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Quote:I'm getting a little tired of reiterating this. If Soul Reaver's Raziel and Waterworld's Mariner can jump out of water just fine AND look good doing so, I see no reason to keep bringing it up. Swinging through open air, on the other hand, has absolutely no way to make it look even remotely reasonable without resorting to the stupidity I saw on the Champions board where someone suggested something to the effect of shooting balloons and swinging off them.This is sorta hillarious.... Swinging from nothing would be alright if it only happened occasionally, but since it would happen continously while traveling, it's a no no.
But Super-Jumping from Water Surfaces is okay...Gotcha.
That's the big problem. This right there eliminates more than half of City of heroes (more like two thirds) and a great big part of City of Villains, both of which, incidentally, have large sections of open ocean. This would make swinging even MORE situational than Super Speed, and that is situational enough as it is.Quote:If they ever added a Swinging Power, though; I'd prefer that you couldn't swing higher than the nearest structures (Buildings, Trees) and that you had to be within a certain amount of yards of them to be able to do so. It could be a generous distance, so that you could swing down any street in Steel Canyon without having to make sure you were close to a building...
This would probably be a nightmare to code, but if they do, while they're at it, make Super-Jump not work in liquid
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Quote:I already took it out of my planned build for when I get around to doing a respec (which will likely be some time next year with next week looking like I16's Launch Date), and yet I'm still running short on slots. I'm looking to skip something else, but I'm not sure what that should be. I actually have my eye on Hot Feet, largely from experience using it. Yes, it's nice in the mitigation it gives, but it seems like my Fire Blaster just causes too much scatter for it to work, even with Hot Feet slotted for slow and working effectively. It's nice in conjunction with Rain of Fire, but Rain of Fire itself has pretty unimpressive danage. Or at the very least, I might drop my planned damage slots from Hot Feet. Its damage contribution is minimal, given how fast battles typically go. Anything that survives Fireball + Fire Breath + Combustion + Fire Sword isn't really worth running Hot Feet for anyway. Then again, I only really need two enemies to make the thing endurance-efficient, so I don't know.Don't be afraid, be proud and drop Blazing Aura.
It is very lackluster and I have to believe for most people, just plain bad. Small radius, lower damage than it should be, and a bugged (?) end cost higher than it should be. Drop it like the millstone it is.
I was thinking of dropping Burn, but that'll only earn me two extra slots (three damage, can't slot it for accuracy) and I've had a lot of fun with it. I had one mission where I got webbed up by Knives of Artemis literally once every fight, and every time I'd Burn my way out of it. And it looked AWESOME!
I also saved myself from a bunch of Spines Protectors that way, burning through their immobilizing ranged attack before they could close into range and hitting them with Ring of Fire. Plus, as noted before, it's effectively damage for free. Can't really give that up.
Well, I guess I'm more angry that all the other ATs I like playing have a much easier time fighting bosses, and I'm usually excited when I meet one. When I meet a boss with a Blaster, it's more panic and inventing new curse words. Of course, the other ATs I play are Scrapper, Brute, Mastermind and Stalker, so I may be biassed. I tried my hand at Peacebringers, but Controller hit points and the lack of an inherent (I don't team much at all) ruined it for me. I tried new Dominators, but the lack of AoE damage and overal punch compared to Blasters, coupled with even LESS self-protection and my apparent inability to control the 5-6 opponents that my favourite difficulty spawned ruined it for me at around level 31. I could have waited for level 32, obviously, but the unreliable status protection mechanic and the reliance of control over killing just didn't sit well with me.Quote:[Bosses] always will be an issue. Even my level 50 has to respect them much more than most of my other characters. Inspires and range can help. You may choose to spend most of your time in melee to leverage the PBAoEs, but that does not mean all situations warrant it.
*edit*
That said, the "new" Blaster Defiance changes are pretty much the only thing that allows me to play Blasters at all. Before the changes, I got a Blaster to 34 on the bugged Smoke Grenade and found myself unable to play another one at all. Now, they have so much extra damage over everyone else that they're just about playable
*edit*
And you know what the worst part of Hot Feet is? It keeps getting shut down. I'm a Blaster. I don't HAVE status protection. That Mentalist over there? He won't fee a tick of it. Oh, hey, that group of Rikti over there doesn't have a mentalist, maybe... Stunned. Thank you, Headman Gunman, for your GOD DAMN 10 SECOND STUN!!! Freaks have sleeps, Devouring Earth have mushrooms, Rikti have holds, sleeps, stuns and immobilizes, Malta have... Everything, Carnies have stuns and holds, the Nemesis Army have stuns from time to time, it just goes on and on. I literally can't sneeze without having Hot Feet shut down, and if I DO manage it, it drops from lack of endurance. AND I have to land to restart it. Ugh...
*edit*
Sorry about all the edits, but I'm posting this as it occurs to me. For the bulk of this Council mission, I've not used Hot Feet. Council spawn too scattered for it to be effective, and even the ones I manage to tag with the fringes end up running away fairly quickly. That, and werewolves are all but immune to slows. I don't think I've gotten more than three-four ticks on any enemy so far. The one time I found a big and clumped enough spawn to use it on, they scattered as soon as I tagged them with Hot Feet and left within two seconds. I might end up dropping that, too. And that WILL give me all the slots I need.
*final edit*
After getting ganged up on once, I realised one VERY big difference between having Hot Feet and not having hot feet - the Avoid aspect. With it, when I dive into melee, everything runs. Without it, when I dive into melee, everything attacks me. I considered simply not slotting the power for damage (or accuracy, since accuracy only governs the damage components), but then something else occurred to me - I can get the same effect via Rain of Fire.
Interestingly, both powers scare enemies in different ways. Hot Feet casts 4 seconds of mag 3 "Afraid" every two seconds (though it doesn't self-stack), which is the old Fear mechanic before Terrorize became the order of the day. Rain of Fire, on the other hand, casts 0.75 seconds of mag 5 AVOID every 0.5 seconds (which also doesn't self-stack), which is an entirely DIFFERENT mechanic as found in things like Burn, Ignite, Caltrops and so forth. So Hot Feet is a fear power, whereas Rain of Fire seems to be just a power to avoid. I'd need to know more about what that actually means, but for the time being I think I'll do just fine casting Rain of Fire over myself and sparing myself five extra slots and two thirds of my total recovery in endurance cost. While I'm not dropping it yet, I intend to play without Hot Feet for a while. -
I think the Vanguard pieces are by far my biggest concern, because it is literally IMPOSSIBLE for me to get an entire set. The completion of all four arcs gives me enough Vanguard Merits for one, maybe two, at most three pieces, out of what looks like a dozen. There is no way I can get enough Merits by just running Rikti content, I have to grind my *** off (here's a cool mental image for you) to get enough merits for a full set. That, or run Mothership raids that I plain never see happening. I saw two last year, and I saw one a couple of months ago. Maybe I'm just missing them, but I'm not a fan of grinding repeatable Borea missions, so once I'm done with the arcs, there's no reason to hang out in the War Zone. AND they are level-locked, to boot.
The Roman gear is another major PITA. OK, the Romulus sword and shield I can kind of see needing to beat Romulus to get them, but basic Roman armour? And even the bloody Roman swords and axes need access to Cimerora to unlock. Instead, at character creation I have to make do with a Viking axe. Apparently, the Romans were cooler than the Vikings. Otherwise, why would their gear be higher level content?
I am in favour of making costume unlocks account-wise for two reasons. One is I get costume pieces at character creation, which is G-r-r-r-reat! Another reason is that this allows custom costume piece unlocks to be REALLY hard to get. For instance, I wouldn't bat an eye at the Vanguard costume unlocks if they were account-wise. Over the past year, I would simply have unlocked the whole set piece by piece by piece. And it would have MEANT something. Here is this long, hard trudge that took multiple characters and multiple run-throughs to complete, but it's WORTH IT! I now have the costume pieces unlocked, and this epic struggle came to something.
Or think about it in terms of Roman gear. I would not actually mind having each ITF unlock only a single piece, or unlock a few pieces at a time, if those pieces were unlocked account-wide. Then I would both have incentive to run it multiple times: I want the full set, but I would also feel I accomplished something meaningful each run. Oh, sure, my character may not be able to use that gaudy Roman helmet, but that's OK. I now have it unlocked at character creation and on all other characters, so the chances of at least one of them having use for it are quite great.
To me, this both serves to create a feeling of accomplishment and removes the trudge needed to get an item EVERY DAMN TIME. -
This thread is an utter failure on just about every count. It starts off with an indignant, intolerant original post with an original poster who is adamant about insulting people for no reason other than because they disagree. That right there should have been the end of it, but it's compounded by an idea that is not only horrible, but is in fact a solution in search of a problem, going so far as to chastise people for refusals as polite as I've ever seen them.
The notion that people who aren't playing on a team are "wasting their time" is the height of fallacy. Though this is an MMO, just because I CAN play with other people doesn't mean I HAVE to play with other people. Furthermore, it doesn't mean I should play with other people for the sole reason of forwarding their convenience over my plans for the evening. If I want to solo, I will damn well solo and I will not be budged. If people are not happy about that and feel I'm obligated to team with them, they can go to hell.
This then feeds into the fallacy that is the offer of perks for JUST teaming without any account of what you are doing in this time. These rewards offer no incentive to team, they offer incentive for two people to form a team, go AFK in a mission and go to bed for the night, scoring 8 hours without lifting a finger. Rewards for teaming should reward the ACT of teaming, not the STATE of being on a team, because ultimately what should be encouraged is playing the game.
Finally, this is about choice. City of Heroes just happens to be a game where we all get to choose how to play and what to do with no approaches being TOO much worse than others, and with certainly no approaches being wrong. That's a good thing, and trying to force people to team is an ugly mistake. Furthermore, I firmly believe that teaming should occur because the various team members want to play with other people, NOT because they need more warm bodies. Teaming is not and should not be regarded as a faux bot match. Mandated teaming, however, is little more.
Suggestions and Ideas is a forum that requires a cool head, an open mind and, above all else, a solid idea. The illusion that you can post any random train of thought and NOT have that criticised is not real. Anyone who posts here really needs to be sure to think it through and be prepared to work WITH the detractors, not insult them for the audacity to disagree. -
Quote:Most of those things you only see once in a long while, and a lot of them make sense. Dropping robots are heavily implied to be air-dropped or launched artillery-style, manhole covers are implied to simply be part of the scenery and Mercenaries Spec Ops are not "climbing down," they are rappelling down, and from the looks of it it seems to be assumed they are rappelling out of a helicopter, which is a pretty standard scene in fiction. In fact, the GIs from CNC: Generals could do just that - rappel out of a Chinook helicopter and clear out buildings.Stings from Heaven...is that like when it rains robots?
Or manhole covers from space?
Magic upgrade portals in the ground?
Mercs climbing down....strings from heaven?
And that is just MM's. Don't get me started on Gravity..
We already have a collection of stupid things for the sake of gameplay mechanics. One more is not going to break the game.
Granted, a lot of those don't make much sense, like the Commando parachuting inside a building or robots emerging out of the ground in Oranbega. Out into the open, it's easy enough to claim that the crafty Mastermind just has secret robot-delivering hatches built all around town and one just happened to be there, but in off-world locations or ancient catacombs, it DOES look out of place.
But again, that happens once, and these henchmen last 99999 seconds, or a little over 27 hours. And with them zoning with you as of I16, a good Mastermind will be recalling rather very rarely. Swinging is not something you do only rarely once in a while. Swinging is a repetitive process you do continuously over and over as you travel. The way it's implemented in Champions Online would probably put it at a little over flight speed here, which means that if you want to swing from Talos Island to Circle Island, you'll be grappling the heavens for a good 30-60 seconds. And heaven forbid if you want to get from Nerva Archipelago to Thorn Island. You'll be "swinging" over open ocean.
And that's completely ignoring the face that the way Spider-Man swings is completely impossible from a physics perspective. You can't stand on the ground, grapple a rooftop and launch yourself into a violent swing that takes you almost horizontal of your grapple point. As a general thing, a swing will on its own will never take you higher than the height from which you started. Granted, a "miracle excuse" is in order a lot of the time just for the sake the rule of cool, but even Spidey often finds himself in trouble because there are no buildings around for him to swing from, and he has to resort to stupid solutions like making balloons or parachutes out of web. -
Quote:The Statesman may be portrayed as a jerk, but I've not seen a single instance where he was portrayed as a tyrant. And since when was Recluse's DICTATORSHIP about expression personal freedom? Unless you count a Darwinian survival of the fittest as "expressing personal freedom," more specifically the freedom to commit wanton murder, theft and jaywalking, the Rogue Isles are a cesspool of lawlessness, oppression and complete dictatorship by the nation state.So that's why Statesman is portrayed as an overbearing tyrant while Recluse's nation-state is all about the expression of personal freedom? Cause States is the moral one and Recluse the monster? Somehow fiction and in-game reality don't add up there.
Also, last time I fought him, Recluse displayed invulnerability, super-human strength, the ability to fire an array of energy blasts AND quite a sizeable amount of reinforcements. Last time I fought the Statesman, he pretty much just punched really hard. -
Who cares about updates? I have upwards of 20 characters to get to 50. More updates just bloat that list even more.
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Quote:I'm afraid I've given on Blazing Aura entirely. There's no chance in hell I'll have the slots to devote to it, and even if I did, there's no way I'd be able to run that, Hot Feet, Fire Shield and Hover. Just Hot Feet and Blazing Aura break my recovery. And, as a matter of fact, I'm not getting much mileage out of Hot Feet right now, either. Even on narrow maps, enemies are always scattered, and I lack the means to cause them to bunch up. And they will certainly not bunch up through Hot Feet, itself.Before Hot Feet, Blazing Aura is really a bad pick, I normally recommend not taking BA until 35 (if at all), but I did take it on this character in the 20s on a weird whim. Not sure how useful it has been, although teamed I can be in melee a lot more with a lot less close calls.
I have a friend who says the same thing about his Fire/Fire Blaster. I'm not seeing it, myself. I do enough damage to KILL an entire spawn in one-shot, yet whatever survives just calmly shoots at me, or chases to hit me. I dive in with Hot Feet running and kill, say, five out of seven enemies, and the remaining two run for a second and a half, then turn around and shoot me. I very, very rarely get true runners, and even then it's usually one odd enemy out of the four who remain shooting at me. At most they'll run 10 feet back and then start shooting.Quote:Not sure. Massive damage fast and killing off a few of the enemies quickly really seems to break their morale. It usually takes both Fireball and FSC to acheive the effect, perhaps a tick or two from BA helps as well. It is one of my greatest survival tools and perhpas I credit Hot Feet too much for the effect.
And I do very much what you do.
Right now I think I've hit my stride, so to speak. Blazing Aura stays off, waiting for me to find a whim and respec out of it. For the most part, depending on enemy density, I'll either do what you do and go Fireball + Combustion from melee with Hot Feet running, or I'll open from range with Fireball + Fire Breath + Rain of Fire while I run in to keep enemies from spreading too much. On the occasional two-enemy spawn (+1 lieutenant, +1 minion), I tend to resort to Blazing Bolt and Blaze for the lieutenant, and the minion is usually easy after that.
Bosses remain a problem. They just hit too hard and are impossible to kill fast enough. -
OK, I figured out how to make tables! In addition to using the [code] tag, I also had to change the font to Courier New. So, behold the fruits of my labour

Code:The notation for damage numbers here is given twice, because I took damage with and without the additional 80% chance extra damage that a lot of Fire attacks have. For all damage statistics, the one on the left is without the extra damage, and the one on the right with it. Where you XX.XXX, that's a power that doesn't have an extra damage component.Fire/Fire/Flame Blaster Fire Blast : DPE 12.031 | 19.246 EPA 0.917 DPA 11.034 | 17.651 Flares : DPE 17.115 | XX.XXX EPA 1.161 DPA 19.871 | XX.XXX Fire Ball : DPE 3.708 | 5.561 EPA 0.893 DPA 3.312 | 4.967 Rain of Fire : DPE 4.817 | XX.XXX EPA 0.419 DPA 2.019 | XX.XXX Fire Breath : DPE 7.231 | XX.XXX EPA 0.813 DPA 5.881 | XX.XXX Aim : ------------------- EPA 0.057 ------------------- Blaze : DPE 12.753 | 19.522 EPA 0.945 DPA 12.058 | 18.457 Blazing Bolt : DPE 12.031 | 15.955 EPA 0.861 DPA 10.358 | 13.737 Inferno : DPE 1.877 | 3.754 EPA 0.275 DPA 0.517 | 1.034 --- Ring of Fire : DPE 12.348 | XX.XXX EPA 1.087 DPA 13.434 | XX.XXX Fire Sword : DPE 10.890 | 13.619 EPA 0.899 DPA 9.797 | 12.251 Combustion : DPE 6.416 | XX.XXX EPA 0.722 DPA 4.634 | XX.XXX Fire sword Circle : DPE 4.656 | 5.557 EPA 0.816 DPA 3.802 | 4.538 Build Up : ------------------- EPA 0.057 ------------------- Blazing Aura : DPE 7.128 | XX.XXX EPS 0.780 DPS 5.560 | XX.XXX Consume : ------------------- --------- ------------------- Burn : DPE 32.114 | XX.XXX EPA 0.192 DPS 6.178 | XX.XXX Hot Feet : DPE 6.682 | XX.XXX EPS 1.040 DPS 6.950 | XX.XXX --- Bonfire : DPE 7.698 | XX.XXX EPA 0.132 DPA 1.016 | XX.XXX Char : DPE 6.454 | XX.XXX EPA 0.624 DPA 4.030 | XX.XXX Fire Shield : ------------------- EPS 0.330 ------------------- Melt Armor : ------------------- EPA 0.133 ------------------- Rise of the Phoenix: ------------------- --------- DPA 1.107 | XX.XXX
With that said, here's a reprint of a rather long post I made earlier today on a forum where writing code was easier:
What observations did I make? Firstly, both Fire Blast and Fire Manipulation powers are balanced without including the chance damage, which means that they show baseline efficiency (a DPE of 12.031) when the effect does not trigger. This means that a LOT of the time, a Fire/Fire Blaster will be more endurance-efficient than any other Blaster, and not by very little, as well. Additional damage can add up to 50% extra efficiency, which is a LOT.
As well, it should be noted that Flares, though it lacks an additional damage component, is HUGELY efficient even without it. However, the power is also immensely costly, realistically matched only by the equally "small" Ring of Fire and the absurdly expensive Hot Feet. Unlike them, however, Flares has the single highest sustained damage over time of all of Fire Blast and Fire Manipulation. At the efficiency it comes with, using it as much as possible seems like a very smart plan to save energy. You end fights faster AND it costs you less per unit of damage. Win/win.
When it comes to AoEs, that combo's single best is Fire Breath, at an efficiency so high that hitting as few as two enemies makes it more efficient than a single target attack without its extra damage. That's a LOT. Combustion, slow and unwieldy though it may be, is a close second, with a HUGE area of effect and some of the best AoE efficiency you're going to get, again at a around two targets hit to break even. Not only that, but these two powers are relatively cheap to run AND have a very decent damage over time for area effects. By comparison, Fireball is TERRIBLE and Fire Sword Circle is pretty bad, at three and four targets hit to break even, respectively. Counter-intuitively, they are also more expensive to run AND deal less damage over time. They are, however, both pretty quick attacks, even if Fire Sword Circle is quite short-ranged, so that may make up.
Amazingly, Rain of Fire is a very solid power, with an efficiency such that it takes three targets for it to break even. Given that Rain of Fire is a 25 foot AoE, that shouldn't be too hard to achieve, though that's if the targets suffer the rain's entire duration, which is hard to achieve given that the AI wants to run out. Hot Feet can be used to slow enemies and prevent them from leaving the rain, so there's something to be said still. But the power is overall cheap and not very damaging in the long run, so its main use is a fire-and-forget extra damage at an admittedly not too steep a cost.
Blaze is a nice surprise, being naturally a little over-efficient, as well as dealing some of the sets' best sustained damage, and reaching ludicrous levels if its extra damage fires often. This is definitely a VERY solid power that should be used as often as possible. It saves endurance, it does good damage, but it is a bit expensive to support if you never stop to rest.
Blazing Bolt is outright disappointing, with average efficiency, pitiful yield gain with it s extra damage and quite a poor damage output over time for a single-target power. And that's assuming you can use it every time it recharges. It gets worse when you consider it's interruptible. It does a lot of up-front damage, granted, and it's useful as an opener, but its contribution to prolonged fights is minimal.
Ring of Fire is quite a bit of a surprise, as well, being a little over-efficient and doing a LOT damage over time. Of course, this comes at a pretty steep cost, with the problems of limited range and damage delay, and there surely are other powers that can be spammed in the same time, like... Flares! Flares does about the same from a longer range and for a LOT less endurance cost to the damage. Still, when all else fails, resort to this, I guess. Mine isn't slotted yet, so I shy away from it.
Fire Sword is... Diappointing. It's efficiency is below average, meaning it wastes endurance every time you use it, its damage over time is low and the cost to support it is fairly high. This power is pretty bad when you think about it. It's good for shock damage, but it's certainly not something I'd want as a regular part of my attack chain. It's not worth the cost and it's not worth the time investment. It's not BAD, mind you, I'd certainly take it an use it, but it isn't nearly as good as one might think.
Blazing Aura is embarrassing. It is only marginally more efficient than Hot Feet, does LESS damage over time and is almost a THIRD of its radius. Just to give you an idea, Blazing Aura covers ~201 square feet, whereas Hot Feet covers 1256. Hot Feet also has both a Slow and an Avoid component, and while it has a ridiculous endurance cost, it's just much, much more potent. If it comes down to it, I'd keep Hot Feet and drop Blazing Aura like a hot potato. In fact, considering I'll likely run out of slots, that's probably what I'll end up doing anyway.
Burn is a funny power. It's ludicrously cheap to support, has fairly low damage over time, but the damage it does costs you NOTHING. The efficiency of this power is ABSURD, which is only compounded by the fact that it's AoE. If you team with a Controller and drop a Burn patch at the feet of, say, three enemies, you've essentially done as much damage as if you fired off 10 single-target attacks, and all of that at the cost of Brawl. I never realised how much endurance this saved me. I'll slot it and use it more! And remember - the same set that has Burn also has Ring of Fire.
Interestingly, Bonfire is a fairly efficient damage dealing power, at an efficiency of about two targets to break even. However, given that it deals constant knockback, the chances of getting any decent damage out of it are slim. The power is, however, fairly cheap to run, and if you happen upon an enemy that cannot be knocked back, it's also a pretty decent damage dealer over time.
Char looks like a decent damage dealer on the surface, but that's a single-target attack which is half as efficient as its baseline AND has pretty crappy damage over time at a not insignificant cost. I'd stick to using that as a hold and not worry about its damage, personally.
Melt Armour looks incredibly interesting. It doesn't do damage, but the cost of running it is ABSURDLY small, owing to its really, really long recharge timer. But if it really does -250% damage buff to an AoE range of 10 feet as the unofficial Mid's Hero Designer claims, that might be pretty significant. Suffice it to say I can't decide if I want it or if I can skip it for something else.
And that's about all I have. That was certainly an interesting experiment, and it just might change the way I play this character in a fairly big way.
*edit*
And this finishes something I've been doing quite literally ALL DAY. -
Quote:Courier, you say? So, just add Courier to Code blocks? Sweet!, let's have a look!Courier is the default monospace font just about everywhere. A combination of [font=courier] and [code] should do what you're looking for,
Code:just like so.
Hey, sweet! It works! Thanks a bunchCode:---------- WWWWWWWWWW IIIIIIIIII

*edit*
Just to illustrate, here's how the same looks in this font:
----------
WWWWWWWWWW
IIIIIIIIII -
Quote:Yes, but that still reformats the text, and I can't stop it. For instance, the horizontal size of a dash - is a low smaller than the horizontal size of, say, a capital W. So if I had a row of ten - and a row of ten W, then the row of W would be nearly twice as long. That's a big problem when trying to make a presentable table, because it prevents me from making straight columns.You can now use the [noparse] command to show codes without having to "trick" the system into displaying them by inserting code within the code. You just used it right now.
I suppose you could jsut nest it like [code][noparse]/noparse][/code] and see what happens.
Once upon a time, [code] used to force all symbols to be given equal spacing, so that smaller ones simply had more room around them, like you'd see in pure plain text. That does not appear to be an option any more, and I can't seem to find a font that does that. -
OK, I did quite an extensive number crunch on Fire/Fire/Flame, but unfortunately I can't post it because the [code] tags seem to still retain some formatting and making tables in them is no longer feasible. Suffice it to say there were some interesting revaluations, and potentially a few loopholes that could save me a LOT of endurance, which might make up for the nasty toggles I need to run.
Instead, here's a build from the unofficial Mid's Hero Designer that I put together today. Keep in mind that my Blaster is currently only up to level 38, so the next 12 levels of slots and powers are more a guesstimate than an actual decision.
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
Click this DataLink to open the build!
Sarah Grimwall: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Flight
Power Pool: Fitness
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Fire Blast -- Acc-I:50(A), EndRdx-I:50(3), Dmg-I:50(5), Dmg-I:50(17), Dmg-I:50(36)
Level 1: Ring of Fire -- Acc-I:50(A), EndRdx-I:50(43), Immob-I:50(43), Dmg-I:50(48), Dmg-I:50(50), Dmg-I:50(50)
Level 2: Flares -- Acc-I:50(A), EndRdx-I:50(3), Dmg-I:50(31), Dmg-I:50(36), Dmg-I:50(39)
Level 4: Fire Sword -- Acc-I:50(A), EndRdx-I:50(5), Dmg-I:50(13), Dmg-I:50(31), Dmg-I:50(37)
Level 6: Hover -- EndRdx-I:50(A), Flight-I:50(7), Flight-I:50(7), Flight-I:50(46)
Level 8: Fire Breath -- Acc-I:50(A), EndRdx-I:50(9), Dmg-I:50(9), Dmg-I:50(13), Dmg-I:50(31)
Level 10: Fire Ball -- Acc-I:50(A), EndRdx-I:50(11), Dmg-I:50(11), Dmg-I:50(15), Dmg-I:50(34)
Level 12: Aim -- RechRdx-I:50(A), RechRdx-I:50(15)
Level 14: Fly -- Flight-I:50(A)
Level 16: Build Up -- RechRdx-I:50(A), RechRdx-I:50(17)
Level 18: Blaze -- Acc-I:50(A), EndRdx-I:50(19), Dmg-I:50(19), Dmg-I:50(23), Dmg-I:50(23)
Level 20: Fire Sword Circle -- Acc-I:50(A), EndRdx-I:50(21), Dmg-I:50(21), Dmg-I:50(34), Dmg-I:50(40)
Level 22: Rain of Fire -- Acc-I:50(A), EndRdx-I:50(36), Dmg-I:50(37), Dmg-I:50(37), Dmg-I:50(39)
Level 24: Combustion -- Acc-I:50(A), EndRdx-I:50(25), Dmg-I:50(25), Dmg-I:50(34), Dmg-I:50(40)
Level 26: Blazing Bolt -- Acc-I:50(A), EndRdx-I:50(27), Dmg-I:50(27), Dmg-I:50(29), Dmg-I:50(29)
Level 28: Consume -- RechRdx-I:50(A)
Level 30: Swift -- Flight-I:50(A)
Level 32: Inferno -- Acc-I:50(A), Dmg-I:50(33), Dmg-I:50(33), Dmg-I:50(33)
Level 35: Burn -- Dmg-I:50(A), Dmg-I:50(42), Dmg-I:50(45)
Level 38: Hot Feet -- EndRdx-I:50(A), EndRdx-I:50(39), Acc-I:50(40), Slow-I:50(43), Dmg-I:50(46), Dmg-I:50(46)
Level 41: Char -- Acc-I:50(A), EndRdx-I:50(42), Hold-I:50(42)
Level 44: Fire Shield -- EndRdx-I:50(A), EndRdx-I:50(45), ResDam-I:50(45), ResDam-I:50(48)
Level 47: Rise of the Phoenix -- Dmg-I:50(A), Dmg-I:50(48)
Level 49: Melt Armor -- EndRdx-I:50(A), Acc-I:50(50)
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Level 1: Brawl -- Dmg-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Defiance
It may seem stupid of me to build this way, what with the absolute lack of Inventions or Stamina, but it is what it is. I can't really drop enough things to get all of Fitness and I'm not interested in Inventions. I'm slightly worried about how this build would work under stress conditions, as there is a LOT of drain on my endurance pool and lot nearly as much endurance reduction as I'd like to see. Fireball, Fire Breath and Rain of Fire can still bite a big chunk off my endurance even with that slotting.
*edit*
Mids export fixed. The colour scheme kind of sucks, but it didn't list black as one of the colours when I was exporting. -
Once upon a time, the [code][/code] block used to kill formatting and reduced whatever was in it to a sort of plain text block where each symbol was given equal spacing. This, as you might understand, was very useful for showing bits of programming code, as well as for making make-pretend tables. This no longer seems to work. The tag just creates a Code block, but everything in it remains identical to how it would have been outside of the code block, and smaller symbols like the dash get horribly smushed together. I noticed someone posted an HTML table before, but since I haven't coded in HTML in over five years, that's really not an option for me.
So, is there any way to get my text neatly lined-up and formed into a make-shift table now that the code tag doesn't do what it's supposed to?
P.S. when I say "once upon a time," I mean "on the old forums." -
Quote:Interesting. A few points of note:I got some of the videos posted. I played more melee centric than I might normally at this level just to see how it worked. While I often start in melee, I normally will pull away from something if I have a miss streak or survivors, but I stayed in just to take the extra melee hits (and to keep BA ticking away).
The first video is some simple clips of street hunting. This is actually the last video chronologically, but I put it first because near the beginning is a shot of my enhancement screen.
Street hunting
The next two videos are the first two missions of the Envoy of Shadows arc. I had a lot of computer issues, I was doing far too much at the same time (I had videos uploading to YouTube, while playing the game and recording with Fraps).
What did the Warriors do?
Oranbega is pretty
*You do know you can just click on two glowies and both will count down at the same time, right?
If you have multiple glowies in range, you can just click on them all and they won't interrupt each other.
*Huh. You're skirting the line almost more than I am. You do pretty well, but I kept an eye out, and you run out of health and endurance a LOT. Granted, I'm not expecting to be able to play at full everything all the time, but I saw you face more than a few REALLY close calls there.
*You seem to have Tough and a lot of the Leadership powers. Do those help? I have none of those (I literally have only Fire Blast, Fire Manipulation and two powers from Flight). I'm not sure how much these helped, as you did seem to be getting hurt about as much as I was, but it's important nonetheless.
*How do you scare enemies so much? Does Blazing Aura have an Avoid component or something? It seemed like every time you dove into an enemy group, enemies would take one shot then scatter like cockroaches. I can never seem to achieve this effect.
*edit*
*Are you playing on Unyielding? You're doing about as well on what looks like Unyielding as I am on Tenacious. I must be doing something wrong. Either that, or Blasters don't scale up in difficulty as poorly as I thought.
*Why all the temporary powers? I mean, I can see the benefit of the Nemesis Staff or... Is that the Iron Sword? I can see the benefit of them when you're lower level and don't really have many attacks, but at level 37 you ought to have more than enough, all of them better than the Nemesis staff. How come? Why the Iron Sword instead of your Fire Sword? Why the Nemesis Staff instead of Fire Blast and/or Flares? -
Quote:This is something I can really get behind, and I can't quite understand why it isn't the case. Generally, when comparing powers between Blasters and just about any AT not using Blast sets, AoEs on Blasters are bigger. For instance, look at how things changed between Fire Breath and Breath of Fire, and how much smaller Kheldian Human Form attacks are as compared to Blaster/Nova Form attacks. Given that, you'd think Blazing Aura would be huge, supersized like the rest of the Blaster AoEs, but instead it's small. As small as the Tanker version. Now, melee AT damage auras work just fine, because the character is in melee anyway. Blaster damage auras are bit... Wonky, however. Blazing Aura, being as small as it is, really requires you to get up close and personal with a lot of enemies if you want it to be worth its weight in damage. In fact, I think it's time I did another "cost vs. effect" comparison for Fire/Fire/Flame, just as a reference point.Issue #3: Blazing Aura's numbers don't add up.
Look at the numbers for Blazing Aura: damage, tick interval, radius. Look at the same numbers for Hot Feet: damage, tick interval, radius. Yes, there's something wrong with this picture. (Too lazy to look it up? Same tick interval, Hot Feet does more damage, and in a nuke-like 20' radius compared to Blazing Aura's one-stinking-foot-outside-melee 8' radius.)
Give Blazing Aura the same radius as blaster Lightning Field (along with a 16 target cap, see Issue #1 above). It'll still be an unpopular power, for the same reasons that Lightning Field is an unpopular power, but at least it'll be on the level with similar AT powers, so newbies don't get that nasty why-is-this-power-so-nerfy surprise when they take it for the first time. It'll also open up a more viable hover PBAoE semi-blapper option for /Fire blasters.
Generally, I would like to see at least Blazing Aura's ticks increased to one every second or one every half second, and see its size increased to 15 feet. Either that, or make it a location-summonable entity like a ranged Burn or something. It's just that it's both so hard to use, so costly and so inefficient that it doesn't seem to be worth the power pick. In fact, if it comes down to that, I'll drop it when I run out of slots to give out. -
Sacrificing endurance is out of the question, definitely, but what about sacrificing accuracy? I considered that, and I have been advised to skip accuracy on damage auras in the past, but are you saying that is a very bad idea? Certainly, if the power ticked a little more frequently, skipping accuracy may not be such a problem, but with a two-second tick time, it does indeed seem like accuracy is more important than damage.
-
Quote:So, essentially, because rule violations still manage to slip through, we should just abolish the rule altogether? Can you not see how that is an EXTREMELY bad idea? No rule in the history of mankind has ever been entirely adhered to, and only a VERY few have ever been adhered to even mostly. We have speed limits in the streets, and even with ten different ways to catch violators, people still speed. Do you think the solution is to just do away with speed limits so the state can save on traffic law enforcement expenditure?I am not saying i would or have used the sites, merely that they already exist. The fact is that someone can already effect their toons abilities based on the amount of money they have to spend. Which was a concern of many that they would be competing against those that have more free money then them.
As for the farmer sites, when i was checking prices on my previous posts, the two sites i looked at delt of pay pal, so again no real problems with credit info. I guess my feelings are that though its wrong and against the EULA, it happens already in game. And i cant think of ever hearing of someone being banned for buying it. So imo why not let the money go to those that actaully are going to benefit our game with thier profits rather then those just profiting.
This happens, but it's against the rules AS WELL IT SHOULD. Think about it - if I don't want it now and report every spammer I can, how are you going to sell me the notion that I should want it MORE if this became official? I don't want it AT ALL, official, unofficial or in the form of divine intervention. And, frankly, I'm glad PlayNC are making the effort to ban these people, not give them competition. -
Quote:This is a question of opinion. If you're going to react with bile and personal attacks to disagreement, you might as well walk off now. You will NOT get anybody to agree with you with that attitude, nor will you really get people to consider it at all.When I saw that you posted, I pretty much knew what you were going to say, you discredit and try to drag down anything you can, though you do make up the whole, and I see you as the main voice of negative, I can't say I share anything you think except the fact that #5 needs a better name. You have posted without supporting your claim, and make yourself look foolish. If your going to post on a serious thread, take the time to at least post something halfway useful... Like post where the devs have used the two in the same name and maybe find a little more time to post if you wish, but I was in no means lookin for opinions. I know what everyone's' opinions are going to be, maybe I was hoping for at least someone that shared my idea... But thanks for the little bit of time.
Nova
I might have thought it was worth contemplating, but it doesn't seem to be worth the bother if THAT is what your responses are going to be like. The name is just fine. -
What you are suggesting has a host of problems, not least of which being that you're trading one horrible grind for another. Getting as few as 500 of these points would require around 2500 minions, and that's just absurd as a minimum.
The bigger problem, however, is that your suggestion is just another means to get a level cap increase without getting a level cap increase. You may not mean it like this, but that's what it ends up being. When people ask for a level cap increase, they are looking to get more of what levels usually give - more powers and more slots. Specifically, more of the things Castle has expressly said WILL NOT be given even IF a level cap increase were ever considered. What your system does is exactly that - it grants more powers and more slots, but in a roundabout way. That on its face makes it unworkable.
The game, as it stands, has finite levels to which its numbers can increase, and balance becomes harder the higher they go. For instance, a player with 90% damage resistance would take TEN TIMES the normal damage to break even, and such damage would utterly DESTROY a player with little or no resistance (say a Blaster). Making the power gap between haves and have nots, as it were, too big just makes balancing the game for everybody too difficult. Couple that with the fact that, unlike most other MMOs, City of Heroes is not built around a power replacement model, where old powers become obsolete and are replaced with new powers. In City of Heroes, all powers are useful at all levels they are available for. This can easily lead to having too many power. That is, in fact, already the case for a lot of characters now.
"Attack chains" are finite, and more attacks only really end up either being obsolete or making older attacks obsolete. Too many shields cost too much because the cost adds up, and we don't have a reliable way to increase our endurance pool. It goes on and on. City of Heroes simply isn't a game built on the additive competition between opposing stats the way something like WoW is, so you can't really increase your offence a hundred times and increase enemy defence a hundred times and have everything be all fine and dandy. Look at the reasons why nasty enemies are nasty - they're not just strong, because there's a finite amount to their strength before they become absurd. Instead, they have dangerous powers, like holds and endurance drain.
The developers have discussed ways to keep improving after level 50, but if I were you, I would NOT hope to see more powers or slots, or indeed even Inventions that are too much stronger. I don't know what they have in mind, but I hope it comes with more content. -
Quote:I have a BIG problem with this, and it's the same problem I had in Champions (when I wasn't waiting in line). I'd seen a couple of missions build up to a big fight, I go to this foreboding location and go to spawn my bad guys and... I'm in a huge crowd of people taking turns to fight him. I spawn mine, someone else rushes in, kills him, and I discover that, anti-climactically, my mission is over. Great. My entire mission was fighting this one guy, and it's over without me doing anything. Thanks for ruining it for me! You get an open-world mission to 'bring Archon Morrison out of hiding and defeat him'
You go out hunting Council soldiers
After X number of soldiers are killed, Archon Morrison is spawned (as an ambush to you/your location for this scenario)
Different: Archon Morrison is wiped out by a +40 Spines Scrapper that ran by with Quills on and was 1 shotted without the Scrapper ever even noticing him... and the mission is still successful, because Archon Morrison was still defeated. You'll still receive any temp powers/badges/etc, you MIGHT get slightly reduced XP/Inf mission-completion bonus... but I don't really see that as required, since it'd be the same as having a level 50 enter a level 10's mission and quitting the team and doing the mission for you (IIRC, you'd still get the full rewards in that situation, just not the enemy kill xp/inf obviously).
To me, having your mission complete if someone ELSE kills or clicks is no different from me walking away from the computer and having a team-mate finish the mission for me. Or, even worse, little different from using the Mission Drop feature.
Until I see a fool-proof system for ensuring I can avoid interference if I so desire, I'm afraid I cannot support this idea in any way. -
Quote:Well that'd just mean I'd never do them ever in a million years. We have more than enough "beat up waves of enemies" encounters in the game. Some of these events, more specifically the Steel Canyon Fires, are actually cool because you can deal with the waves quickly and focus on the event itself.IMHO they should tag all these events with the GM code and tack on merit rewards for helping to complete them.
Edit: I type way to slow...the Invasion code idea is what I am talking about.
That, and I refuse to be killed by a bunch of level 10 Hellions on a high-level character. -
Quote:As an example, the command to switch to your third costume slot using, say, the lightning emote, would be:I did everything you said except it doesn't do anything at all if I change the # symbol to 0-4. Only the # symbol works and then it will only change to the first slot. Am I doing something wrong?
/macro Cos1 "cce 2 cclightning"
Note that's 2 for the THIRD costume slot, because they count from zero. -
Quote:Understood. The thing that brought this about was that using Breath of Fire effectively requires range, which actually fits in well with the range on Fireball, but if I rush into melee, the power is really difficult to get much use out of, hence why it becomes a choice of one or the other. Granted, I've taken to opening from range and THEM moving into melee. Especially on a team, Fireball + Fire Breath + Rain of Fire + Combustion + Fire Sword Circle makes for some very pretty sightseeingBreath + Ball is a great choice as well, many (maybe most) would say its the better choice. So, why FSC?
- It used to have a 1.5 second cast time
- Getting into the middle of the spawn lets you leverage Hot Feet and Blazing Aura and Combustion and Consume and Burn and as Fire primary you can drop Rain at your feet and have everything slow capped inside Rain and Hot Feet
- Getting into melee lets you leverage Fire Sword (and Blaze to a lesser extent, and in the past Blaze was only 20 feet, so it used to be practically melee)
- Some people find it more fun to be in the enemies face
- Teamed (which does not apply to you, but is important in this discussion), you get the benefits of Kins easier and the increased survivability on teams allow you to leverage your higher damage
- You will do more damage with a melee heavy /Fire build than a ranger. It is still slightly better than the ranger (before I11 it was massively better), although it is not enough to matter and playstyle choice is the key (which is a great place to be, both options viable and fun).

I've heard the arguments about consume, myself. I believe it follows the model of Dark Consumption, which is a power in an attack primary, and is as such said to be penalised for it. I'm certainly not going to claim one way or the other, but I do believe Consume has a significantly larger AoE radius than Energy Drain, and considering it's in the same set as no less than two "Avoid" powers, a larger radius is actually a very good thing.Quote:I have often said that Hot Feet is the power that brings /Fire Manipulation together, but its a bloody long road to 39. One day maybe we can convince Castle that Consume doesn't need to be on a 3 minute recahrge and should be 1 minute like Power Sink or Energy Drain.
Beyond that, the set does feel a bit... I'll-staged. Hot Feet seems to be a great boon, but it comes so very late, while the rest of the set is filled with... Oddities, shall we call them. I would certainly be open to a revision of Fire Manipulation at some point just to shape things up a bit.
Using just common IOs (or SOs) I'd go 2 End, 1 Slow, 2 Dam, 1 Acc (in that order). The slow is auto-hit, but the damage needs Accuracy. This power is great for Frankenslotting set IOs, but I can understand if you want to avoid them. I am kind of interested in how you do without +recovery IOs (or maybe you have them).[/QUOTE]
Interesting... I have a habit of slotting three damage enhancements, but I can certainly see myself getting away with two, especially if there is something that might be a lot more useful. I'm assuming the slow is to prevent enemies from scattering? I do know that how slow they run has no effect on how frequently they turn around to shoot (it's a lot like Afraid/Fear, being that it used to be very much the same mechanic once upon a time), it just changes how far they travel before they do. I'm seeing that Hot Feet is unable to keep an enemy from running in, hitting me and only THEN getting caught by the Avoid effect, though I suppose with more slow that might be mitigated.
Should I be slotting slows in Rain of Fire, then? Can I even do that?
-
Quote:See, here's what I don't get. Why Fire Sword Circle? I keep seeing that combo suggested to me a lot - Firebll + Fire Sword Circle, and I can't quite figure it out. Why not Fireball + Fire Breath + Rain of Fire, even? Fire Breath does more damage than Fire Sword Circle, even if you account for the 80% chance extra damage. Fire Breath is 109.8 damage at level 50, while Fire Sword Circle is 102.88. And Fire Breath has both a bigger area and one that's easier to full out. A 40 feet, 30 degrees cone comes out to around 418.67 square feet, while Fire Sword Circle's 10 feet AoE is only about 314. That, and Fire Sword Circle can only really hit things immediately around you, whereas Fire Breach can reach quite a ways out.As a solo blaster, at this level, a mix between range and melee is a better choice. When Aim or Build Up is recharged, it is probably wise to get into melee for Fireball and Fire Sword Circle with BA ticking away. The nastier bosses, usually, will need inspires. You have to be cognizant of when you can and should live in melee and when it would be better to dart in and out.
Obviously, I'm not trying to claim one is better than the other, but if I'm going into melee for the sake of Fire Sword Circle, wouldn't I be better off firing Fire Breath from range, staying away from danger and potentially still hitting more people? Granted, from melee I also have the benefit of Combustion, which is a quite a large AoE at 15 feet radius which comes out to about 706.5 square feet, so trust me when I say it is massive. Granted, its damage is somewhat less, at 83.41 at 50, but with easily over twice the land area of Fire Sword Circle, it sounds like a pretty significant AoE, and is one in practice. In fact, whenever possible, I like to use that power and set everything alight. Like Incinerate, it does take some time to deal its damage and that BLOODY LONG animation are really annoying, but I wouldn't call it a bad power.
***
Overall, having just taken Hot Feet, I can see why people were touting the power's virtues. Currently I only have it slotted with a single thing, which is a endurance reducer (and even so it still costs more than most entire defence sets), but I'm already seeing what I was told to look for - enemies run away a lot of the time, and they do so in slow motion. The bad thing is that I'm not seeing nearly the amount of mitigation I heard about, as enemies turn around to shoot at me roughly every two seconds or so (which is fairly normal, from what I've seen of avoid mechanics) and for some that actually matches their attack cycle anyway, but it DOES keep melee heavy hitters off my back, which is good. It does cause some scatter, but I use Rain of Fire, so what's a little scatter anyway?
I haven't had much chance to test it extensively, other than to tell it KILLS my endurance bar, but what I'm seeing so far is encouraging. This might be the change that turns things around, or at least holds me over until I can grab Fire Shield.
*edit*
Say, here's an interesting question: If I want to slot it only with single-aspect enhancements, what enhancement should I give Hot Feet? From the looks of it, two endurance reducers are absolutely necessary, and maybe damage at some point would be nice. How about accuracy, though? What about slow?
