Sailboat

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  1. On the other hand, I feel like it's not that bad. I joined a once-a-week group of hardcore characters, which means they are deleted after one defeat. This had two effects on our prestige: first, we stayed mostly low-level, frequently re-making "dead" characters, and second, few people joined us. So it was just a few of us, low-to-mid-levels, once a week. And in a surprisingly short time we had a large base with every teleport pad. I don't recall how short a time, but it came as a surprise to me when all the telepads went in.
  2. Sailboat

    Waggro

    Quote:
    Originally Posted by Scarlet Shocker View Post
    Quite why this is here I'm not sure tho.
    Well, since when we're talking about them collectively, a group of "wives and girlfriends" means essentially the same thing as a group of "wives or girlfriends" -- in fact, it's probably better, consider a sentence like "Look at the cows and bulls over there" -- I don't know how the "or" got there in the first place. Using "and" entirely avoids the unpleasant acronym and any confusion non-UK posters like myself might cause.
  3. Quote:
    Originally Posted by Desi_Nova View Post
    not sure how they would give 2 freespecs, since there's no mechanic for freespecs stacking.
    The usual method would be one at release and a follow-up freespec a few days or a week later.
  4. Sailboat

    Waggro

    Quote:
    Originally Posted by Dollymistress View Post
    I'm not sure about the USA but here in the UK "WAGs" are "Wives or Girlfriends"
    "Wives or Girlfriends" would be WOGs. WAGs sounds like "Wives AND Girlfriends."

    In which case, I would definitely attract more WAGGRO than I could handle.

    It's a nice punny construction though, so I'll probably use it when the situation calls for "wife aggro."
  5. Quote:
    Originally Posted by Madadh View Post
    tanking, or toward scrapping, or.... bruting (gah, that's an awkward word)?
    I suggest "tanking, scrapping or brutality."
  6. Sailboat

    Agro?

    Also, I am under the impression that higher-ranked enemies alert their buddies in a larger radius. Shooting a boss will bring more guys to you from a larger radius around him than shooting a minion. Shooting a minion farthest from the rest is the way to minimize the number of people you're pulling. And watch that you don't knock foes into other spawns with knockback, which may alert them too.
  7. Quote:
    Originally Posted by Rothb View Post
    Hey, I'm thinking of rolling a Fire/BA, but as I see it there are too many /BA attacks that are too good. So, which are skipables for a tanker? I'm thinking chop and possibly swoop if I need to skip another.
    Because Fiery Aura isn't especially tight, I would lean toward keeping Swoop, myself. I generally drop Chop -- it's not a bad attack, but something has to go, and Swoop hits harder and the knockup chance is 100%, so it's better mitigation.

    I like having Beheader/Gash/Swoop/Cleave as a single-target chain and Cleave/Pendulum/Whirling Axe (and in this case, Burn) as an AoE "chain," so I prefer to keep the other Axe attacks if possible.
  8. I looked for this last night on a Fire Tanker and I must confess I'm not sure where, or even if, Recovery Resistance would appear in the Combat Attributes listing. I didn't know where to look and I pored over the listings but did not see it. Does anything else show Recovery Resistance in Combat Attributes? If so, where is it?

    Is it possible Recovery Resistance simply isn't displayed among the Combat Attributes?
  9. Quote:
    Originally Posted by Pit Viper View Post
    One of the few concerns I do have is tanking mobs with a large defense debuff eg. on the ITF or the old clockwork. How much extra S/L res will I need as a buffer to prevent cascade failure?
    Assuming you meant s/l defense....

    My main Invuln Tanker has 50-51% s/l defense (I forget how it rounds) with one foe in range (it's a flat 40% with no one in range of Invincibility). Coupled with the 50% DDR and the fact that multiple foes in range will pump up the defense even further, he does very well on the ITF. I've seen him get debuffed down to 35-38% while surrounded, but the Roman sword defense debuffs wear off pretty quickly, and his defense doesn't stay there, but rises back up after a few seconds. He's never suffered a flat-out cascade failure.

    So I'd say a 5% cushion, coupled with herding up enough guys to keep Invincibility performing well, and of course taking the two passives that give defense debuff resistance, you'll be fine.
  10. Quote:
    Originally Posted by Rajani Isa View Post
    EDIT : Technically not true - (gah, forgot to post this :P) - the game has "healing aggro" - it's just not USED anywhere. For now.
    Well, I'd say that if it is not encountered anywhere in play, "the game" doesn't have healing aggro, even if "the code" has provisions for it. But that's a semantic argument, I admit.

    Quote:
    Originally Posted by Minotaur View Post
    I've observed the healer/buffer aggro screnario also, speed boost and "during combat" bubbling seem to upset mobs on occasion.
    Really? I've run several forcefield Defenders over the years, and I routinely combat bubble, because after fights the team wants to move onward. For years now I've flown into battle and cast bubble shields on everyone and never noticed aggro unless I used attacks (which I do, but generally after taking care of the team). I suppose it could be happening and, since I do blast, I'm mistakenly assuming it's aggro from blasting. But it's never jumped out at me as being buff aggro.

    I'll pay more attention next time.
  11. Instead of having a real Tanker Tuesday, the folks on Virtue role-play that they're at a Tanker Tuesday.
  12. Sailboat

    I 19

    Quote:
    Originally Posted by Lothic View Post
    A few days ago I predicted we'd get I19 on either November 9th or 16th.
    Your information appears to bolster my prediction.
    Of course the "holidays" the Mod was talking about could have been Christmas/New Years.
    Veteran's Day is Nov. 11th in the US (I think it's Remembrance Day in the Commonwealth countries). "Before the holidays" could be very close!
  13. Quote:
    Originally Posted by Jade_Dragon View Post
    Well, Claws needed additional tweaks, and they did them. They took a considerable amount of time to tweak Claws, and got what they wanted. So that wasn't an issue if they were serious about it. I suspect the issue is not performance tweaks, though, but code. There is something about the Spines code that makes it operate differently from "drawn weapons". That's why it couldn't be tweaked.
    No, Castle said right out that the "problem" is that Spines has lots of nifty additional effects, moreso than other sets get, and is in his opinion overpowered. Consider that Spines attacks slow recharge and movement and add toxic DOT...and some of them also do knockdown or immobilize.

    Removing the "baked in" penalties would speed Spines chains up, exaggerating the imbalance of the set. Castle said he'd be inclined to "rebalance" it (i.e. nerf the damage or remove effects like the slows) to compensate, and while he might still do that, it's not as urgent as it would be if he speeded up the set's attack chains. Of course it would be wildly unpopular, which may be a factor in his letting sleeping dogs lie. But it's a deliberate decision, not a technical limitation.

    Quote:
    Originally Posted by Jade_Dragon View Post
    Well, my response is above. I think the point I was trying to make, though, is that even though Spines may still be "baked in", it is a mistake to assume there are still other weapon sets that have redraw time "baked in", and that the devs are neglecting to address them due to laziness or disorganization.
    What we have here is a failure to communicate. I'm not "assuming other sets have redraw time baked in," what I did do was "not assume I know everything about powersets I don't play and make sweeping statements." Thus I caveated my statement in case there was something I didn't know. I realize that one hardly ever sees that on the forums; it seems like the typical poster makes all sorts of patently untrue assertions about the game mechanics based on personal assumptions, prejudices, other games, and hunches. And I'm for damned sure not accusing the Devs of laziness.

    Quote:
    Originally Posted by Jade_Dragon View Post
    So in a sense the players did ask for it, since they could also have asked for all of the sets to have the redraw time "baked in", if that's what they wanted. But mainly it was fixed from being inconsistent to being consistent.
    It's not "in a sense." The players very specifically argued for it in overwhelming numbers. I was there and read the threads. The reasoning was twofold:
    • Redraw feels like a penalty even when it's not, and so many people were already chaining attacks in such a way as to minimize redraw
    • Once people saw the "new style" attacks without redraw "baked in" they realized just how many pauses were in the old style sets and found the dleays irritatingly unnecessary
  14. Well, it should show in combat attributes. Other temporary resistances do, like the toxic resistance from Healing Flames and the immobilize protection from Burn.
  15. Quote:
    Originally Posted by Castle View Post
    Just for fun:

    City of Heroes
    Brings joy to all of us here
    Winter Gifts approach
    One of the hallmarks of the classic Japanese haiku is that it evokes a season.
  16. I am sorry to hear this. A brain tumor claimed my father. Best wishes for a better outcome for your friend.
  17. Quote:
    Originally Posted by BunnyAnomaly View Post
    Emanators?
    Yeah, that's what the badge description calls them.
  18. Quote:
    Originally Posted by BrandX View Post
    Spines is still the exception. I believe it had to do with the set needing additional tweaks if they did so.
    Correct. Perhaps I was too cautious in not asserting that I knew all the sets, but I know for sure that Spines appears to redraw your spines but that it does not make any difference whatsoever in your attack times -- because it was never changed when they changed the other powersets. This was expressly discussed by a dev -- Castle, iirc.

    Although "redraw penalty" is a penalty that was added to the game essentially at player request, as Luminara says, it is a good thing, because we used to have the time penalties all the time, even if we were chaining the attacks, and now we only pay the time penalty when we actually do something that causes redraw.
  19. There's a lot of things in this thread that appear to me to be misinformation or flat-out wrong. Several examples:

    Quote:
    Originally Posted by Stormfront_NA View Post
    Mmm...
    2. Lately Tank using players do not taunt, they depend on their very weak class inherent taunt. This is rough on support classes.
    A matter of opinion perhaps, but in many cases the inherent taunt (gauntlet) is by no means weak.

    Quote:
    Originally Posted by Stormfront_NA View Post
    4. Some mobs have enhanced perception, and their plus to perception is truly stupid, "I can see anything, period. you can be as far as the door entrance, even if I am the very back and there are walls in between us", such as Rikti Drones and Nemesis Marksmen.
    Exaggerated. Nothing will see you and aggro onto you through a wall. If you're visible and they shoot, the shot can still hit if you subsequently duck behind a wall; but the game engine works like that for everybody (with the strange exception of player snipes).

    Quote:
    Originally Posted by Stormfront_NA View Post
    5. Ambushes, all have Stupid level plussed Perception
    I don't think that's necessarily the case. Ambushes just start out aggroed to you. Already aggroed mobs don't check perception, they just come and whack you. Stalker hate this, but they're not really being "spotted," per se, they're just being directly attacked.

    Quote:
    Originally Posted by Stormfront_NA View Post
    6. Status Effect dispensing Mobs if not successfully taunted, will mez first support ATs. They seem to prefer Controller types over Defenders. They also know, that attacking melee ATs is pointless with Status Effects, can't blame them there.
    I think this complaint is entirely imaginary; never heard of or encountered anything like it in six years.

    Quote:
    Originally Posted by Stormfront_NA View Post
    5. You use a buff PBAOE, that is like screaming "Honey I am home"
    The game is well-known to be one of the few in the industry without buff aggro or healing aggro.

    Quote:
    Originally Posted by Stormfront_NA View Post
    7. Healing, if you heal the tank by more than the mob's damage, you really made that mob angry and he is coming to explain the errors of your ways right now! It seems also , that mob gets some kind of resistance to taunt as well, or at least thats my perception as death dashes towards me and I am screaming like a little girl, get him off me!, get him off me! Ge..I am dead; the group now enjoys a quiet moment... The trick is to heal for less than the mob's hardest hit on the target to that moment.
    The game is well-known to be one of the few in the industry without buff aggro or healing aggro.

    Quote:
    Originally Posted by Stormfront_NA View Post
    8. It seems some mob groups, to have mobs that focus attacks on healer or buffer types. Longbow Spec Ops are notable for this. They lay towards the side and allow the fight to ensue, the moment a player buffs or heals, they go into action.
    Never heard of, seen, or experienced this. The game is well-known to be one of the few in the industry without buff aggro or healing aggro.

    Quote:
    Originally Posted by Stormfront_NA View Post
    If the mobs are not 100% of the time auto hitting you, you may find your survivability dramatically improving!
    I agree hovering and ranged defense will help. However, note that mobs generally do not auto-hit and typically hit you 50% of the time or somewhat better -- and never hit 100% of the time unless they are using a real auto-hit attack.
  20. Without more details, a story like this is not informative. What powersets did the tank have? Your Controller? What enemies were you fighting? Are you able to re-create this with different enemies? Different characters? What missions were you on. Trick-or-treating, zombie invasions, what?

    It sounds from your description like it was only two things you tried, the Controller and the new character? How many days has this been happening?

    It seems like precious little information to be making such sweeping generalizations about "how the game works now" and how some ATs are unplayable.

    Especially since other people don't seem to be reporting this.

    I also note your claim that buffing alone draws the aggro? That would be startling indeed, since the game has never worked that way and it wasn't working that way (for me) at least as recently as Thursday night.
  21. Quote:
    Originally Posted by PJFry View Post
    And what sets and IOs do you look to for the movement speed bonuses, besides the Gift of the Ancients global?
    On the wiki, the Category:Invention Sets page is very useful.

    Note the difference between "Sets for improving X," which merely lists all the sets that a given kind of power can take, and "Sets that improve Y," which lists all the sets that give a particular sort of bonus, like movement. Click on that and you'll get a chart with sortable columns (click the symbol at the top of each column). This is a VERY handy way to make slotting decisions.
  22. One possible explanation for the dramatically different responses you got above (and may get more of) is that, if I understand correctly, in some powersets the redraw time is "baked in" and you will take the same time to use a power whether or not the redraw animation plays, but in other sets the power animations have been redone from scratch and redraw animations will add to the total animation time of those sets.

    I'm ignorant of Corruptor mechanics, but with Scrappers, for example, redraw is still "baked in" to the Spines animations but not the new Katana animations. So a Katana user pays the animation-time price for redrawing (but, conversely, gets the benefit that a continuous, uninterrupted chain of Katana attacks is faster than before the animation change). A Spines user literally loses nothing by redrawing -- but that means he doesn't get the speed advantage.
  23. "There's that guy again! Behind me! He's always behind me! IS HE LOOKING AT MY @SS?!?!?"
  24. Sailboat

    ss is weak!

    Quote:
    Originally Posted by dmaker99 View Post
    So....what could I do to level faster? What I currently do is just mostly solo door missions on default difficulty.

    Any suggestions would be highly welcome.

    Thanks
    Quote:
    Originally Posted by Tsuji View Post
    Join a team and fight higher level enemies. It's much much faster than soloing, especially as a tank.
    Teams, yes. Particularly on story arcs and Task Forces, possibly because you don't spend time discussing what to do next but just chain a bunch of missions together. Atta and Frostfire are good at low levels. "Sewer teams" in Atlas break up pretty often, but they're like strapping on rocket skates when leveling from 1-10 or so.

    Then wrangle Task Force invites. Find your server's global channels (or ask what they are in your server's dedicated forum) and monitor them for Task Force recruitment -- or start your own Task Forces, you can use the Titan network's wiki to read about each TF so you know what to expect and what levels to recruit. It's not hard to lead a Task Force if you have some uninterrupted time to play. I always find TFs really speed the time by while pushing up levels steadily.

    And while you're at it, leverage the social network. Note the players you liked playing with. Put a player note on them so you can recognize them again, and ask if they mind being put on one of your friends lists (either "server" or for the really good friend, "global."

    This has worked really well for me. Characters I've been soloing always take off and mature quickly whenever I remind myself to make the effort to do this.
  25. Quote:
    Originally Posted by Nethergoat View Post
    I've had this fire/axe concept character lying around for a long time who I really liked but was a PITA to play. I got him to the 30's by sheer force of will, but they he got shelved. Dusted him off to check out the FA changes and the next thing I knew he was level 42 and I was having a blast mowing through +0/x8 missions.
    Of my current two favorite Tankers, one has the Fire primary and the other has the Battle Axe secondary, so I understand completely.

    Quote:
    Originally Posted by Finduilas View Post
    Since FA has no defense of its own, getting to the soft-cap--especially for both S/L and E/NE--will be a challenge. However, even 30% defense would have a very significant effect on your survivability.
    Yeah, my Fiery Aura Tanker is currently running 29.55% defense to s/l/e/n damage (and considerably less to fire/cold, but at least fire I resist at 90%). Might pick up Combat Jumping after I19. I could have had more defense, but I wanted to keep my offense highly slotted and massively enhanced. If you don't want to fight deep purples, and thus don't need tons of accuracy, it's possible to have all one's AoEs slotted to the ED cap for damage and recharge and still get good defense out of them. I'm particularly fond of 3 Erads and 3 Cleaving Blows in the PBAoEs for e/n defense and then four KCs and 2 frankenslotted multi-aspect IOs in the single-target attacks for s/l defense.

    (I did make an exception for Blazing Aura, using 3 Erads and some Multistrikes to get the end reduction enhanced more and ignore recharge enhancement).

    Reactive Armors in the resist powers, and no sets in the build up/ fiery embrace powers that would interfere with their recharge (i.e., no Gaussian's). And the cliché but effective 5 level 50 Doctored Wounds in Healing Flames.

    Kind of simple overall. [edit: let me clarify, I mean, the plan has a zen-like lack of complication, not "anyone could have figured this out, dolt."]

    To reiterate, this is a medium-defense plan that maximizes offensive output (as much as a Tanker can, anyway).