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Posts
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A lot of the complaints I hear now about Mercs today are ones I heard a couple years ago. I do think that the Medic should really just be a healbot and have a higher priority on Stim and Medkit (ensuring stim is on all mercs and the MM, and healing when needed), but I would still think giving him 3 basic single target pistol attacks would be good, provided he didn't have Brawl, and would hopefully not attempt to run into melee since no melee attacks are available.
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ok help me out here. I believe I am wrong to some extent, and I am not sure what Patrol XP is. I did a double-take and the 3600 is apparently the amount of XP needed in that level to reach level 11. But I would see like 2 bars of some other color - and I think that is what is confusing me. So basically that colored bar is the amount of something, in which any XP gained in that bar, counts as 1.5X normal XP?
I'm sorry for any confusion on my part. I've been away from the game nearly 2 years, so while a lot is very familiar to me, I feel like I have "12:00 VCR syndrome" (IE, that blinks 12:00 forever) where I'm staring at some things and just not comprehending what's going on. -
I am randomly getting debt on my MM in Port Oakes. I logged in once at lvl 7 and had, I'm not sure how much debt, but a fair bit. A couple thousand maybe. I didn't think much about it, because I thought maybe one of my kids got on to play, although I thought it was weird how the character was in the exact same place I logged it out.
So just now I got out of a mission from Angelo Vandetty, and I had no debt going in, and I now have 3600 debt. I did a quick search, and for lvl 10, the debt cap is 1000. And I have 3600 debt? Something weird is going on. Even after killing a few mobs, I still have that debt. I'm not really sure if I am actually in debt somehow, or there is a graphical bug. I don't really understand what is going on.
I've filed a bug in-game, incidentally. -
My apologies, I had not gone far back enough in the Tech Issues/Bugs forum but last month the following thread had the issue as well as a solution:
http://boards.cityofheroes.com/showthread.php?t=229601
I have set my "posts per page" option to 100 and that has resolved it. My apologies for posting this here - I thought there was a specific issue with those threads, and I hadn't seen mention of this problem before. -
There are some threads on the front page of this forum, which all start with "All Things Art" but when I vie those threads I just get white. I can't view a single one, no matter what I do. Is this happening to anyone else?
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I'm one of those returning players.
On grouping characters, I have all my search comments set to "Primary/Secondary LFG" and I'm set appropriately.
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Yeah I've seen some of her videos since last night, and my son is familiar with them, so I've learned quite a bit so far. The next issue and CoH:GR looks pretty sweet. For one thing I need to upgrade my rig so I can take advantage of Ultra Mode.
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Hey gang, it's been two years, but I am back. I am suffering from a little bit of overload, to be honest. I've been watching CoH vides, reading the Paragon Wiki, scanning through some forums, and I've decided I want to level a Shield Scrapper between now and Issue 18 - one of my two big desires (WP being the first) before I left. But I'm actually at a bit of a loss as to choose what primary to work from. I can thematically justify just about anything - especially due to the cool shield types, but I can't really figure out how the sets work synergistically (is that even a word) with Shield.
So here are my questions. I hope you don't mind.
1) What primary or primaries work best with SD in terms of survivability? Specifically solo in high level missions.
2) Are there notable holes in SD's game that needs to be made up somehow, either with IO's, inspirations, team buffs, etc?
3) What is the best character builder to use right now?
Thank you! -
Been watching all the trailers and reading through those ParagonWiki updates. Looks like some good things have been happening. See you all in-game!
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I haven't been playing since Issue 13 or 14 - what have I missed?
Trying to play catchup by scanning through the forums. One thing I notice is the game looks much better. -
I can't resolve the site either. I am using 4.2.2.1 and 8.8.8.8 as the nameservers. I had no problem re-upping the other day, so I was hesitant to assume it was a DNS issue, but I had to try. No luck so far.
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I think all posts older than a year old, with perhaps exceptions in special cases, should just be locked.
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Tangent: I would not be surprised if the increased endurance cost for critter attacks is to somehow compensate for any latency between attacks. I can't tell for sure, but it seems like often critters will attack a little randomly, or not necessarily in any discernable order. There's often pauses between attacks - they don't seem to have fluid attack chains, though that could in part be because they don't have many attacks to cycle through, or choose not to use some attacks due to their positioning and placement with regard to their target. So we probably still burn through more endurance over time than critters do.
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Regarding the endurance drain and recovery debuff - one application pretty much does nothing. And it takes a little time for a second application to come through. And then what happens is the mob stops attacking for a few seconds. And honestly, it's like they take a break for a swing. Instead of attacking, they act like they just did, and then attack you again. Energy Drain alone doesn't amount to much.
You can combined it with Electric Melee attacks to actually get some tangible benefit. But that's outside the realm of EA as a powerset being able to do that alone. ELA is great for that because on top of Power Sink there is Lightning Field, and those two can keep mobs floored for significantly longer. And no primary attacks are involved.
I also think that EA and ELA having two identical powers in Conserve Power and Energy Drain/Power Sink is a bit nonsensical. It's not like Fast Healing and Reconstruction, which have profound benefits for survivability over time - the endurance management powers are luxury items, and it seems a bit wasteful for both sets to have them both.
I think ELA should have Power Sink but not Conserve Power, and EA should have Conserve Power but not Energy Drain. In that case each of those two lacking powersets could then reap the benefit of some other defensive measure - instead of getting a second luxury item. -
I didn't realize this problem was still ongoing. I just lost a slot on Freedom. I just wanted to make a different character, so I deleted one of mine. That slot became unavailable, unstead of offering to Create Character. I went to Protector to delete a character, and didn't have the same problem.
Definitely a problem with extra slots, not with normal slots.
Perhaps a workaround might be to move a slot to one of the first 12 (on the first page), before deleting.
edt: nope, that doesn't work. I moved a character in an extra slot to position 4 on my list, deleted him, and yet again had a new Unavailable slot created. So I just lost a total of two slots on Freedom.
My in-game name is @Rooftop Raider, if that helps. -
I'd take Revive over Repulse, though admittedly I'd prefer Reconstruction over either - by miles.
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I really think energy protection is a lot less useful than conserve power. At least dampening field you can stack the resistance with tough, so it's something, but 11%.......pfft.
Even weaker than energy protection? I really think that EP is completely useless. At least when Overload is about to drop you can pop CP, or if you get hit with some -recovery and you can't get near an NPC to drain some endurance, CP is very useful.
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EP is great because it adds an extra layer of damage mitigation, on top of the defense you get. Dampening Field does the same thing, and can be stacked with Tough.
The problem with Conserve Power is that it's completely outclassed by Energy Drain. Not only do you fill up your endurance bar with 2 mobs, you can use it once every fight, and you can also dramatically drain endurance of all enemies effected by it. Conserve Power just effects you, and it's not available every fight like Energy Drain is. -
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I don't understand....
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I doubt that.
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repulse knocks everything around a stalker away for 4-6 seconds, possibly more. Plenty of time for a hard-pressed stalker to hit aid self, run away, pop a couple of pills, or be well on their way to being re-hidden.
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That's the problem, it forces all the mobs away from you, so only has use when things have gone bad. Melee sets don't need powers which force all mobs away from them.
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Are you saying you use repulse from HIDE?? what on earth for? It doesn't do any damage. It's pretty strictly an emergency measure, and really good at it.
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You hit the nail on the head. You really aren't confused. Which is the reason I am not sure about the feigned ignorance above. It's not a power you can make use of, except as an emergency measure. That's it's problem.
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I guess I am totally lost as to why repulse is supposed to suck on a stalker?
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No, I don't believe you really are lost on the matter, you just hold a different opinion than I do. I think it sucks because it only has value as a last ditch effort power - I would prefer a power that's good all the time. You prefer it because it has value as an emergency measure. -
I think Conserve Power is a bad idea for Energy Aura, being redundant because of Energy Drain, as well as outclassed by ED in terms of usefulness. Reconstruction would be a much better choice, because of the self-heal, and the additional toxic resistance.
For Stalkers, they are jipped out of Dampening Field by Repulse - that's even worse for them because it's a power that interrupts their hidden status - a staple of the Stalker playstyle.
Energy Aura also does not proliferate well. When it goes to Tankers and Scrappers, they will have the ability to have two Conserve Powers. And we'll most likely see CP removed from EA when it goes hero-side, which means it'll probably be replaced with another effective damage mitigation method. Translation: EA will be better for Scrappers and Tankers than it will be for Brutes and Stalkers. -
I think Energy should be treated like Force Field, as far as defense. Give us Psionic defense equivalent to our other damage types, and give us some Toxic resists. So even if we don't get a self-heal, we get significant mitigation, otherwise.
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I've seen some funny stuff with TP Foe in zone PvP.
I've been the victim of some funny stuff with TP Foe in zone PvP. -
In my opinion:
1) EA should have higher Energy defense. It should just reach 45% without additional pool powers or inventions. If ELA can cap it's energy resistance with out help from pool powers or inventions, then EA should soft-cap energy defense.
2) Add psionic defense to Entropy Shield. If ELA has psionic resistance, then EA should have psionic defense.
3) Add Toxic resistance to Overload. The game doesn't currently support toxic defense but several sets have toxic resistance to help with that issue. Notably Force Fields, a set Energy somewhat emulates.
I feel these changes could take place without any serious restructuring of powers. And as much as I'd like to see Conserve Power replaced in both EA and ELA with a Reconstruction clone, I'll settle for the above as a good first step towards making things right. -
What about making TK act as a jump and run debuff, while it is active on another player or critter? That should not interfere with any repel aspect, and should at least make TK noticable to someone with status protection.
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*feels silly for the post he made the other day* Thanks Posi. Free slots is awesome. Now just to choose between Pinn and Virtue..
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Virtue.
BTW, thank you devs! I am sooooo happy about this announcement!