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Enemies ragdolled from knockback aren't going to be able to hurt you...for a bit.
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You have two end-producing powers, not slotted to the ED cap -- is that going to be enough to run all your AoEs with the notoriously crappy endurance reduction of the Obliteration sets you have in them? Not being snarky; I just don't know. And if you're running Maneuvers instead of using it as a set mule...hrm, at least doublecheck your end consumption to make sure you can support that.
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Quote:So the extra fire damage from Fiery Embrace is itself increased (multiplied) by your enhancements, build up, and inspirations?Take the following example:
You are a level 40 Tanker and have Greater Fire Sword 3 slotted with SO's (95% for easier math), you hit Build Up, Fiery Embrace and happen to have a Damage Inspiration running for another 25% damage bonus.
Old damage:
Lethal: 154.74 (1*(1+0.95+0.8+0.8+0.25)=3.8*table lookup)
Fire: 234.55 (1.44*(1+0.95+0.8+1.0+0.25)=5.76*table lookup)
Total: 389.29
New damage:
Lethal: 177.14 ((1*1.45)*(1+0.95+0.8+0.25)=4.35*table lookup)
Fire: 255.08 ((1.44*1.45)*(1+0.95+0.8+0.25)=6.265*table lookup)
Total = 432.22
That's wicked. -
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Quote:It's worth noting that Spin, the PBAoE in the Claws set, is the best melee PBAoE by a wide margin. Fire Sword Circle does a little more damage but recharges more than twice as long -- you can do 2 Spins and have time left over. And Spin is end-efficient.I feel I should point out that claws isn't the best for aoe. While shockwave is a great cone attack, it's not until 32. And eviscerate is not going to hit multiple foes too often. That leaves just one aoe/cone attack. But your attacks are fast charging and fast animating. You'll still chew through enemies fast, just not 13 dead with 3 attacks.
Scrappers don't get Combustion, Fiery Melee's only other PBAoE. So /Fire Scrappers are basically just spamming Fire Sword Circle for most of their AoE, and they're always cited as having "fantastic" AoE. Since Spin is better, faster, and cheaper by itself...AND the set has other area attacks...it follows that Claws must be a better than fantastic area attack set. -
Chi Master -- heh, on my dog boards, they use the term "chi" to refer to a chihuahua. Does the Chi Master have pets?
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So "Bruising" only affects one guy.
You know what else only affects one guy?
Knockout Blow.
I just did 601 damage to one yellow foe!
Well, enough chatter. Back to playing my low-damage AT. -
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Quote:Wouldn't work anyway. The store is down, and with that all slots you've ever bought...and the Vet reward slots...I think every slot beyond the basic 12...is locked. Can't delete, create, or whatever. No access to those slots.I don't currently have extra slots, and I'd obviously prefer not to spend extra dollars to get more slots for purposes of making the same characters with different names, then more dollars to try to rename them later.
The forums are full of posts on variations of this problem. I'm not blaming you for not knowing, it's a bizarre restriction indeed, but it happens each and every time the in-game store is offline. I do wish they'd make an announcement, though, so everyone would have a chance at knowing this; it must be very annoying to not know.
All you can do is /bug it, and wait. And if you don't get the name back, I'd write to support and complain. -
Quote:Play a Scrapper. Modern tanks are vulnerable to handheld missiles, helicopters, aircraft, mines, and a variety of specialized penetrators. They compensate for their lower durability by mobility, camouflage, and the use of sensors to hit first.I'm all for that.
The devastating and irresistibly powerful punch of a tank is something I wish Tankers had.
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Scrappers are tough, like a modern battle tank, but not invincibly tough -- and neither is a modern battle tank. And Scappers pack a punch.
Modern battle tanks are not expected to repel all attacks with their armor and they are not used that way. -
Quote:If you're solo (i.e., not powerleveling anyone) why is it important to rip through +2/+3 missions? Can't you set the difficulty down to +0 and rip through even faster?Are here any of those that can just rip through radio/paper missions lit a hot knife through warm butter, when the mission is spawned for +2 to +3 levels and for 4 or more teammates, even though I may be soloing?
You'll get to 50 on +0 missions pretty fast these days anyway.
The +level missions are an attempt by the Devs to provide a challenge for people who want some fights they don't sleep through. The urge to make builds that will trivialize +3 or more difficulty just leads to complaints that the game is too easy. -
Quote:This was terrible, awful, embarrassing, and stupid game design. It meant that ONLY Tanks were superheroes. Everyone else cowered behind them, and even attempting to attack or use a power resulted in instant death for any non-Tanker AT unless the Tanker said it was okay.I remember before aggro cap Tankers where loved because only they where capable to survive the massive punishment of multiple bosses and hordes of lt's and minions at once over extented time.
Superheroes don't need permission from their "betters" to fight. The modern, current system seems to work just fine if you turn up the difficulty far enough.
Besides, this is chasing a standard that can never be met. Follow this thought experiment with an open mind:
If we increase the number of baddies and the threat but still do not defeat the Tanker, we're right where we are now -- the Tanker's durability isn't stressed to the breaking point.
If we increase it further and the Tanker now needs help (buffs) to survive, the other great perpetual Tanker forum complaint thread will spring to life: "Tankers shouldn't need any outside help to do their jobs!"
One state or the other will exist. Either your Tanker falls down or he doesn't. Tanker people will be unhappy either way. But in the current paradigm, other ATs get to play too and Tankers still get to show off how tough they are.
It's win-win.
I remain convinced, from the comments I heard in the old days and from every nostalgia thread, that the "herding the entire map while everyone else waits" thing is 100% an ego thing. It's cool -- if (and only if) you're the Tanker.
edit: Also, run some real (non-farm) AE content. There's some really hard-hitting custom stuff in there that will challenge Tankers with teams. -
Dunno when, but I'd assume it has not reached the eyes of the developers. Here's a thread talking about it, but it's good that you started this thread in the bugs section. /Bug it in-game too.
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Periodically the visual effect of a particular individual power goes away after a patch. Typically they eventually fix it, although not as a priority. This has happened twice with Invincibility from the Invulnerability powerset.
http://boards.cityofheroes.com/showt...ty#post2378007
http://boards.cityofheroes.com/showt...07#post2875707
/Bug it and maybe put a post in the Technical Issues & Bugs forum. -
Yes. And "read" threads marked as "unread." And "unread" threads marked as "read."
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I've met someone who explained this choice by saying that Knockout Blow is nice, but it isn't available often enough to suit him, so he turned it into a set mule. "Yeah," I pointed out, "Now it's never available."
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Quote:Although it's all-but-impossible to figure out from the format of RedTomax's Powerset Quantification (because Rain of Arrows summons a "pseudo-pet" to do its damage, I was under the impression that the "true nukes" do more damage in their burst (although not necessarily DPS). I'm sure ROA doesn't do 1000 damage, though.I mean, with Build up and Aim its possible to put a vanilla slotted Fire Blasters Inferno into the 1000 damage figures. Does any basic mob even have that much HP? That leaves the minions as piles of ash, the LTs dead or very nearly, and only the Bosses left as any threat. Oh, and you have no End. And its on a large recharge.
While Rain of Arrows...can do just that, without end crash, and on a fiendishly quick recharge, usable nearly every spawn.
So....thats even? Uhm....riiight. Sure.
Hmn.
I've never had a high-level Fire Blaster to compare, however.
Now, I could see an argument that ROA does enough damage to achieve the same effect, and Inferno is all overkill. And I'm not arguing the "true nukes" are as desirable...IMHO a power one can only use occasionally and that carries a big penalty seems like it's as likely to frustrate players as it is to make them happy. -
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Remember, it's perfectly feasible to be a Controller without any status protection at all. So Indomitable Will is great to have but not essential.
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Quote:Yes, keeping it synchronized with Build Up's recharge is important to me. Seriously, if they recharged at very different rates, I'd have a much harder time deciding when to use either one. Both together kind of makes up my mind for me.I'm glad Castle kept it at 90s it was originally going to be put at 150 seconds with a higher amount of damage.
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I've had several Fire Tankers reply on Burn for immob protection. It's never limited me to the patch; and Burn recharges waaaay before the immob protection expires, so it's easy to stack it. About the only limitation has been that it sometimes requires me to light off Burn in positions where I can't use it offensively.
I do still get immobilized through Burn's protection when there are a large number of immobilizes aimed at me that overpower the protection. Could that be what you're seeing? -
Quote:To be honest, it IS a nice arrow.I watch it explode on a target that has been dead for almost 2 seconds now, because I was too busy ADMIRING MY ARROW.
Seriously though, if a 1.83-second activation meant the enemy was dead for 2 seconds before your arrow went off, adjusting the arrow speed to 1.0 seconds won't help, will it? -