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Posts
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I think he means whereas invisibility means your invisible no matter how close u are, stealth means you're only invisible at a distance.
[/ QUOTE ]But that's not how it works... They're both powers that boost your stealth, meaning that enemies wont see you from so far away. invis just is so strong that an enemy needs +perspecion to see you at all... But the way stealth works, there really is no "ranged stealth".
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my point exactly.
stealth/invis/grant invis all give a stealth bonus.
base stealth and perception bonus = 500
add up and subtract the relavant numbers, and you get the number of feet from which a person can be seen, if the numbers negative you cant be seen at all. -
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stealth is a ranged stealth power it used to act as a stealth power ranged or not. now they fixed it :/
im just having a moan as everyone is now getting tactics
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i'm not really getting you here. how can stealth be a ranged power? :/ Grant invis is, but i dont think you are talking about that.
Concealment has got:
Stealth: Self +Stealth
Grant Invisibility: Ally +Stealth/Invisibilty (not sure here)
Invisibilty: Self +Invisibilty -Attack
Phase Shift: Self +Intangible (and all that comes with that, such as not attacking/being attacked)
where does the range come in? -
first post in silentnoises link.
hes just a big spectral with larger horns tho :/
ah well, i guess for the badge i could show up. -
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We tried it at the weekend, I think it's still broken, the whole team get booted as soon as you click on elk head. Damn them woodsmen and their funny ways!!
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erm, you need at least 1 person in range of the trial (i think 39-43) and HE needs to be the leader.
If anyone under 39 tries, they get the too low message, and if anyone over 43 tries, the team gets disbanded. so yes, 8 lvl 50s cant do it, you need 1 43. at least.
Not sure about the numbers, but im almost positive this is the way every TF works. -
oh how sweet of you greek, throwing me a party 2 days before my b-day
ill be there, maybe even bouncer if i feel like it :P -
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Funny stuff, TG, and well made (as one would expect from a being of your genius-ness).
In my n00b-ness I was astounded at the dancing Statesman etc - how's that achieved?
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by editing demo files. you can replace the model of a player, with that of statesman (same with positron and ms liberty) -
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Im not that great at choosing enhancements so I was wondering if you could assist me with mine. Could you please show me the best enhancements for each of the powers and put them in order of which power would be best to get at each level. Thanks.
My powers are (Or will be at 50):
All Martial Arts powers
All Super Reflex powers
Combat Jumping
Super Jump
All Fitness Powers
Body Mastery Elite Powers
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erm, sorry to break it to you, but you are going to have to drop 4 of those
All Martial Arts powers 9 powers
All Super Reflex powers 9 powers
Combat Jumping 1 power
Super Jump 1 power
All Fitness Powers 4 powers
Body Mastery Elite Powers 4 powers.
thats 28 powers, you only get to choose 24.
Start by dropping one of the lower fitness powers, fitness pool basically is pretty bad, except for stamina.
also, as a scrapper, you dont really need confront (warrior's challenge). leave the tanking to the tankers, you just kill
you could consider dropping Laser Beam Eyes, or Energy Torrent, as both of em are nice, but sort of trivial.
And you need 1 more power to drop, maybe 1 of the 2 low level attacks from martial arts, as you will probably have enough attacks at high lvl to have a complete chain.
I don't have knowledge of either of the 2 specific sets, but you do only have 24 powers in your carreer (excluding inherents) so you cant take all of that -
8 Unyielding Stance
that doesnt exist anymoreits just unyielding now. and as Inv/Em, mines only like lvl 10, but this is the build i have planned out for him (with advice from inv/ and /em tankers)
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Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder
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Name: Discoball Shift
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Energy Melee
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01) --> Temp Invulnerability==> EndRdx - DmgRes - DmgRes - DmgRes
01) --> Barrage==> Acc - Acc - Dmg - Dmg - Dmg
02) --> Dull Pain==> Rechg - Rechg - Rechg - Heal - Heal - Heal
04) --> Bone Smasher==> Acc - Acc - Dmg - Dmg - Dmg
06) --> Hasten==> Rechg - Rechg - Rechg
08) --> Unyielding==> EndRdx - DmgRes - DmgRes - DmgRes
10) --> Swift==> Run
12) --> Resist Physical Damage==> DmgRes - DmgRes - DmgRes
14) --> Super Speed==> Run
16) --> Health==> Heal
18) --> Invincibility==> EndRdx - DefBuf - DefBuf - DefBuf - TH_Buf - TH_Buf
20) --> Stamina==> EndMod - EndMod - EndMod
22) --> Taunt==> Rechg - Rechg - Rechg - Taunt - Taunt
24) --> Resist Elements==> DmgRes - DmgRes - DmgRes
26) --> Tough Hide==> DefBuf - DefBuf - DefBuf
28) --> Build Up==> Rechg - Rechg - Rechg - TH_Buf - TH_Buf - TH_Buf
30) --> Resist Energies==> DmgRes - DmgRes - DmgRes
32) --> Unstoppable==> Rechg - Rechg - Rechg - DmgRes
35) --> Energy Transfer==> Acc - Acc - Dmg - Dmg - Dmg
38) --> Total Focus==> Acc - Acc - Dmg - Dmg - Dmg
41) --> Char==> Acc - Acc - Hold - Hold - Rechg - Rechg
44) --> Fire Blast==> Acc - Dmg - Dmg - Dmg
47) --> Fire Ball==> Acc - Dmg - Dmg - Dmg
49) --> Flurry==> Acc
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As someone said as a advice about INV powers, "take them all"
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thats what about all of em basically said yeh. -
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which makes for 14 toggles
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Ouch. What else do you do for fun, flagellation?
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well, its actually only 10, as i generally won't/can't run the other 4, but really i just stand there looking cool
Thats part of the problem with the DA powerset 7 out of 9 poewers are toggles, 1 is a click, and the last one i'd rather not talk about. you don't see that anywhere else. Dark Armor needs a buff, like making obsidian shield a toggle thats perma-able with 3 SOs recharge, like PB from the SR set (would lead me from slotting 3 end 3 res to 3 rech 3 res)
btw, the slotting for these powers are as follows:
Dark Embrace 3 EndRdx 3 DamRes
Murky Cloud 3 EndRdx 3 DamRes
Obsidian Shield 3 EndRdx 3 DamRes
Cloak of Darkness 3 EndRdx
Cloak of Fear 2 EndRdx 2 Acc 2 ThTDbf
Death Shroud 3 EndRdx 3 Acc
Combat Jumping 1 EndRdx
Acrobatics 2 EndRdx
Super Speed 1 Spd
Focused Accuracy 3 EndRdx 3 ThTBff
As you see, i slot heavily for Endurance Reduction, on top of that, i wouldnt dare building a viable Dark Armor without stamina (mircromaning eh? with rooted toggles??? have fun)
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It also makes you totally invulnerable for long enough to raise your toggles. I've made worthwhile use of it both solo and on teams.
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No it doesn't. I can normally get two or three off before the indestrucability gives out and everything starts attacking me. You might only have 2 or 3 toggles, but then your a poor /DA.
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lets see, i run:
Dark Embrace
Murky Cloud
Obsidian Shield
Cloak of Darkness
Cloak of Fear
Death Shroud
Combat Jumping
Acrobatics
Super Speed
Focused Accuracy
And with a little Adjustment/Willingness, i could run (without being unreal, running whirlwind etc.)
Oppressive Gloom
Tough
Weave (not likely tho)
Sprint :P
which makes for 14 toggles, or 10 in daily use. I don't see myself toggling on 10 toggles in the time Debt Transfer gives you. :/ -
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So...what do you personally do when you hit Domination?
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Lay waste to all and sundry, while shouting 'Domination!' in a very bad 'American sports commentator' voice each and every time it pops up above a victim's head.
Yes, I do get some strange looks in the office.
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i prefer thinking about the unreal tournament 2k3/2k4 voice(male or female, doesnt matter :P)
edit: this also goes for scourge, it just goes VERY well with that voiceSCOURRRGEEEE!!
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you need 6 dimentinal acnhors, 8 rooms, 1 vault (depending if you are rading or defending if you need an IoP or a Base for it)
and a raid teleporter
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i think you also need to put a standard for an IoP in your vault (to be able to place one when you get it) -
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I happen to agree with shift... from reading up the theory was to kill demon lords as per the post...
Thing is that may not happen... I've tried poking RockJaw with a large stick to get him to spill the beans.. the only response I get is... read the forums and speculate..
(i think he doesnt know, and I'm probably gonna get another spanking for writing that)
I think we should come up with an action plan... try a few possibilities and take it from there...
At the end of the day Americans are stupid (np offense) they must have done something wrong
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one of the GMs responded to in a PM to a player, after reading what they had done (on justice) and said that they missed 1 vital part. 1 thing concerns me tho, this is an actual quote from a dev (autoresponse, gotten by people on several occasions):
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Well - I got more info - I can't tell you exactly what to do - but I can tell you time of day is important and it takes a sustained effort to eliminate all of the Nerva demons to get Caleb to spawn.
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this is 1 example, and other replies are different as per teh situation they were sent in, they all have one thing in common tho: the words "sustained effort", the devs seem to love using this to describe it, and stick to it (smart policy, to avoid even MORE confusion) which means, it probably takes SUSTAINED EFFORT, alas, these terms are a little vague, so we are still stuck.
Also, all of the PMs mentioned killing all spectral demon, again, what is 'all'.
I'm starting to like this solving the riddlelets beat the stupid yanks to it!
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on top of this, i dont think killing all the spectrals is the solution. Caleb being a GM giving a badge, only 3 (actually 4, every team that does 25%+ damage to him) gets the badge, and clearin the whole of thorn isle is impossible with just 24 ppl, as they respawn at a crazy rate. its probably got more to do with the lvl 43 behemoth minion that spawns, the possed scientists, and the summoning altars. but thats just what im thinking
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So erm? you intend to kill all nerva spectrals eh?
you know that the justice server did this? they made a second nerva spawn, meaning they has 250+ villains trying. They did everything that was know as a possible spawn trigger up to now, and they failed. americans as they are, they immediately claimed that it is bugged, but it isnt, making him spawn is incredibly hard.
Also see:
http://boards.cityofheroes.com/showf...part=1#4531123
http://boards.cityofheroes.com/showf...part=1#4531024
and here to see what they attempted:
How to trigger Caleb:
Possible steps involved in the trigger:
# Kill all Nerva Demon spawns on Thorn Isle within 1 12 hour in-game day/night cycle
# Kill X Nerva Demon's around Thorn Isle during day/night cycle
# Kill all MOBs around beach fires
# Leave players at destroyed beach fire spawn points to prevent respawning
# Kill all MOBs around north/south summoning circles in outer ring
# Kill all MOBs inside the inner ring of Thorn Isle
# Leave players inside inner ring to prevent MOB respawning
# Bring Possessed scientists to the north/south summoning circles (and/or kill them there)
# Bring Possessed scientists to the altars in the inner ring (and/or kill them there)
# Bring the lvl43 Behemoth to one of the circles/altars (and/or kill him there)
source: http://boards.cityofvillains.com/sho...part=1#4498991
Like i said, they failed, so sorry to say, but imho untill you have more information, it will just be a nerva spectral bashing party, missing one big [censored] spectral called Caleb
... needless to say, i'm there -
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I think they should swap Firey Aura and Dark Armour.
DA is a much more controlling armour set and FA is a much more offensive one. They would fit much better in each other's AT groups than where they are right now.
Of course, such a change would also probably require swapping Firey Melee and Dark Melee and break countless existing characters - but you could always introduce DM/DA for Tanks and FA/FM for Scrappers and simply switch off the ability to start new toons with the old powersets.
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im, not so sure about that, going with the ratio invulnerability gives in terms of scrapper/tanker defenses, 3 slotted Inv Tanker has approx. 1.35x the defenses of an Inv Scrapper, a Dark Armor tank would approx. look like:
<font class="small">Code:[/color]<hr /><pre>Smashing: 47.8% RES
Lethal: 47.8% RES
Cold: 47.8% RES
Energy: 31.9% RES
Fire: 47.8% RES
Neg. Energy: 63.7% RES
Toxic: 31.9% RES
Psionic: 79.7% RES
</pre><hr />
Add to that CoF Acc debuff and Dark Regeneration.
Not going to happen, sorry, would have been nice -
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2- Disruption Field:
Description: You set up a constant wave of sonic energy around an ally, weakening the Damage Resistance of all nearby foes.
For me this one seems pretty obvious. Just give it to a brute.. Usually brutes go straight to the Boss/Av/Eb/hugemobs and smash them while building fury. With the Disruption Field, brutes will weaken all foes around'em, making the target much easier to be killed.
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it seems pretty usefull yes, but unless the brute has an AoE taunt or something, or can get immediate attention, because, yes, the aggro the disruption field gets, is directed onto you (at least it was in i5, not sure if they fixed it, i respecced it out because of that), and constantly retoggeling while the brute has just jumped in is a hassleIf they fix(ed) the aggro problem, it is indeed a nice power to have (bit hefty end cost tho iirc)
this was on my lvl 30 son/psy defender btw -
im not sure if i have to work then, but if i dont, ill be there
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I didnt find it needed to enhance the ACC on it, and running exemp'd down where i lost FA, the tohit in souldrain did me well enough.
however maybe im just imagining it but did they lower the length of time its active for now? i seem to remember that on 3 recharge SO's you had a down time of about 15 seconds, now it seems that the downtime is much longer...like the effect doesnt last as long rather than the recharge time changing?
what i'd like to see done to SD is to work like Fulcrum shifts iconisation, so you can see how many mobs you hit by the number of SD icons you get.
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Its always been that if you hit a LOT of mobs, it lasted longer, not sure if this is a linear scale, or that it just ramps up after a few mobs. -
Took you a while too eh?
Damn Alt-itis!
Gratz m8 -
good to see you back aerie. i expected it tho, they all come back someday......
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Hell yes, please do this, just rolled a DM/EA brute this evening, got him to 6 within 1 1/2 hours :/. i want SMASH at 90%+ (maybe a wee bit lower, as you dont hit 90%+ that often, i'd vote 85%+)
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18) --> Health
* Healing(18)
* Healing(19)
* Healing(19)
* Healing(21)
* Healing(21)
* Healing(23)
20) --> Stamina
* Endurance Modification(20)
* Endurance Modification(23)
* Endurance Modification(25)
* Endurance Modification(31)
* Endurance Modification(31)
* Endurance Modification(34)
30) --> Hasten
* Recharge Reduction(30)
* Recharge Reduction(33)
* Recharge Reduction(34)
* Recharge Reduction(36)
* Recharge Reduction(48)
35) --> Telekinesis
* End Reduction(35)
* End Reduction(39)
* End Reduction(40)
* End Reduction(40)
* Recharge Reduction(43)
* Range Increase(48)
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you sure about that? the 6-of-a-type thing is rather useless since ED, and that 4th end redux wont do much anyway, because endurance reductions are worth less the more you put in anyway, on top of ED -
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Psygons right. Unless the spawns are revealed the later mobs will spawn dynamically to the size of current team.
I've been noticing varying spawn sizes a lot - especially with a MM and the number of pets I have running.
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Is this is true?
For example, recently a friend of mine did a CoT mish and it was generally hard, so we got a team of 5 or 6 in the end and later on through the map we found a massive increase in CoT numbers even though there were no lifts (there were portals if that counts). There was absolutely no way my friend and I could handle this later on.
I thought all the spawn sizes were fixed as soon as you enter the mish? And if this is false, does this change if say you explore the whole map and then recruit more people once that's done?
Any feedback here would be great.
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spawns size dynamically on the changing team size. teh fact that MasterMind's pets are calculated into this, is a bug, and its being fixed (i think its even on the US, maybe the EU test server now)
edit: uncovering the spawns, and then changing the team size does not affect the spawns, so yes, get a team of 8, run around a lot (stealthed) and kick everyone, and solo yourself 8man spawns.