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They are significant. They initially started out being stupendously good, but the devs dialed them back a bit with the last release.
Even still, my Fire/Fire tanker is still hard-capped for S/L damage in i24, up from 76% in i23, without me changing a single thing. Depending on your IO choices, you must just luck into a big chunk of resistance. -
The thing about this model is that it works for everyone.
Subscribers obsessed with instant gratification can get everything on demand, even things they would have had to wait years for in the past.
Subscribers who have patience can get anything they want at no extra cost if they just wait until they accrue enough points.
People who can't afford a subscription can pay as much as they can spare to unlock the content they want.
People who only want to play in spurts can easily unlock only as much content as they need, and can eventually unlock most of the game and play for free thereafter.
And we've been getting regular updates and additional power sets and content on a regular basis. It seems like a win all around. -
There are some Smash/Lethal and Energy farms out there. I have SS/Electric and Electric/Electric brutes that are both soft-capped to S/L damage, and they can handle either energy or S/L farms. My Fire/Fire tanker is similarly soft-capped to S/L damage and has no problems with S/L farms (but gets the End sucked out of him on most Energy farms).
The other thing to realize is that inspirations drop like rain: if your DPS is high enough, you can almost turn off your armor and just use inspirations for defense. You need to use conversions and it really helps to be level 50, but even level 20-30 characters can farm effectively by managing inspirations. -
Currently it's easier to give an Electric Armor scrapper "layered" defenses than it is for Energy Aura.
That is, with Electric Armor you can hard-cap Energy resistance and get pretty high Smash/Lethal resistance, and at the same time soft-cap Smash/Lethal or get pretty high all around positional defenses by using IO bonuses. This makes for very robust characters, though it does take a lot of tweaking with IOs
You can easily soft-cap Energy Aura to Energy and Smash/Lethal defense, as well as get your other defenses pretty high. But it's not really possible to hard-cap any resistances currently. This gives you characters with high overall defense, but the problem with defense is that there's always a 5% chance that you'll get smeared by a big attack that you have no damage resistance for.
However: IO bonuses are changing significantly in i24, so things may be changing. The "useless" IO bonuses (immobliize resistance, debt protection) are being replaced by general mez protection and resistance bonuses. It's hard to know exactly how high you will be able to get resistances because Mids hasn't been updated for i24, and figuring out optimal builds is non-trivial without a tool like Mids.
It looks like resistance-based characters may become even more robust. For example, Fiery Aura tankers may be able to hard-cap smash/lethal resistance in addition to Fire resistance by using those same bonuses.
You don't say whether you're VIP or whether you have access to IOs. If you can't use IOs this may not matter to you at all. -
I never had any problems with Praetorians on my Dark/Dark, and can solo all the x8 incarnate arcs without any difficulties, especially with a level shift advantage.
If you're having difficulties you can remedy them with a shift in tactics and the appropriate power and IO bonus selections in your build.
Dark generally works better if you draw them into your clutches, rather than charge in, but once you've got the complete toolkit you can do it either way. I went for high S/L defense on my Dark/Dark because I'd never had a character with Stone Mastery and mix it up in melee a lot, but I've typically gone for Ranged defense on my other /Dark/ defenders and corruptors. -
Hybrid is a lot like Destiny. Most Destiny powers have a big initial buff, which decreases over time and completely peters out for most versions after 90 seconds (Clarion is a notable exception). Which means that you typically have no coverage for 30 seconds.
Instead of being a click, Hybrid provides a permanent minor buff and a bigger buff while it's toggled on. This buff doesn't fade like Destiny, it's constant. Since it's a toggle, you can turn it off, allowing you to start its recharge early.
Both powers are a lot like the "god mode" in melee defense sets. You can't use them all the time, but if you make the appropriate selections you can do outrageous things for brief bursts and still be covered a lot of the time. -
Do path auras work alongside Super Speed now (except for the flashing at your feet, of course)? The upcoming "minimal FX" Super Speed customization in the next issue might be just the ticket, at least for players who don't mind the path aura being on all the time.
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I'm guessing that most of the time stars don't show up in photos taken in space because they're so much dimmer than closer objects (the earth, spacecraft), and the exposure isn't long enough for them to register.
The image you mention that you can see stars in has a notation that it's not color adjusted. It looks like it may have been taken on the night side of earth, which would mean it has a longer exposure and would therefore show stars. -
Just set up a private global channel and don't invite anyone else. Or have a personal supergroup and use the /sg command.
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Quote:In practice only /Devices blasters have a convenient and simple path to insta snipe, especially compared to the options that defenders and corruptors have.Yeah... no, that's not true.
http://tomax.cohtitan.com/data/power...on.Power_Boost
And not "Permanent" but "damn close" is
http://tomax.cohtitan.com/data/power...adial_Epiphany
First, to use Power Boost you have to be a level 28 /Energy Manipulation blaster: it won't work for other secondaries. Then you have to have very high levels of recharge to make Power Boost almost perma, which requires many expensive IOs and possibly build limitations to achieve that much recharge. Then you have to click Power Boost every 15 seconds or Hasten every couple minutes, because you can only have one of them on auto. Power Boost takes almost 8 end every 15 seconds, unless you slot for end reduction or take another incarnate power to reduce that, or some other click power which will take more time and more end.
All of these things make it tremendously inconvenient to use Power Boost, or impossible if you don't have /Energy Manipulation.
As far as Clarion goes, you can't get it until level 50, and you lose it when exemped to most lower level content. It has a two-minute unenhanceable recharge and the buff lasts only 90 seconds: Three-quarters of the time is not "damn close" because you don't have insta snipe for 30 seconds every minute and a half. And, again, the clicky nature of Clarion makes it far less convenient than /Devices' and defenders' always-on to-hit buffs.
I don't have an ax to grind here: personally, I've got two or three times more corruptors and defenders than I have blasters. But the simple truth is, insta snipe provides very little benefit to non-/Devices blasters. Powers that depend on the presence of other players and outside buffs cannot be relied upon. If you can't depend on it, you're usually better off slotting a power that you can use (unless you happen to need IO bonuses from a set that can slot into a snipe).
Thus, the people who say this change is not a buff to blasters in general are correct. It is a buff to /Devices, which sorely needed it, and to snipes in general, because of all the defenders and corruptors who can now use insta snipe. -
Thanks a bunch for the fix to set bonus finder!
There's one problem that was introduced in the previous update: whenever the application opens a character the application thinks it was changed. When I exit or open another character it asks if I want to save the current character even if nothing was modified.
It's not a deal breaker, but I have to stop every time to wonder if I actually made a change I want saved, or accidentally made a change that I don't want saved, and I can't tell what the change might have been.
I have the app automatically open the last character I edited, so it happens to me every time I use Mids. -
While the alternate travel powers are cool, they cost points and none of them is as functional as the pool travel powers: you can't jump as high or fly as fast. Some of them untoggle all your powers (Rocket Board and Flying Carpet), though Ninja Run does not.
But I still can't recommend Ninja Run. The stance is inappropriate for every one of my characters. If you can't spare a power choice in a build, you can get jet packs in-game for free in a whole bunch of ways--the easiest being to buy the recipe in the market and crafting it. There are several missions that grant it, and you can also just buy jetpacks in Grandville and FBZ from the special vendors.
Finally, since you can slot IOs such as +Stealth and Winter's Gift: resistance to slow in pool travel powers, I find that I always want to take a travel power so I can use those.
So, unless you have a character that you actually want to have skulking around and flipping with Ninja Run, or grunting and huffing on all fours with Beast Run, you might save your points for something else.
I use my points to buy stuff that I'll use permanently, like costume pieces, power sets, character slots, and so on.
The last thing to realize is that as a VIP you can download the Beta client. On Beta you can buy everything for zero points. Then you can try it out, and if you like it, you can buy it on live. -
Quote:If you're VIP, you might investigate installing the Beta client so that you can test things like this out yourself. Everything on the Paragon Market can be bought on Beta for zero points.Hi, when playing ranged character I have a strong preference for hover blasting and looking at the water blast animations I was a bit concerned.
In Water Burst and the nuke the character jumps up and smashes the ground, do these powers work while hovering, or are they like footstomp where you have to be on the ground?
I might seem like a trivival question, but I'm trying to decide if I should buy the set or not, so I can't check for myself.
Unless the power description says ground only, it should work fine in the air. The animation for Eye of the Storm (from Staff) has the character rolling around on the ground, but when you're flying an alternate animation is used. I'm guessing that the Water Blast power has a similar alternate animation. -
We only have one way to unlock Hybrid because of the vehement complaints made by players to avoid adding a new kind of salvage for it. If we had been able to use threads to buy Hybrid XP, many players would have been able to use the existing threads and salvage to craft a T4 Hybrid power in less than a minute, without running a single mission.
As a sop to solo players, the devs should have made DA arcs give Hybrid XP at a similar rate to the other iXP. It would take so long to unlock Hybrid that it would be giving nothing away.
On the other hand, farming Hybrid XP is trivial. If you run the first part of the trial four to six times you can unlock Hybrid. If your league is well supplied with participants you can easily do it in an hour or so. -
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I used to go to Striga and beat on warwolves and vampyri in the swamps near the graveyard once I reached a level when they were gray. It was boring, it didn't provide any xp. But it was very boring, especially since vampyri only spawn at night, so I've stopped doing it.
Now I don't bother to go out of my way to get the badge. I find that if you do Council radio missions, you wind up getting the badge in short order, plus you get a lot of XP. It's probably easier to drum up a team to do radio missions than to get someone to commit to doing a TF, or even drag themselves all the way to Striga to do regular missions. And Council radio missions with warwolves and vampyri are available all the way from level 20 to 50. -
Given the way tankers work in CoH, and the nigh-invulnerability that the Fighting pool and incarnate powers can provide, I'm not sure what the point is for a tanker to have ranged damage. Most of the time you can stand in the middle of a huge spawn of enemies be completely unaffected. No need for ranged attacks at all.
That said, Mu Mastery would be your best bet: it provides four ranged attacks (a single target bolt, a cone AoE, a "ball" AoE and an immobilize). Coupled with your PBAoE and your Judgement power, that winds up being a lot of ranged and AoE damage.
Whether you can get a tight attack chain with those attacks is dependent on how crazy you want to get on recharge. You can take Hasten, Spiritual Interface, Ageless Destiny, and a ton of IO +recharge bonuses.
You can easily get recharge on these powers down to 3 sec for Mu Lightning, 10 sec for Ball Lightning, 8 sec for Static Discharge and 7 sec for Electrifying Fences. More than that depends on how much time and inf you want to spend on getting high-priced IO sets that crank up recharge. That may require making sacrifices in your other attacks and in your defenses. The latter would be self-defeating, however. -
If you live the by rule "You KB it, you kill it," you get a lot fewer complaints as well.
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Quote:I think that's the key: you feel most at home on the servers where you know the most people. If you know people, you don't have trouble finding teams during the peak periods where most of your friends are around.I really WANT to like Virtue, because it is so active... but I haven't found it to be particularly friendly. Not to say it's hostile, just that I haven't found any friendships there, and I'm overrun with them on Protector.
However, when you want to play at off hours finding a team on the smaller population servers is more difficult. Personally, I've found Freedom to be quite mercenary, concerned mostly with leveling speed, and the most frequent victim of spammers.
Virtue is a fine place. Everyone experiences different things, but I haven't had any bad experiences there. It's also changed a lot over the past couple of years. A while back absolutely everyone felt the need to put parentheses around everything they said out of character, but this practice seems to have been falling off recently. In the last month I've encountered only one group of die-hards who insisted on it. -
The second time I did the event only I teleported back to fight the goons, and an Assemble the Team fixed the problem. The second time no one teleported back, and I sent a petition, but we gave up waiting after 5-10 minutes and restarted. The GM got back to me about halfway through the first half of the event, long after it had ceased to make a difference.
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Quote:The first rule in combat is: don't panic. You actually have a lot of time to decide what to do, because powers take time to activate, and you can make decisions and change your target during the second or two it takes the power you just fired off to animate.One of my biggest problems is that debuffing seems almost impossible to me. AoEs are fine but when I have single target debuffs, with so many targets to pick from, it seems almost counter-productive to have to use the mouse to manually click a target. Is that how everyone does it? I'm used to playing WoW where there's probably (at most) 6 enemies on screen that can survive more than one attack; CoH is obviously vastly different and I tend to panic and pretty much just "mez orange, then yellow", which I hate since it doesn't have any strategy to it.
Generally, you need to take out the mobs that cause the team the most problems. That's not always the boss. If you're fighting Tsoo, for example, the Sorcerers are the biggest problem, since they heal other NPCs and have area to-hit debuff powers like Hurricane. For Sky Raiders, it's the Engineers, because they summon Force Field Generators, which can make hitting your enemies difficult.
I tend to go for ATs that have area debuff powers, like Fire/Dark corruptors, /Time defenders, Earth/Storm controllers, etc.
At low levels these characters seem rather weak, but once you get all your powers and slot them properly, they can turn the tide for your team. An Earth/Storm controller might not be able to defeat mobs that fast, but it can lock down three big spawns simultaneously, often in complete safety by invoking powers from around a corner. That's because the targeted ranged click powers like Earthquake, Freezing Rain and Volcanic Gases allow you to attack out of the line of sight of enemies.
Over time you'll learn what enemies give you the most problems. It will sometimes vary by AT and team composition, so if you're on a team with a lot of squishies you might want to take out Illusionists in Carnie spawns, for example, but if you're all melee types you may be able to ignore them till last. -
Like all IO sets, it really depends on the overall goals of your build. Some characters may want Sting of the Manticore for the ranged defense and +recharge bonus, while others might want Executioner's Contract for the 3.13% ranged defense bonus, or Extreme Measures for the 2.5% AoE and Melee defense bonuses.
But since all snipes can take regular ranged damage IOs and damage ATOs, I don't think there'll be a huge run on snipes in the long run. As always there will be some impatient buyers who drive up the price but over time this will settle down as people find optimal slottings for their playstyles. -
Quote:Press + or - when the popup window for selecting the IO is open. It doesn't display the +x on the IO as it's slotted in the power, but when you mouse over it the popup displays it as 50+5, for example.How do I use enhancement boosters in mids? I'd like to try boosting the defense enhancements in weave and scorpion shield to see if that nets me enough. If so, I can drop the slots from Combat Jumping. I use the boosters I have pretty sparingly, and this would be a perfect opportunity to use them.
It's possible to get to 45% S/L using a lot fewer expensive IOs than your build. In particular, using Enfeebled Operation in Ring of Fire can get you a lot of S/L defense. Maneuvers will get you a decent chunk of general defense, plus it's a good team buff and you can slot LotG: +recharge in it. Rectified Reticle is good for 1.88% S/L defense, and you can slot it in Aim or Build Up.
I don't have a complete build, but you can get to 45% with just one set of Kinetic Combat (in Fire Sword), Rectified Reticle (in Build Up), Obliteration in Fire Sword Circle, Extreme Measures in Blazing Bolt, Reactive Armor and Steadfast Protection: +def in Tough, and then Scorpion Shield, Combat Jumping, Weave and Maneuvers with whatever slotting you want. -
Quote:I've got a Fire/Energy blaster that has softcapped S/L defense along these lines. It makes a significant difference in survivability solo. It doesn't solve everything, but if you cherry-pick the enemies you fight your biggest problem is that you can't use your AoEs because the mobs are always running away from you in total fear.-Do you think my approach to defense, only softcapping s/l, will allow me to survive in melee range at the higher levels at all?
-On a scale of 1 to ouch, how much is my endurance bar going to be murdered by running these toggles while attacking?
-Do you think there is a cheaper way to get the same or better performance by changing the slots/powers around?
-I have one slot left over. Where do you think it would fit best?
One thing about your build: you've got Kick slotted with KC. Since you'll probably never use that attack, you might consider putting those KCs in Brawl instead, and choosing another utility power.
I don't think your build is outrageously expensive, considering the way you plan to develop it. If you do all the SSAs, and then do an SSA every week, and as many tip missions as you can fit in, you will have a steady supply of hero merits. If you put in low-ball but reasonable bids on the market now for the stuff you want, by the time you hit 50 you'll have enough hero merits to get anything you didn't pick up on the market. If you've got other level 50 characters you can have them do SSAs and get stuff for your blaster.
And, yeah, I think you're going to have a serious problem with Endurance. Your End use without any attacks is 2.36/s and your End Recovery is only 3.04/s. My Fire/Energy blaster's got 0.69/s and 3.12/s, and can pretty much attack without worrying about end, but occasionally needs to pop Conserve Energy. Maybe Consume will help you out enough, maybe not... -
I think the proposed 22% to-hit mechanic for quick snipes is fine in general, but blasters still need to have access to snipes solo to be on an even footing with stalkers' Assassin's Strike.
To this end I propose that blasters (and blasters alone) be able to quick snipe when the target is less than 81 feet away. With the 22% to-hit bonus the snipe will quick-fire up to the maximum range.
Here's my analysis:
Part of the rationale behind making the snipe changes was to improve blaster performance along the lines of the mechanic that allowed stalkers to use Assassin's Strike in normal melee combat.
In order to use snipes in normal combat with anywhere near the same relative frequency that stalkers can use Assassin's Strike, solo blasters without /Devices have to do the following:
- Three-slot Hasten.
- Find 50-100% recharge somewhere else with +Recharge bonuses to make Hasten permanent.
- Three-slot Build Up with Membrane Exposure so that it can used used once every 33 seconds. This can't be done until level 47. For more slots you do this at an earlier level, but this is probably wasteful.
- Three-slot Aim with Recharge so it can be used once every 33 seconds.
To get that same advantage /Devices blasters can do the following:
- Four-slot Targeting Drone with three Membrane Exposure and one To-Hit buff.
To get that same advantage Time/ defenders and /Time corruptors can do the following:
- Three-slot Farsight with Membrane Exposure.
- Two-slot Power Build Up with Recharge.
- Three-slot Hasten with Recharge.
- Get to level 36 so the above powers can be slotted properly.
To get that same advantage non-Time/ defenders can do the following:
- Three-slot Tactics with Cytoskeleton Explosure.
- Put Kismet: +6% to-hit in Maneuvers, Steamy Mist, Combat Jumping, etc..
- Get to level 31 so the snipe and the other powers can be properly slotted.
To get that same advantage, any stalker can do the following:
- Get to level 9 or 11 so Assassin's Strike can be slotted reasonably.
Thus, the vast majority of blasters will not be able to use quick snipes without a very specific build and a lot of annoying clicking of Build Up and Aim, while stalkers get an absolutely trivial mechanic that requires no special build at all. Blasters won't be able to do this until a high level (or by wasting a lot of slots), while stalkers can do it after one or two runs in DFB.
The fact that Tactics and Farsight are common on teams is of little help. Do we really think that people forming teams will go through the following thought process: "Oh, we can take blasters because they can use snipe better since we've got two characters with Tactics?" This just doesn't wash, and it's inherently unfair to solo blasters, or blasters who play on small teams without team mates who have Tactics.
The idea of using a high to-hit bonus to be the condition that actives quick-snipe sounds logical enough on paper: snipes are slow because they require aiming. If you have a high to-hit bonus your aiming is already done.
But in the real world the reason snipers need a long time to aim is that they're at extreme range. If you're at short range, you don't need a long aiming time; it's like having an automatic to-hit bonus.
It's all well and good that snipes in general will fire quickly for all ATs if the to-hit bonus is at 22%. But for the stalker analogy to hold any water, blasters still need one more additional advantage that other ATs don't have with snipes, one that's equivalent to the stalker mechanic. I propose that we use range.
Since blasters are expert ranged fighters, snipes should fire quickly at short range. When a target closer than, say, 81 feet is selected, the orange ring should appear around the snipe to indicate that it can be fired quickly. Beyond 81 feet the snipe will have a long and interruptible animation. That 81 foot range would be boostable by all the various powers that increase range.
The client obviously knows the range of targets, because it won't let you fire a power if a target is out of range.