Rodion

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  1. Quote:
    Originally Posted by Chaos Creator View Post
    I took a look as I myself have a Fire/Dark which I was recently seeking advice on. First two things I notice: Howling Twilight isn't just a Rez, its a stun. A Very good one at that. It is underslotted. Likewise a corruptor with a heal that affects themself doesn't need to build for regen I'd drop the regen tissue, the Heal IO and leave health as Numina++, Miracle + and Miracle heal.

    I feel like you under-slotted Shadow Fall as well but I know some just throw a lotg in and call it good.
    Perhaps even more important is the 500% regen debuff, which makes taking down most AVs a whole lot easier.
  2. Quote:
    Originally Posted by Syntax42 View Post
    Clockwork in the new TFs will tear you apart if you only have S/L defense.
    Exactly which damage types and debuffs are involved? Depending on the exact build, you may have more or less trouble. (I'd look this up myself, but I've tried in the past to find a resource that lists CoH enemies and their attack types and can't find a general reference. Do you know of one?)

    Knowledge of details of the enemies' attacks is often just as important as having defenses against them. If you know your limitations you can take steps to minimize them when needed. Your strategy is a good example of this: you use broad-spectrum defense supplemented by inspirations as needed. Other strategies are possible, including just using more or bigger inspirations, relying on team mate buffs, changing tactics to avoid situations that cause problems, or just avoiding those situations in the first place. (The latter limits the content you can run, and I don't endorse it, but many people don't have a problem with it.)

    In the new TFs, for example, you have seven other team mates who will usually be able to get you through whatever challenge the TF is presenting.

    An S/L soft-capped Fire/ tanker or /Fire brute can steamroll solo through quite a large swath of high-level content at x8 without relying on defense inspirations at all. That means they can use damage inspirations to amp up damage instead of "wasting" them on defense. You can even solo "dangerous" content (Carnies at x8, for example) by judicious use of tactics and inspirations.

    Neither of these approaches is "wrong." They're just different. They appeal to different tactics and playstyles.
  3. Quote:
    Originally Posted by Gatecrasher View Post
    Col 1: 3 reds, 1 break free on top
    Col 2: 3 yellows, 1 bf
    Col 3: 3 purples and a wakie
    Col 4: 4 blues
    Col 5: 4 greens
    On my keyboard it's easier to find the F1 key than any other function key, so I put greens in the column corresponding to that key. Being able to quickly use a green will save your life: milliseconds count!

    On the other hand, I almost never carry Awakens. They are a total waste of space, preventing me from carrying something that will keep me alive. They get deleted immediately upon dropping, unless I'm on a team where there's a person who's constantly getting themselves killed. That is, unless I have the resurrection day job power, which I make sure to get on my support characters.

    If I do get killed, it's usually because I failed to use my inspirations in time. Which means I've got a lot of them still, which means I can combine something to make an Awaken as needed.

    Finally, as often as not your killers are still standing over you and using an Awaken is not really an option. Hi ho, hi ho, it's off the hospital we go.
  4. Quote:
    Originally Posted by Lord_Cyclones View Post
    On the softcap proper, I didn't like what I had to do to the overall build to hit 45% S/L so I stopped at just shy of 40% S/L while keeping my attacks slotted well and keeping recharge up around 45%. With the Spiritual Radial Alpha slot and Hasten, this tends to be quite effective for most of the overall game play.
    I was able to soft-cap a Fire/Fire/Pyre tanker to S/L without making too many sacrifices. The weirdest things I had to do was four-slot Consume and Taunt with Mocking Beratement. I also had to four-slot Ring of Fire with Enfeebled Operation. I eschewed Acrobatics in favor of three Steadfast and Karma -KB procs. Finally, I had to use four sets of Kinetic Combat and three sets of Reactive Armor, and three full sets of Obliteration. If I had to do it all at once it would have been very expensive, but this character is five years old and I've picked these IOs at my leisure.

    This gives me four single-target attacks and four AoE attacks that are easy to fire off (three PBAoE and Fireball -- I skipped Breath of Fire because it's a hassle lining that up while trying to be the center of attention). That gives me a decent ST attack chain and lots of AoE potential, soft-capped to S/L with 70% S/L damage resistance.

    The down-side (as always with DR-based characters) is you have no defense debuff resistance, and your S/L defense can disappear pretty quick under the wrong circumstances.

    Endurance use was problematic until the Alpha Slot -- now it's a no-brainer.

    The only real sacrifice I had to make was having to choose four of the the five AoEs (click AoEs and Blazing Aura). Looking at Hero Stats data it seems that Blazing Aura may outdamage the other AoEs in the long-term, but in the past there have been bugs with Hero Stats and Blazing Aura, so it's hard to say for sure. If you take a long time defeating mobs then Blazing Aura will certainly come out the king in the end. But if you're knocking mobs off quickly enough, BA may not affect them long enough to make a difference. With Fiery Embrace, Burn and Fire Sword Circle the minions drop very fast, and Blazing Aura would only be ticking against LTs and bosses.

    I'd always used Blazing Aura in the past (skipping Burn because of all its previous problems) but with my latest respec a friend convinced me to go without BA. Subjectively I don't notice any difference solo. My main concern is that skipping BA means I lose my taunt aura while teaming, but considering the near-constant string of AoEs I'm not sure it makes any difference (plus, the radii of three of the other AoEs are nearly twice that of BA).

    I'm considering swapping Combustion for Blazing Aura (Combustion feels slow and clunky), but will have to look at actual data to make a good decision.
  5. We keep going around and around on this. Weekly we see posters complaining about hyperinflation, usually citing the incredibly high price of salvage as evidence of the heat death of the universe. And almost weekly we see other posters complaining about the lack of storage space.

    The sad truth is that if the devs increased the amount of storage space we would hoard more recipes and salvage and there would be even less of it on the market. Similarly, we don't need to store all that extra salvage because we can produce it so easily.

    A second truth is that you can get all the salvage you want by spending several minutes running missions in AE and using the tickets to buy it. If you think that it is more profitable to use your tickets to buy recipes and buy salvage on the market, that's fine. You're right: it is more profitable to do that. But you're probably not complaining about the high price of salvage. Ultimately, someone has to provide a supply of the things we want: not everyone can just consume.

    Third: if you really need to hoard recipes and IOs, just bite the bullet and make a private base. By the time your character gets to level 50 you'll be able to store hundreds of items in it.

    I'd certainly welcome more storage. But it will have consequences that a lot of players won't like.
  6. This build may give you a few ideas. You always have something to do -- everything recharges pretty fast. Freezing Rain is up for nearly every spawn. Ranged defense is 30%, which if you use Earthquake or Hurricane will soft cap your ranged defense in most cases. You have enough control powers to take on two or three spawns simultaneously -- you can fire off control powers non-stop, as well as pump out a decent amount of fire damage. You can also stack area stuns (to stun bosses) with Stalagmites and Thunder Clap.

    This is relatively cheap if you don't get the LotG: +recharges right away. You can put in something else in for them for the time being and do alignment tip missions. Add the +recharges as you get them.

    I took the End/Range alpha boost because endurance is a problem without it.

    Some of the IO choices are a little weird (single Performance Shifter in Consume) because I just had them sitting in the base. You can find cheaper alternatives easily.

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Elemental Force: Level 50 Mutation Controller
    Primary Power Set: Earth Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Teleportation
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Fossilize -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(3), Lock-EndRdx/Rchg/Hold(5), Lock-Acc/EndRdx/Rchg/Hold(5), Lock-%Hold(46)
    Level 1: Gale -- Acc-I(A)
    Level 2: O2 Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(37), Dct'dW-Heal/Rchg(40)
    Level 4: Snow Storm -- EndRdx-I(A), P'ngTtl--Rchg%(37), EndRdx-I(46), P'ngTtl-EndRdx/Rchg/Slow(50)
    Level 6: Quicksand -- ImpSwft-Dam%(A), Slow-I(7)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(17)
    Level 10: Stone Cages -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dam%(17), Posi-Acc/Dmg/EndRdx(21)
    Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(13), Stpfy-Acc/Stun/Rchg(13), Stpfy-Stun/Rng(15), Stpfy-EndRdx/Stun(15)
    Level 14: Fly -- Flight-I(A)
    Level 16: Steamy Mist -- S'fstPrt-ResKB(A), LkGmblr-Def/EndRdx(25), LkGmblr-Rchg+(25), RedFtn-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(46)
    Level 18: Freezing Rain -- UndDef-Rchg(A), UndDef-DefDeb/Rchg(19), UndDef-DefDeb(19), UndDef-DefDeb/Rchg/EndRdx(21), Posi-Dam%(50)
    Level 20: Hurricane -- DampS-ToHitDeb/EndRdx(A), DampS-Rchg/EndRdx(36), DampS-ToHitDeb/Rchg/EndRdx(36)
    Level 22: Earthquake -- Achilles-ResDeb%(A), DampS-ToHitDeb(31), DampS-ToHitDeb/Rchg(31), DampS-ToHitDeb/Rchg/EndRdx(31), DampS-Rchg/EndRdx(34), DampS-Rchg(34)
    Level 24: Recall Friend -- Winter-ResSlow(A)
    Level 26: Volcanic Gasses -- Lock-Acc/Hold(A), Lock-Acc/Rchg(27), Lock-Rchg/Hold(27), Lock-EndRdx/Rchg/Hold(29), Lock-Acc/EndRdx/Rchg/Hold(29), Lock-%Hold(34)
    Level 28: Thunder Clap -- HO:Endo(A)
    Level 30: Hover -- LkGmblr-Rchg+(A)
    Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(36), ExRmnt-+Res(Pets)(43)
    Level 35: Tornado -- Dsrnt-I(A)
    Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Dmg/Rchg(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 41: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Fire Shield -- RctvArm-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(45), RctvArm-ResDam(45), RctvArm-ResDam/EndRdx/Rchg(45)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Consume -- P'Shift-EndMod/Acc(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)



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  7. Rodion

    Swinglines!

    Quote:
    Originally Posted by Forbin_Project View Post
    So you want the devs to go to the trouble of programming a low flying hero/villain/jet/rikti bombship/arachnos flyer that is always conviently flying over your head. That's even more ridiculous.
    I agree that having swing lines attach in midair is silly, but that's no reason to dismiss swinging as a travel power.

    Since a significant part of the impetus for swinging has to come from the characters, it's obvious that the characters have significant jumping capabilities all by themselves. The swing line basically provides a way to gain altitude above what the jump alone would provide. That means that a swinger would be able to travel quickly by super leaping in the absence of tall objects to anchor from. That's what Spider-man always seems to do.

    In CoH swinging would be a modal travel power. When you start out it works exactly like super leap, with a lower jumping distance.

    To swing you would hold the space bar and click an object, much the same way teleporters do, except you couldn't click in midair. A swing line is projected and you transcribe the appropriate arc. As long as you hold the space bar you hang on to your swing line. Let go of the space bar and you let go of the line. You continue on in a parabolic arc, going up and then coming back down, as if you had superleaped from that point. Space bar-click another object and another swing line is projected.

    Practically speaking, the sides of buildings aren't particularly good anchors because you tend to smash into the side of the thing you're swinging from. Spider-man seems to favor horizontal flagpoles, awnings and cornices to avoid this problem. Does Paragon City have many of these in convenient locations? The alternative would be to swing back and forth across streets, anchoring from buildings on alternate sides. That would make it rather slow, kind of like tacking against the wind.

    The physics is pretty much the same as superleaping, except that you have a point of rotation that constrains your fall. But how easy it is to hook into that with new code is a completely different question.

    Because this version of Swinging has the limitation that tall objects are required, it's not unreasonable that the travel power itself would be available as a first-tier power in a power pool.

    The only problem with this power is that they'll have to pick an implementation for its appearance. Because of their history with Marvel, CoH may be hesitant to make something so clearly derivative of Spider-man. That, more than anything, could be why we haven't seen swinging yet.
  8. Quote:
    Originally Posted by kelleigh View Post
    Any tips would be great. Thanks!
    Press the key to attack. If you're out of range the attack won't fire, but it will queue up. The attack will fire when the target comes within range, or the currently activating power is finishing firing. We'll assume for now that you don't have another power firing.

    Face the target and press the W key. When you come within range the power will fire. Let up on the W key and you'll stop just within range.
  9. It's hard to say how long the status quo will last. Lots of people have been respeccing lots of characters for inherent stamina. This generates a lot of demand for recipes without the corresponding playing time that accompanies leveling up characters in the normal fashion, and the corresponding increase in supply.

    A lot of people are home for the holidays, have a limited horizon for their playing time, and may be less patient to wait for bids to fill. They want to finish their builds NOW! These behaviors may change over the coming months.

    Just a short while ago people were bemoaning the fact that hydraulic pistons were going for 1 million a pop. Now they sell for peanuts.

    I'm not sure how many people actually use reward and alignment merits for random rolls. I can use 2 a-merits for an LotG: +recharge or Kinetic Combat that's worth 100 million plus for sure, or I can make 10 random rolls and maybe get a whole lot of nothing.

    The Apex and Tin Mage TFs already give merits in addition to two shards. Also, as time goes on people will have their alpha slots slotted. They may run level 50 TFs for the shard drops and then take reward merits instead of the uncommon component, which they may not have any use for because we don't know what components future boosts will require -- but we know we'll be able to use shards in any case.
  10. Quote:
    Originally Posted by Syntax42 View Post
    If you are at the soft-cap, it doesn't do you any good.
    This is a misapprehension of what the soft cap means. The soft cap is relative to level and rank: the 45% soft cap is relative to even-con minions. Higher conning enemies have an accuracy bonus (see the ParagonWiki article on attack mechanics), as do higher-ranking enemies like LTs and bosses.

    This means that if you're fighting level 54 bosses and AVs -- which you find in the Tin Mage and Apex TFs -- you want to exceed the even-con minion soft cap.

    Similarly, there are lots of defense debuffing attacks in the game -- many bullet and blade attacks reduce your defense for several seconds. That means when you do get hit it increases the likelihood of getting hit again, leading to the infamous defense cascade failure.

    You can see this for yourself by looking at the combat history tab. My BS/SD scrapper is at the soft cap for AoE. When fighting a level 51 Freak Tank the tank's Grenade power has a 7.15% chance to hit. When fighting the same Freak at level 54 the chance to hit was 9.10% and 12.87% (he had hit me with one of his defense-debuffing attacks and debuffed my defense, increasing his hit chance).

    A 2-8% increase in defense, though it may seem meager, will keep you at the soft cap when you're fighting higher-level enemies.

    Finally, when the rarest boost is available 2/3 of your defense bonus will get through ED, which is nothing to sneeze at.

    That said, I don't recommend everyone run out right now and try to get 60% defense. Partly this is because Apex and Tin Mage require 8 players, and that usually means having defenders, corruptors and controllers who will buff you and debuff the enemies. Those buffs and debuffs will be much greater than the defense you'll get from the alpha slot.

    But if you're running a lot of high-end content solo, the soft cap is actually higher, and the same arguments that apply to hitting the even-con minion soft cap will apply to hitting the +4 minion soft cap.
  11. Quote:
    Originally Posted by UberGuy View Post
    The rise from 0 to max is wildly variable. It depends on your character and what they are fighting. It's possible to tune foes in the AE to your own strengths and weaknesses, which can make you more efficient than otherwise. Note, however, that building farms in the AE is ... frowned upon, and a farming arc can get banned and the AE mission slot locked out, if it's reported or otherwise discovered.
    There is no need to tune foes to your strengths -- most builds can find at least one type of standard foe that they can handle easily.

    People have been farming standard content since the game was released. The most common abuse of this was the "Family Farm," a mission given by one of the 45-50 contacts and used by Fire/Kins to great advantage. Players would start the mission and instead of completing the goals they would exit and restart it after slaughtering all the mobs (the mission was populated by the team leader after haranguing other players to pad the team so they could spawn it for a full 8 -- the need for padding was eliminated when the new difficulty system was instituted). This was so abused for PLing that the experience rewards for Family in that level range were drastically cut.

    Other missions were similarly abused, but instead of changing the experience values time limits were placed on some of those missions so that could not be saved and farmed. This was done to some warwolf and freak missions.

    There are many standard content missions that certain builds can breeze through: the Infernal mission with all the demons is trivial for Fire tanks. The Hequat mission with all the Mu sorcerers is easy for /Electric brutes. The Battle Maiden missions are often farmed.

    And, of course, any Council radio or paper mission is trivial for most scrappers, tanks and brutes in the 40-50 range. Since you can abandon any radio mission at will and get a new set of three to choose from you have a ready-made source of trivial farming missions in PI and Grandville for any character with good S/L defense or damage resistance.

    Thus, the devs cannot frown upon someone who builds a mission that is identical to one of their own. They do, however, disapprove of AE missions that take advantage of exploits that give full experience for things like pets and monkeys.

    As long as an AE mission is structured like a regular mission and gives the same kind of experience as a regular mission, it is by definition not an exploit. But if takes advantage of some quirk of the system and delivers XP at a much higher rate, then it's an exploit.

    In general, however, a solo character running a mission optimized for their particular build is still going to get XP at a lower rate than a well-balanced team with lots of debuffs and damage dealers. A well-played team of a tanker, scrapper, blaster, and two or more dark/sonic/rad/storm/trick arrow defenders/controllers/corruptors will run roughshod over almost any kind of enemy, including Nemesis, Malta and Carnies.

    That's really the yardstick you should be measuring against. If a solo character is earning XP at a lower rate than a good team, there's no reason to put a stop to it.
  12. Quote:
    Originally Posted by Oedipus_Tex View Post
    Inspirations are about 10 thousand times more broken than buffs and debuffs. And now you can just mail them to yourself. I could solo most of the other game if I had 50 potions that I could activate instantly and they cost almost nothing to obtain or replace.
    You're right: a level 50 character can be pretty much invincible for 30-60 seconds using the right inspirations. But since you can't do that on an ongoing basis, it's not really broken. True, if you run solo at x8 your inspirations are replenished quickly. But not as quickly as you use them if you don't have some underlying mitigation of your own, even if you combine them as the wrong types drop.

    Before I IOed my Fire tank for S/L damage I could solo at x8 by using purples as necessary. Inspirations dropped fast enough to make it possible to do an entire mission. I have a much harder time doing this with my blasters even when they are softcapped for defense. You just have too many weaknesses.

    Currently the only advantage defenders enjoy is the idea that they are force multipliers. If this is taken away it undercuts the entire concept of the AT.

    However, I think it would be possible to rebalance the defender AT in some other way if diminishing returns were applied to buffs and debuffs. They would have to get some other kind of inherent, perhaps, or add effects that no other AT can achieve. For example, DR might affect defenders less than other ATs.
  13. Quote:
    Originally Posted by Scythus View Post
    Wow, SyFy, you suck.
    This sums up the core of the problem.

    SGU was doomed from the beginning because it would surely alienate the vast majority of viewers. The strikes against it:
    • It's a rehash of Lost in Space.
    • Too many characters are unsympathetic whiners.
    • It's a glorified reality show. This was probably its biggest selling point to the network execs, because almost everything happens on that one set, and that makes it cheap. The constant battles between regulars might make for inexpensive production, but it just makes someone who liked the previous series want to toss the whole bunch of them out the airlock.
    • The show's themes and characters are almost uniformly dark. Viewers of the previous two series liked the mix of drama, space opera, self-deprecating humor and heroism that typified the average Stargate episode. The studio execs (or the producers) apparently decided that they wanted to "shake up" the franchise and make it gritty like BSG or Lost. Big mistake.
    • The characters had, up until the very end, no control over their own destiny (pun unintended). People who like Stargate want characters that take charge and act (more or less) unselfishly to accomplish a common goal, or at least make progress toward that goal. Everything was always a dead end. I watched the second season out of abstract interest, but my wife gave up because it all seemed so pointless.
    • Making Rush, one of the two main characters, an egotistical mad scientist who didn't give a damn the consequences of his actions was a huge mistake. Making the other main character a murdering son of b*tch was similarly a huge mistake. They couldn't forgive each other those sins: how can viewers?

    SyFy doesn't give a damn about science fiction. The vast majority of their self-produced movies are not even B-movie quality -- they're just C- or D-movie horror dreck. And wrestling? Soon there will be nothing worth watching on this network. They are quickly morphing the channel into the same sort of pablum we get on the other 500 cable channels -- not that it was ever very high-brow science fiction, but at least they tried living up to the name.
  14. What does your combat attributes monitor say it's doing?
  15. I have one called Too Many Santas (#351483). If you love wading into a sea of Santas you'll love this arc!
  16. Quote:
    Originally Posted by Snow Globe View Post
    By the way, I tried this tonight on a Fire/Fire/Fire Tank (fresh mission), and found out a very disturbing fact:

    Taunt does NOT work on the clones. They will NOT move.

    So a basic power (Taunt) and a AT Inherent (Gauntlet) are completely negated. I tried to pull the clones closer to me so that I could fight them and the EB at the same time. They simply would not move at all. They would attack at range or stand stupidly, but not melee.
    Snipers are the same way, aren't they? And popup turrets?

    While it's annoying for there to be mobs that are immune to your powers, it doesn't mean this is an error. It just means you have to use different techniques.

    Stalkers have it even worse. They regularly run into enemies that have +Per that make Assassination tactics completely useless. And have you ever tried running a Defense-based character against certain DE mobs? Man, you can die so fast you have no idea what hit you. (Their accuracy is jacked up by a summoned pet so Defense is basically ignored.)
  17. Quote:
    Originally Posted by Obitus View Post
    Blasters are still pretty squishy, . . . given that you're still short on mez protection, which is available to almost every other AT in one form or another.
    While technically true, this does not accurately represent the reality of blasters and mez protection.

    In one sense, blasters have the best mez protection in the game: Defiance. With this you can never be prevented from using your Tier 1 and 2 primary powers and your Tier 1 Secondary power. Depending on what those are, you can continue to do serious damage no matter happens to you until you're dead.

    There have been (rare) occasions playing tankers that I've gotten held or stunned due to several mobs hitting at once: dual Master Illusionists and their summoned Illusionists, or a big bunch of Tsoo Ink Men. Blasters can still attack under such circumstances. They can't flee or heal, or use their AoE powers, but they can still do damage. And sometimes that alone is enough to let them pull through.

    Blasters can get Acrobatics, which provides minor protection against holds, and Combat Jumping, which provides good protection against immobilization. Blasters can also get Aid Self, which provides stun resistance for a time each time it's used (not as good as real protection, but given Defiance the reduction in stun durations can often be enough to let you keep attacking at full strength until the stun wears off). Finally, Health provides Sleep resistance (though everyone gets this now automatically, so it applies to all characters except ones that haven't been respecced).

    If you carry a 3-4 break frees and replenish them as you use them by combining other inspirations status effects become almost irrelevant, especially on teams where someone else is drawing aggro while you're mezzed.
  18. The main problem with AE arcs is that they are too uneven and you have no idea whether your character can do them easily or quickly. With dev-created content you know what you're getting nearly every time (because standard enemies are used and the devs have more quality control).

    The other problem I have with many arcs is that they're just time-wasters. I think 99% of everyone who plays this game wants a balance of story and rewards. I don't want just one or the other. I want a steady stream of tickets and an interesting story. The devs more or less do that.

    But a lot of serious arc writers don't give a damn about rewards and don't care if you waste 20 minutes running their arc and get nothing for it. Your arcs need to have a good, fast flow. This is a video game, and that's what players expect.

    Authors who want people to run their arcs need to write arcs that people want to run. That means that you have to give rewards commensurate with the time spent running the arc. Which means avoiding mechanics that make you run around the map multiple times, presenting opponents that are excessively difficult with respect to the time taken to beat them, enemies that present huge stumbling blocks to certain ATs, and so on.

    Missions with multiple chained objectives -- especially on big open maps -- are the worst offenders. One or two such objectives are okay, if you take care with the map and the positioning to give them a natural flow. But the AE system doesn't give authors enough control to do a good job on this. If the tools don't let you do a good job, you can't use the tools.
  19. Rodion

    ATs and Genders

    Quote:
    Originally Posted by Red Valkyrja View Post
    Probably 60/40 Female/male. I'd probably have more male characters, but I hate the way they run.
    Me too. I hate the "lumbering oaf" run that males use. Sometimes females still use it when they're carrying certain items.

    I tend to use a stereotypical body type rather than gender for the characters I play. Tanker are big and burly. Sczappers are somewhat less so. All the rest are generally "athletic" or thin, with controllers/dominators usually being the most petite.
  20. The thing is, the devs have already done what the OP wants them to do by setting up TFs with specific component rewards. Those TFs are the primary, sure-fire way to get components.

    To avoid forcing players to play certain content, however, the devs also provided a mechanism for crafting those components from random drops obtainable anywhere. In my experience the TFs are much faster for getting what you want than depending on random drops -- with the right team you can get everything you need in three or four hours, not counting shard drops.

    TF/SF rewards are intended to be the meat and potatoes source of components. Random drops are just frosting on the cake, an alternate method for players who aren't able to participate in TFs/SFs (and ship raids).

    I'm someone who doesn't really like the whole TF/SF vibe (because of the setup time and the farms that most TFs have devolved into), but I acknowledge that the devs have designed it this way and it's working the way they intended. It's therefore not a bug that random drops are random and unreliable, it's really a statement about where the devs believe you should be devoting your time. They apparently think you should be running TFs and raids to get your components in a timely fashion.
  21. Rodion

    Sapping?

    There are several feasible options. The one you should use depends on your playstyle.

    I have an Electric/Electric brute and can pretty much keep a boss drained and unable to attack. The mobs around her are slowed down but generally get attacks off once in a while. This is with Lightning Field running (damage IOs only): use Power Sink and a couple of melee attacks and the boss is drained and unable to attack thereafter.

    The same thing is true with a SS/Electric brute: run Lightning Field, use Power Sink, then use Ball Lightning and Electrifying Fences. It doesn't do quite as good a job, but it definitely slows the boss down (minions are usually dead by the time you pull out Fences).

    I also have an Electric/Electric blaster: Short Circuit and Power Sink are both required to drain them dry. If you crank up the recharge on SC you can keep them from attacking pretty well. This works best if you have someone else to take aggro while you drain them.

    None of these things work very well on EBs and AVs, however.

    My Electric/Kinetic controller is still languishing at level 16, but I imagine it will do even better -- Transference properly slotted will usually drain them dry all by itself if they've used an attack. Combined with Conductive Aura and Static Field you should be able to keep an entire spawn drained and unable to attack.
  22. Quote:
    Originally Posted by Jade_Dragon View Post
    BTW, anyone got any links to other threads discussing the common choices folks are making for these new one slot powers? Or is it just discussion in general over the last few weeks? Maybe I could start a new thread?
    One trick for making perfectly good attack powers with three slots (the initial one plus two more) is to use two Nucleolus Hami O's and a damage IO. I've found this useful for controllers and tankers taking attack powers in the Ancillary power pools.

    Similarly, using Endoplasm Hami O's for mez powers like Char and Hand Clap allows you to get decent accuracy (assuming IO accuracy bonuses) and non-trivial duration with just a single slot. Holds are very useful for tankers to avoid those embarrassing endurance drains from sappers.

    The Medicine pool is also quite useful; Aid Self with one level 50 Heal IO heals 27% of your hits, which is (slightly) more than a green insp. That makes it extremely useful for anyone to use between fights (reducing your downtime), and possible (though somewhat risky) for high-defense characters to use during a fight. With the Spiritual Alpha Slot you get a double whammy with Aid Self: it provides a recharge and a healing boost.

    Combat Jumping is good for slotting LotG: +recharge and for immobilization resistance. You can also put Karma: -KB there.

    Pretty much any of the power pools have at least one power that is useful in and of itself with a single slot, or can at least be used for an IO proc mule (the favorite one being LotG: +recharge).
  23. Quote:
    Originally Posted by Lothic View Post
    I just got finished mentioning in another thread that I've gotten about 20 Purple drops since they were introduced but I've only gotten 1 Respec recipe. I would support the theory they they are less likely to drop than at least some Purples.
    I've had 40-odd purples and 2 respecs.
  24. I have encountered a couple of problems with this.

    Sometimes it sends me back to the main login screen instead and blanks my password, telling me that I have to enter my name and password. Sometimes it tells me that I'm already logged in.

    This has never happens to me the first time I switch characters, but it happens nearly every time after that during the session, especially if I change servers. Testing server switches wasn't possible during beta because I could never log in to the other beta server.

    I also notice that if I back out to the main login page after logging out to switch characters my password is already filled in (there are **** in its place). However, if I log in normally, go to the server selection page, and then back out to the login page the password is not filled in.

    This a potential security problem, but since it's already allowing us to change characters that particular horse has probably already left the barn.
  25. Quote:
    Originally Posted by The_Larker View Post
    People are taking advantage of it with price hikes and there are people willing to pay the prices.I cleaned 2 sg's of mine out today of all the salvage,enhancements, and other stuff and sold everything for 1 inf each.I still walked away with 300 mil.
    The people paying the exorbitant prices are the ones that are "ruining" the market. Marketeers don't list items at high prices if no one will pay for them, because they can't earn money if their slots are clogged with merchandise that doesn't move. And they lose the listing fee if they pull the item and relist lower.

    If you are listing at 1 to attempt to stop flippers, you're playing right into their hands. They often put in several legitimate (but lowball) bids and then relist at higher price for a decent profit, but no big killing. Or they turn around and craft recipes that are selling for ridiculously high prices as IOs. When they do make a killing is when someone with lots of cash just bids way higher than their listing price. Which as you've seen people do all the time.

    If you want to stop flippers you need to post at prices higher than their buying bids, and lower than their selling price. In other words, to beat flippers you need to understand the market and think like a flipper.

    However, flippers aren't the enemy of the "little guy" who just wants to get a set of Kinetic Combats. The rich guys who bid outrageously high to jump the line and get the goods immediately are abusing their economic clout. And I seriously doubt the flippers are the ones paying outrageous sums to get stuff they want -- they already know how to get it on the cheap; it's how they make their money.