ShadowNate

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  1. Quote:
    Originally Posted by Aggelakis View Post
    I don't care about that. I care about the wording they used, "a peek at the world of GR"... not "a peek at a 3D image of one of the characters in GR".
    and to be fair, maelstrom IS a part of the world.
  2. Quote:
    Originally Posted by Iannis View Post
    wait, aren't flowing tails and flowing long hair part of i17? Although I imagine it's similar to anchoring a cape onto your head, of course.

    It'd be kind of funny if they ever put in weather and roll it off with an invasion of thundercloud monsters from Storm Palace retinted gray. THE COMING STORM!
    Tails are animated the same way tails are and it is in i17, animated hair may never come...a CoH2 however...
  3. so this is what ive come up with so far.
    She is still only lvl 42 atm btw

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    lilylin: Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Invulnerability
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Medicine
    Power Pool: Leadership

    Villain Profile:
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Stpfy-EndRdx/Stun(5), Stpfy-Acc/EndRdx(7)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(7), ResDam-I(9)
    Level 2: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), EndRdx-I(13), Acc-I(13)
    Level 4: Dull Pain -- H'zdH-Heal/EndRdx/Rchg(A), H'zdH-Heal/Rchg(15), Heal-I(15), RechRdx-I(17)
    Level 6: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/EndRdx/Rchg(19), KntkC'bat-Dmg/Rchg(19), EndRdx-I(21), Acc-I(21)
    Level 8: Swift -- Run-I(A)
    Level 10: Hand Clap -- Zinger-Taunt(A), Zinger-Taunt/Rchg(23), Zinger-Taunt/Rchg/Rng(23), Zinger-Acc/Rchg(25), Zinger-Taunt/Rng(25), Zinger-Dam%(27)
    Level 12: Temp Invulnerability -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam/EndRdx(27), EndRdx-I(29)
    Level 14: Knockout Blow -- Para-Acc/EndRdx(A), Para-EndRdx/Hold(29), KntkC'bat-Acc/Dmg(31), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(33)
    Level 16: Unyielding -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(33), EndRdx-I(33)
    Level 18: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(34), Zinger-Taunt/Rchg/Rng(34), Zinger-Acc/Rchg(34), Zinger-Taunt/Rng(36), Zinger-Dam%(36)
    Level 20: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
    Level 22: Health -- Heal-I(A), Heal-I(36), Numna-Regen/Rcvry+(43), Mrcl-Rcvry+(43)
    Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(37), P'Shift-EndMod/Acc(37), P'Shift-EndMod/Rchg(37)
    Level 26: Resist Energies -- ImpArm-ResDam(A), ImpArm-ResDam/Rchg(42)
    Level 28: Invincibility -- Ksmt-Def/EndRdx(A), Ksmt-Def/EndRdx/Rchg(43), DefBuff-I(45)
    Level 30: Boxing -- EndRdx-I(A)
    Level 32: Foot Stomp -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(45), M'Strk-Dmg/Rchg(45), M'Strk-Acc/Dmg/EndRdx(46), M'Strk-Acc/EndRdx(46), M'Strk-Dmg/EndRdx/Rchg(46)
    Level 35: Tough -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam/EndRdx(42), EndRdx-I(50)
    Level 38: Weave -- Ksmt-Def/EndRdx(A), Ksmt-Def/EndRdx/Rchg(40), DefBuff-I(50)
    Level 41: Tough Hide -- DefBuff-I(A), DefBuff-I(42)
    Level 44: Aid Other -- EndRdx-I(A)
    Level 47: Aid Self -- H'zdH-Heal/Rchg(A), H'zdH-Heal/EndRdx/Rchg(48), Heal-I(48), RechRdx-I(48)
    Level 49: Maneuvers -- DefBuff-I(A), DefBuff-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • 7.5% DamageBuff(Smashing)
    • 7.5% DamageBuff(Lethal)
    • 7.5% DamageBuff(Fire)
    • 7.5% DamageBuff(Cold)
    • 7.5% DamageBuff(Energy)
    • 7.5% DamageBuff(Negative)
    • 7.5% DamageBuff(Toxic)
    • 7.5% DamageBuff(Psionic)
    • 26.4% Defense(Smashing)
    • 26.4% Defense(Lethal)
    • 5.19% Defense(Fire)
    • 5.19% Defense(Cold)
    • 4.25% Defense(Energy)
    • 4.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 18% Defense(Melee)
    • 5.5% Defense(Ranged)
    • 7.38% Defense(AoE)
    • 10% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 146.2 HP (9.75%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 11%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 1.65%
    • MezResist(Terrorized) 5.5%
    • 21% (0.35 End/sec) Recovery
    • 20% (1.25 HP/sec) Regeneration
    • 0.95% Resistance(Fire)
    • 0.95% Resistance(Cold)
    • 10% RunSpeed
  4. >_> having quite a bit of trouble with end management on my SS/inv brute, any good builds out there that cover end well and still have s/l softcapped?
  5. Quote:
    Originally Posted by The_Foo View Post
    Your stuff is interesting and you should feel free to practice on my characters.
    ^^ here you go
    http://nate-da.deviantart.com/art/Ms...onna-153862662
  6. Quote:
    Originally Posted by DeviousMe View Post
    Well I'll be, heh. It has been a while. Welcome back. I guess it's true what they say about this game always dragging people back in the end.
    ;D I /never/ left the game.
  7. Heres a new sketch, much more rough but its funner to look at I think!

    http://nate-da.deviantart.com/art/Re...etch-153562386
  8. Thanks for the warm Welcome.. Surprised anyone remembers me..
  9. Hey guys im baaaack! Took a rather long break from fan arts to focus on improving myself as artist in general...along with getting adjusted to college life.
    Anywho this is a bust of my Fire/fire Blaster Incedri done over a few hours in painter 11, hope you guys like it ^^.
    http://nate-da.deviantart.com/art/Incedri-153031532
    Im going to be taking requests again, although it may be awhile before any are delivered though you can ask me about a commission if you really want something do, just send me a note in DA or a PM here.
    Nate-DA.deviantart.com
    Till next time!
  10. Quote:
    Originally Posted by Harkness View Post
    I'll agree that a solo build should be fine with a team.

    However, I think you might be wise to consider survivability vs DPS. You're not a Fire/Fire Blaster. Your best mitigation isn't DPS.
    D: when did I say the build had to be able survive very well? This is ment to be a dive into maxing out the DPS potential of a Dark/Dark. Nothing more really. at the moment my only big weakness in this build is in fact endo, with what I got now I can recharge all my debuffs so quickly that lacking Defenses is a non-issue as long as I can clear the alpha strike, which is fairly easy.

    The chain im running into is FS->Tar->Dark pit->TT->NF->spam Darkblast/gloom on bosses->FS->Tar->... Its rather effective but the end costs are horrendous.
  11. I completely understand where you are coming from and yeah this build is very very rough with lots of messy mistakes and so forth (like leaving the ST hold in there...)
    My logic behind most of it is to max out recharge at all costs...without spending alot of infs in the process. Im not going for a build that is all around pretty good but I want to really push the recharge and general damage potential of the set to its peak...again without spending a tremendous amount on IO's and such.

    So the goals are:

    *Have Damage be +90~% enhanced on damaging powers.
    *Have a high recharge%+Recharge bonus
    *Decent accuracy bonus
    *near perma-hasten if possible
    *Ment to be played solo-given darks nature a solo-build should make a decent Team build at the very least.
  12. I'm trying to put together a build aimed at dealing damage, fast recharge and just causing baddies to bleed in general. Heres what I got so far, anyone got idea on how I can improve it..Without spending multi-billion on Purples and such.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Dark Damage: Level 34 Magic Corruptor
    Primary Power Set: Dark Blast
    Secondary Power Set: Dark Miasma
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Dark Blast
    • (A) Decimation - Accuracy/Damage
    • (3) Decimation - Damage/Endurance
    • (3) Decimation - Damage/Recharge
    • (5) Decimation - Accuracy/Endurance/Recharge
    • (5) Decimation - Accuracy/Damage/Recharge
    • (7) Endurance Reduction IO
    Level 1: Twilight Grasp
    • (A) Doctored Wounds - Heal/Endurance
    • (7) Doctored Wounds - Endurance/Recharge
    • (9) Doctored Wounds - Heal/Recharge
    • (9) Doctored Wounds - Heal/Endurance/Recharge
    • (11) Doctored Wounds - Recharge
    • (11) Accuracy IO
    Level 2: Gloom
    • (A) Decimation - Chance of Build Up
    • (13) Decimation - Accuracy/Damage/Recharge
    • (13) Decimation - Accuracy/Damage
    • (15) Decimation - Damage/Endurance
    • (15) Decimation - Damage/Recharge
    • (17) Decimation - Accuracy/Endurance/Recharge
    Level 4: Moonbeam
    • (A) Sting of the Manticore - Accuracy/Damage
    • (17) Sting of the Manticore - Accuracy/Interrupt/Range
    • (19) Sting of the Manticore - Damage/Endurance
    • (19) Sting of the Manticore - Damage/Interrupt/Recharge
    • (21) Sting of the Manticore - Damage/Endurance/Recharge
    • (21) Extreme Measures - Damage/Interrupt/Recharge
    Level 6: Tar Patch
    • (A) Recharge Reduction IO
    • (23) Recharge Reduction IO
    • (25) Slow IO
    Level 8: Tenebrous Tentacles
    • (A) Positron's Blast - Accuracy/Damage
    • (23) Positron's Blast - Chance of Damage(Energy)
    • (25) Positron's Blast - Damage/Recharge
    • (27) Positron's Blast - Damage/Endurance
    • (27) Positron's Blast - Damage/Range
    • (29) Accuracy IO
    Level 10: Hover
    • (A) Flight Speed IO
    Level 12: Night Fall
    • (A) Positron's Blast - Accuracy/Damage/Endurance
    • (31) Positron's Blast - Accuracy/Damage
    • (31) Positron's Blast - Damage/Endurance
    • (31) Positron's Blast - Damage/Recharge
    • (33) Positron's Blast - Damage/Range
    • (33) Positron's Blast - Chance of Damage(Energy)
    Level 14: Fly
    • (A) Flight Speed IO
    Level 16: Swift
    • (A) Flight Speed IO
    Level 18: Health
    • (A) Healing IO
    • (33) Healing IO
    Level 20: Stamina
    • (A) Endurance Modification IO
    • (29) Performance Shifter - Chance for +End
    • (34) Empty
    Level 22: Fearsome Stare
    • (A) Glimpse of the Abyss - Accuracy/Fear/Recharge
    • (36) Glimpse of the Abyss - Accuracy/Endurance
    • (36) Glimpse of the Abyss - Endurance/Fear
    • (37) Glimpse of the Abyss - Accuracy/Recharge
    • (37) Glimpse of the Abyss - Chance of Damage(Psionic)
    Level 24: Darkest Night
    • (A) Dark Watcher's Despair - Chance for Recharge Slow
    • (39) Dark Watcher's Despair - Recharge/Endurance
    • (40) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (40) Dark Watcher's Despair - To Hit Debuff/Endurance
    Level 26: Howling Twilight
    • (A) Stupefy - Accuracy/Recharge
    • (40) Stupefy - Endurance/Stun
    • (42) Stupefy - Accuracy/Endurance
    • (42) Stupefy - Stun/Range
    • (42) Stupefy - Accuracy/Stun/Recharge
    Level 28: Shadow Fall
    • (A) Impervious Skin - Resistance/Endurance/Recharge
    • (34) Impervious Skin - Status Resistance
    • (37) Impervious Skin - Endurance/Recharge
    • (39) Impervious Skin - Resistance/Recharge
    • (48) Impervious Skin - Resistance/Endurance
    Level 30: Petrifying Gaze
    • (A) Empty
    Level 32: Hasten
    • (A) Recharge Reduction IO
    • (39) Recharge Reduction IO
    Level 35: Life Drain
    • (A) Decimation - Accuracy/Damage
    • (43) Decimation - Accuracy/Endurance/Recharge
    • (43) Decimation - Damage/Endurance
    • (46) Decimation - Damage/Recharge
    • (48) Decimation - Accuracy/Damage/Recharge
    Level 38: Dark Servant
    • (A) Dark Watcher's Despair - To Hit Debuff/Recharge
    • (43) Dark Watcher's Despair - To Hit Debuff
    • (46) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (50) Dark Watcher's Despair - Chance for Recharge Slow
    Level 41: Power Sink
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    Level 44: Dark Pit
    • (A) Stupefy - Accuracy/Recharge
    • (45) Stupefy - Stun/Range
    • (45) Stupefy - Chance of Knockback
    • (45) Stupefy - Accuracy/Stun/Recharge
    • (46) Stupefy - Endurance/Stun
    Level 47: Charged Armor
    • (A) Resist Damage IO
    • (48) Resist Damage IO
    Level 49: Conserve Power
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Scourge
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 0.94% Defense(Energy)
    • 0.94% Defense(Negative)
    • 1.88% Defense(Ranged)
    • 6.75% Max End
    • 58.8% Enhancement(RechargeTime)
    • 2.75% Enhancement(Terrorized)
    • 6% Enhancement(Stun)
    • 27% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 144.6 HP (13.5%) HitPoints
    • MezResist(Confused) 7.5%
    • MezResist(Held) 7.5%
    • MezResist(Immobilize) 15.8%
    • MezResist(Sleep) 9.7%
    • MezResist(Stun) 7.5%
    • MezResist(Terrorized) 9.7%
    • 12.5% (0.21 End/sec) Recovery
    • 12% (0.54 HP/sec) Regeneration
    • 4.41% Resistance(Fire)
    • 4.41% Resistance(Cold)
    • 4.7% Resistance(Toxic)
    • 1.58% Resistance(Psionic)
    • 2% XPDebtProtection
  13. Just doing a semi-bump here so it does not get lost in a purge. Given the other fantastic melee guides I will probably not finish those sections of this guide given how redundant it would be, the main reason I started this was at the time their was no up to date guides for the dark sets. The situation has changed abit. I am going to post some sample builds however in the near future..
  14. Quote:
    Originally Posted by Rajani Isa View Post
    Ownership : Who actually owns an SG? Hmm? This right here is the biggest reason why no SG transfers.
    A few issues back they added a 6th rank that can only be held by one person at a time. As far as support and the game engine cares the person holding that rank is the owner.
  15. Quote:
    Originally Posted by FunstuffofDoom View Post
    As a counter example, teams tend to prefer a Tank and a Blaster over two Scrappers.
    >_> ...I dunno. Depends on the teams preference. The point I was trying to make was if they make new AT's that do multiple roles that the existing AT's do the old classes will fall into disuse.
  16. Quote:
    Originally Posted by Samuel_Tow View Post
    That's the first time I've heard of this.



    Going Rogue is different from City of Villains in notation only. Which is a smart move. Trying to pretend something with only enough content to be a fairly sizeable expansion pack was a standalone game hamstrung them in too many ways, and they weren't likely to repeat the same mistake. However, WHAT the expansion holds isn't limited by what it's typed as. And as much as I hate to bring up WoW, they have so-designated expansions that do very much bring on new classes, so it's not out of character for an expansion to do so.



    And how is that different from mixing the hero and villain ATs into the same universe? Considering they were already stepping on each other's toes in just their respective factions, opening them up to both sides will do exactly as you describe, yet that's treated as a good thing. Why wouldn't it be?
    Comparing a expansion for a game with millions of subscribers to please/having the budget and development capacity with a relatively small team and modest subsciption base is not really..reasonable..I don't know what word would better describe this.

    You are right about how the existing AT's will overlap roles as is, however adding more AT's will only make this worse, especially if you create a AT with the ability to do roles that were once exclusive to melee or Ranged ATs. People favor the generalist over the specialist, and if you allow someone to do multiple roles effectively that were once only done or are done the best by a class that does only does that particular task very well and little else they will drift tword the less effective but has a wider range of use.

    A pretty good example of this in game right now is Controllers and defenders, while defenders are by far the better buffers/debuffers they have a secondary that does only modest damage and little else.
    Controllers primary purpose is..control and in some case the control set has the ability to inflict signifigant damage, their secondary is buffing/debuff, their effectiveness in doing that task may not be as great as defenders but its still good enough to be of considerable use.

    When looked at by a player or team you are considering how many different tasks that person can commit to and when you compare a Defender which most of the time can only do a single task ((support)) effectively vs a controller who potentially can take a role as major damage dealor/Group control along with effective buffing capabilities you will see the majority going with the controller who can do more while taking up less time/space.
  17. Quote:
    Originally Posted by Sardan View Post
    (Regarding if GR will include new ATs)

    The only thing that made COV a "separate game" as opposed to an expansion was the way it was marketed. It used the same engine, same servers, and a ton of shared assets. In fact, it's not a separate game any more and that was not accomplished via exotic technology, just by changing the way the game is marketed.

    But that's beside the point. It's not like only new games get new ATs but expansions don't. There are plenty of other MMOs that have introduced new ATs via expansions.

    Ultimately the bottom line is value for money. Players will just look at the mix of goodies in GR and decide if it's worth it. The value is subjective and different for every player; the goal is to include enough new goodies that the majority of the playerbase decides it's a must-have purchase.
    -I knew that much, however in order to be even marketed as a separate game it needed its own classes to play, this is not the situation with GR.
  18. Quote:
    Originally Posted by Chase_Arcanum View Post
    ...just was doing a kinda weak devil's advocate to suggest that we don't KNOW with absolute certainty that they went that direction... just that it's probably the most likely path to take.
    ;D we can't be absolutely certain of whether the entire universe will just up and explode in the next moment but not blowing up is probably the most likely event.
  19. Quote:
    Originally Posted by Golden Girl View Post
    One thing they might do sometime in the future is to introduce the VEAT branching options to every AT - so for example, a Scrapper would get to choose at around 20-25 if they wanted to continue as a pure Scrapper, or start accessing some Tank Powers - it's be sort of like D&D dual-classing, but made to fit the CoH system.
    ;D Since when couldn't we make scrappers like tankers? Or anything else for that matter...

    Now back OT...

    While we know you can make a neutral hero/villain, I don't believe we know for certain if you can just make a Hero-Corrupter or villain-blaster straight out or if you need to go through the morality system/Praetoria.
  20. Quote:
    Originally Posted by Chase_Arcanum View Post
    Well, as a thought..

    We've heard some talk about a new starting area in praetoria... something where you're neither hero nor villain... but your decisions there may reveal the path you choose. Do you thus start with a hero or villain archetype? The names kinda characterize these as rather "good" or "evil"... do you confuse the playerbase by renaming ALL of these into something more neutral? OR do you start as some strange pseudo-archetype that evolves into a hero or villain archetype based on the decisions you make? Is this the origin of the rumored "spy" archetype: a character that is neither hero nor villain archetype but can assume the identity of either based on events in-game?
    I don't believe they will rename any of the AT's or have some pseudo archetype, that will in itself cause confusion. Honestly the morality associated to the name of the class does not matter, that is subjective.
    What does matter is players having a clear understanding of what the class does.

    Quote:
    Originally Posted by Jade_Dragon View Post
    I think the question has been answered. Preatoria DOES have a set of Archetypes that can be used for a character created in that area, it is one of the ten ATs that already exist. The whole idea for Going Rogue, according to descriptions of the expansion, is to make the Hero ATs available in the Rogue Isles, and the Villain ATs available in Paragon City. To introduce a whole new set of ATs, which are exclusive to the Preatorians, would go against the entire concept of the expansion.

    Putting it another way, Heroes are getting five new ATs, Villains are getting five new ATs, and Preatorians are getting ten. The whole idea is to get away from "these ATs go with this expansion". (Not to mention "these Power Sets go with these ATs") There may be truly "new" Epic ATs coming down the line, but you would be hard pressed to come up with five more original concepts that would not be rehashes of the melee and ranged Archetypes we already have. (or four new classes of pet users)
    I think you pretty much nailed it, with GR its not so much about "where you're from" but "What you do".
  21. Quote:
    Originally Posted by Samuel_Tow View Post
    Um... Do you per chance have a source for this info?

    And I gotta' say, "Will there be new ATs?" is a question not answered, but asked pretty much all the time, by me at the very least. I'd really like to see five more ATs because we have a few combos left over that could really make the game a lot more interesting. Like...

    Assault/Defence, let's just get that out there.
    Melee/Support, because people keep asking for it.
    Summon/Melee, or at least a melee/defence secondary. Support sets play a major role in Mastermind power, so the change would be interesting.

    And that's just off the top of my head.
    My source is being at herocon during one of the post-panel QA sessions, this was asked multiple times and answered multiple times with "No."
    Going rogue is just a expansion, unlike CoV which was a game ment to be played either with or without its heroes counterpart, there is simply no need to add new AT's and if they did I imagine it would push back the release of GR considerably.

    Also IMO all those concepts you listed would be stepping on the toes of the already existing ATs, pretty much all of them would lead to less diverse teams. Just my opinion however.
  22. Quote:
    Originally Posted by Westley View Post
    I looked over the Going Rogue FAQ, and the one thing I didn't see surprisingly enough was this.... will there be any new archetypes introduced?

    CoH and CoV, the previous two boxed set expansions, both had about a half dozen ATs each... shouldn't GR have the same thing? 5 or 6 new ATs?

    Or is this it for new ATs aside from epics that may be released in the future?
    The answer is no, there will be no new AT's introduced with going rogue. What will be new is the Demon summoning and Duel pistols sets, anything else set wise will be poliferated power sets and there is no promise that will happen.
  23. Quote:
    Originally Posted by BackAlleyBrawler View Post
    We always have to design VFX around the lowest common denominators, and that kind of distortion effect wouldn't work on all video cards.
    Just like the ripple effect on some fire shields/water does not work on all card ;P.
    Add motion blur plox.
  24. Quote:
    Originally Posted by je_saist View Post
    Yes and no.

    Yes, the bug has been fixed in the Ultra Mode graphics engine. The Going Rogue demo was ran atop the 4870 GPU architecture.

    No, the bug has not yet been addressed in the current engine mode. There still are some visual oddities when splashing through water on Radeon Cards.

    ***

    and... Maybe: At one point during the Going Rogue video the Ultra Mode enhancements were turned off: http://www.youtube.com/watch?v=SItM3...eature=channel

    In the same location that the video took place, the developer was splashing his blaster through some water. What I didn't catch was whether or not the water was still in shot when the Ultra Mode graphics were turned off.

    Then there's also the slides that were shown. http://picasaweb.google.com/stephen....ogueSGallery02

    One of the slides shows the difference between Ultra Mode water and current engine water : http://picasaweb.google.com/stephen....65964494501090

    What we don't know is if these screenshots were taken on an Nvidia system or an ATi system. If they were taken on an ATi system, then the water should be fixed with an upcoming engine revision.

    ***

    Edit: yes. Around the 18:50 mark the Ultra Mode optimizations are turned off and the developer does a 360 pan. His shot over the water is brief, and there is actually some question on what we saw as the person recording the demonstration has zoomed in on the character and we only have a brief shot of the water pool.
    Being that I attended the con and it was asked about, it was a ATI rig. I ask about the compatibilities and they stated all the little visual problems that exist when using ATI cards have been fixed. As I said earlier they are just working themselves out of a hardware hole they dug for themselves.
  25. Quote:
    Originally Posted by Human_Being View Post
    Two 5770 reviews. The xbit review compares the 5770 and the GTX 260; they come in at about the same class. So the question is: do you want ATI or do you want Nvidia?


    (*Warning, gratuitous handwaving ahead*)

    If a 9800 GT is the "entry point" for GR Ultra Mode, and a GTX 285 will run it maxed out without breaking a sweat, a GTX 260 sits right between them: 9800 GT < 9800 GTX+/GTS 250 < GTX 260 < GTX 275 < GTX 285. So either GTX 260 or 5770 should be able to run Ultra mode to some reasonable degree.

    (*End handwaving; drive safely*)


    Since ATI is now the official graphics partner for Paragon (instead of Nvidia), I would expect CoX GR to run better on an ATI board, or at least not have any difficulties. However, the game on the Live servers does have "graphical oddities" with ATI at the present moment. If you want prettiness *right now*, the GTX 260 is your board. If you can put up with no water effects, etc for a couple months until GR, go with the 5770.


    Your problem better not be power. If you can't feed a 9800 GT, you're not going to be able to run a GTX 260. The 5770 sips less power than the 260, but it should be at least as much draw as a 9800 GT. If your system is hot enough that it's conking out a 9800 GT, those two cards are going to be too hot as well: tie down your cabling, clear out your air paths, and evict all dust-bunnies!
    I don't believe AMD/ATI is the "Official" graphics partner, as there was a rather awesome nvidia booth at herocon. What I believe is going on is there less exclusive focus exclusively on nvidia in order to achieve a higher overall compatibility and open themselves up to a larger hardware audience.


    I personally <3 nvidia. Nothing against ATI or anything...I just like blue to red....and Ironicly Red to blue.