherwise it's either feeble or you faceplant.

    I suppose some players want the enormous nuke buff and would accept the tradeoff of no damage buff in non-nuke situations. And I thought it was supposed to be like Dark Miasma with a few attacks from Dark Melee, but only one Dark Miasma power? I think I'll pass, because this is nothing new, being too much like other blaster secondaries.
  14. Yes, Martial Arts secondary and Arrow Manipulation (Fletching?) would really expand the roleplay options for Blasters.

    Dark Manipulation is mildly interesting for Tar Patch and Dark Servant.
  15. Resizing the window worked. I made it huge and then it responded to mouse-clicks again.

    Thanks!
  16. I am using the latest drivers from Nvidia, ver. 275.33. I have not resized the windows, but I will try that. Plus everything was working fine for two days since CoH was last updated to current version 20.5/Keyes Island addition.

    Actually I have tried clicking and right clicking everything. Nothing happens. No prompt messages.
  17. Still missing so I guess the Incarnate elements of the game are inaccessable to me.

    It was working fine up until I made the Reactive enhancement, then the tray appeared blank.

    I also install the game from the original release CD's of CoH (2004) and CoV, so this may introduce bugs when updated to the current game. Probably should try reinstalling from a full download of the current game?
  18. Still missing. I think it's missing. I remember it having horizontal shaded bars that held the Incarnate Enhancements and those shaded bars are missing, from all characters now. Along with them the enhancements disappeared even though they are still in the Create Tab.

    I tried changing the game graphics, but no effect on the bug. Nvidia 250 GTS, 275.33 driver, so should be good.

    Also had the Updater check/repair game files of course.
  19. That's what it looks like. The box where the tray should be is there, but there are no horizontal bars where the enhancements should be held and two are missing/unslotted even though they show as created in the create tab. I have logged in and out, waited several hours and logged in again, but still missing the tray, it looks like, and two enhancements, Ionic and the Interface one that procs a resistance debuff, are missing.
  20. I have this problem also. Turning down the graphics helped a little bit. What helped most was changing the Audio to Compatability Mode, even though Audio was never a problem in the past. I still crash to desktop after entering the Lambda Facility and fighting the first Warwalker, but that was the only CTD yesterday.
  21. This is like my problem also. Game crashes usually during map loads in Praetoria and Incarnate missions. http://boards.cityofheroes.com/showthread.php?t=263358

    Windows 7 Pro SP1 32bit. AMD Phenom II X3 720 CPU 2.80 GHz. 4 GB RAM. GeForce 250 GTS. (275.33 driver). Gigabyte MA790X-UDP mainboard. No other cards installed. McAfee AV.

    Physical Memory (MB)

    Total 3326
    Cached 1807
    Available 2528
    Free 799

    freespace on Hard drive: 549 GBs

    So the game can't be using all the memory on lowest settings.

    Only the Antivirus firewall is also running and I have to mention I used to run Age of Conan (where nothing ever happens) and CoH concurrently (Alt-Tabbing) at max settings on both with no crashes ever anywhere in Vista with the same hardware. Also need to mention my computer runs every other game at full settings, no problems ever, even though the memory demands for those games are much higher than CoH's ever get.

    Oh yeah, btw, this also happened before I installed the new NC launcher on last Tuesday.

    Worth mentioning: On an Incarnate mission (Lambda) 5 of us CTD'd at the same instant. Was right after you enter the structure and go up a half-level to fight a war robot spawn.
  22. So with slightly lower graphic settings the game is running fine on all the original CoH maps, however, on the Incarnate missions, CoH crashes every 5 minutes. Usually during map loading, but sometimes just moving through interiors. I have graphics settings turned way down to lower than I ran them 7 years ago and particle count set to 100 (lowest) so it is not a memory issue unless it is a memory leak.

    Need to mention my computer runs every other game at full settings, no problems ever, even though the memory demands for those games are much higher than CoH's ever get. So I think it never actually runs out of memory since Vista used more memory than Windows 7 does. It must just be hitting loading errors. I am going to try rolling the Nvidia drivers back to what I was using with Vista about a year ago.

    Physical Memory (MB)

    Total 3326
    Cached 1807
    Available 2528
    Free 799

    freespace on Hard drive: 549 GBs

    So the game can't be using all the memory on lowest settings.
  23. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    I don't think Hoarfrost can be boosted due to its enhanceable Toxic damage resistance.

    I could be wrong about that; the rules of what Power Boost can and can't affect are confusing.

    Still, unenhanced it gives back 30% of your HP. I wouldn't consider that wimpy.
    As far as I know Boost Power would just effect the Healing components since it does work on Aid Self (Aid Self has a Stun Resist) and the heal from Aid Self+Boost Power is greater than the one from Hoarfrost, plus the recharge is 20 seconds compared to 2 minutes. So Epic might be to replace Hoarfrost with Aid Self.

    Epic would be 2300 Hit points plus 1000 Heal which is what Boost Power+Hoarfrost, fully slotted, could do. That's overpowered, but it's what players are led to believe will happen.
  24. So, Hoarfrost is really just a wimpy heal that can't be buffed by Boost Power like other heals? That's not really very Epic.
  25. Something seems buggy about Blaster epic power Hoarfrost.

    With current slotting my lvl 48 Blaster gains 220 hitpoints from Hoarfrost, 1377 to 1597, but the info says he should get 580 hitpoints so total should be roughly 1957 HP's.

    Further, neither the Heal component or the Hit Point Attr component are being buffed by Boost Power which is really the only reason I opted for Cold Mastery. Finally something to use Boost Power on, etc.