Silas

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  1. Quote:
    Originally Posted by EchoSoKar View Post
    Not too sure... Those sound like scrapper numbers, but on the planning I've ever had for a shield tank, best I was able to come up with, even after slotting with IOs was 25%...
    That's uh, my point. That 25% is with Scrapper numbers. With IOs you should easily be able to softcap a Tanker.

    Edit: Just checked the numbers in Mids. Scrappers with ED-capped def in the 2 main SD defense toggles, a Steadfast +3% and ED-def slotted Weave is 26%. Same stuff on a Tanker gives you 34.7%
  2. Someone leaving their computer on to farm for IOs which are otherwise realistically unobtainable is worse than botting and sweatshops to sell ingame items for real world currency...how?
  3. Quote:
    Originally Posted by Debtlover View Post
    Never meant it to be insulting. It took me hundreds of hours to learn how to play the at. Hell I'm still learning how to play it.
    Not trying to pick on you debt but just taking your post as an example, what's with this idea that Kheldians are somehow rocket science?

    More complex than like, a Scrapper, Blaster or Tanker, sure.

    I'm just not seeing how playing a Kheld effectively is somehow orders of magnitude more complex and demanding than doing so with any other non-2-dimensional AT (Corrs, Trollers, Defenders, Doms).
  4. Well, for which primary would benefit most from permaHasten levels of recharge, I dunno.

    Probably Dark Melee, for max (if not perma? dunno how much you need for perma SD) uptime on Soul Drain.

    As for max recharge /regen survivability...well, I would think worse than a softcapped Scrapper. While it is great to have perma Dull Pain and Recon/IH/MoG recharging fast, you know what they say. An ounce of prevention is worth a pound of cure.

    To that end, if you're shelling out for permahasten levels of recharge, you'd be better off getting some defense (melee would be best). For your heals to keep you on your feet, you've got to be on the ball about using them. Time spend patching up your hp bar = time not spent smashing dudes.
  5. I've been having this problem myself since i17. Same deal, Radeon 5850, 750w power supply. My system is more than capable of running the game.

    I've not updated my drivers recently (since I got the card mid-March), I'll try that when I get home. What version should I be using?

    Edit: and I'll run CoH Helper too, since this happens rliably at least once every few hours.

    Edit v2: and I'd really, really rather not have to reformat my system to fix this >.>
  6. Quote:
    Originally Posted by Panzerwaffen View Post
    I'm not sure why you're having trouble getting good defense from Shields on a tank. Tanker Shield Defense is probably the easiest powerset to softcap defense on in the entire game. Deflection & Battle Agility + Combat Jumping + Phalanx Fighting + Weave puts defense at approximately 40% without the use of a single IO. Add the Steadfast +Def IO and you're now at 43% defense. Getting the remaining 2% at that point is trivial.
    Yeah, wow I hadn't actually noticed that, lol.

    22-25%, isn't that like Scrapper/Brute SD numbers?

    Given Tanker numbers on their armours and Weave/CJ, it's incredibly easy to softcap Tankers (be it positional for SD, typed for WP/Ice/Inv, etc). Steadfast +3%s are really cheap too, great bang for the buck.
  7. Decent guide, few things worth noting though:

    Invincibility doesn't debuff enemy tohit, RttC does. Invinc also grants + def and +tohit for each foe. You've not mentioned the -damage in AAO and Chilling Embrace. Nothing overwhelming but does work as functional resistance.

    You might also want to add sections for each Primary for what kind of IO bonuses to go for. For example, positional defenses/recharge/recovery for FA and DA, typed defense for Invulns and Ice, +hp and typed defense for WP, positional defenses and recharge for Elec and SD and rerolling for Stone Armor (ohhhhhh snap).

    There's not very much information on Gauntlet, which is a key factor in tanking imo. Might want to add something about attacking with AoEs to aggro the whole spawn and punching the boss to ensure you get their aggro, using Taunt/APP ranged/ranged AoEs to grab stuff out of melee range.

    Another thing about attacking (especially with AoEs) is that minions die quickly, so killing minions fast means you're more likely to have the aggro of the lts and bosses. Punch boss, smash minions with AoEs, profit.

    Another thing to note is that Taunt has -range, so even if something is aggroed on you already but pewpewing from range, you can hit it with Taunt to coax them into melee.

    Lastly, I'd include some information about the esoteric protections/resists available in each set. While it's nothing major, it is important to know which sets have debuff resistance, which have end drain protection, which have fear/confuse/etc protection.

    Edit: oh and the aggro cap. While you're not gonna get anywhere counting heads in a spawn, it's very worthwhile to get a rough sense of how many dudes you have aggroed on you. That way you know whether or not you can aggro/herd additional stuff.
  8. Silas

    Empty.

    Quote:
    Originally Posted by Megami-Neko View Post
    secret catgirl* population
    *almost exclusively men
  9. Silas

    Empty.

    As of the time of this post, this thread has been tagged with 5 tags.

    All are stupid, all are petty, none relevant to the thread.

    wtg team





    Edit: Some Protips:
    • It's spelled hypocrite
    • There is a 25 character limit on tags. If you wish to anonymously let the world know how you feel about Cobalt: you don't need to contract sucks to sux, unless you are 12 years old and that is just how you roll (likely)
  10. CMA, you're spot on about the Tanker aura stuff, CI is much better than Dark or Fire. One thing I'd note though, if it doesn't matter how Veng'd up Nemesis get, Blazing Aura and Death Shroud will still hit normally. Nemesis Veng doesn't grant AoE defense.

    Sunstormer, Are you really advocating using Burn to keep aggro? Unless by keep aggro you mean scatter to the four winds and suddenly find the Blaster who just lobbed a Fireball much more interesting.

    Edit: Burn is also not autohit. It's got good accuracy but drop it next to something way above your level, you'll see far fewer ticks.
  11. Silas

    Empty.

    Quote:
    Originally Posted by Cobalt_Azurean View Post
    If you mean 'Incarnates', it'd be the equivalent to level 60, not actually raisin' the cap. And no, they're not a rumor.
    i hear we will be able 2 tak our heroez to villside, confirm/deny?
  12. Quote:
    Originally Posted by Aett_Thorn View Post
    While Granite does have some drawbacks, they're not all that bad, especially with IOs in the picture. While other sets will go for trying to soft-cap their defenses, or get more HP or Regen, you can build for Recharge and Movement speed bonuses (which tend to be a bit on the cheaper side right now).

    Stone Tanks, once they get Granite, will be the hardest tankers to take down.


    And, while WP is nice, it does have some trouble holding aggro, thanks to its weaker Taunt aura. Not to say that you can't hold aggro, just that it is tougher with that set than most others, so if this is your first real Tanker, you might have some trouble.


    I would still vote for Stone post-granite armor for the sturdiest Tank out there.
    But for Stone, you can fully IO for recharge and +runspeed, be absurdly pimped out and you'll barely be back where you started. Whereas on another Tank, you can IO out some to be effectively as tough as Granite and have all the other IO stuff as pure bonus, rather than playing catchup.

    WP does have trouble holding aggro on its own. If you don't want to punch stuff at all or use Taunt, yeah, you're gonna lose aggro.

    I agree, Granite is the sturdiest Tank out there. It's just not worth it, is my point :P
  13. Granite is technically toughest but has awful drawbacks.

    I'd go SS/WP if that's what you want. With IOs you can softcap your smashing/lethal defense (probably e/n too, check Call Me Awesomes guide, almost all of it is applicable to WP too), cap your hp and you'll be plenty tough.
  14. Quote:
    Originally Posted by _Krom_ View Post
    From what I recall it will only fire once...like +RCHG in force feedback.
    I've not tested myself but I would imagine it's not like the FFB proc. The FFB proc is an exception. Using the heal proc in Salt Crystals I had a chance for it to go off per-target so I often got multiple heals.

    I wouldn't say its worth it though, as the heal is really pitifully small. Even if you hit several mobs with it. Not worth the slot, especially if you've got other sources of healing.
  15. I like it, looks really solid
  16. Quote:
    Originally Posted by Talen Lee View Post
    SIX million infamy!
    ONE MILLION infamy and not a cent less!
  17. Quote:
    Originally Posted by Frosticus View Post
    IMO the set needs more slow resistance, like upwards of 60%+, it still relies very heavily on its heal, the 20% added to temp protection was mildly pacifying, but is still easily overwhelmed by pretty much any and all -rech thrown at it.

    Blazing Aura is just a tiny bit better than other damage auras. I think it needs to inherent the standard chance of additional fire dot. Obviously pretty low value, just ticks of like an extra 2 damage. Does two things: makes BA better and gives it the impression of setting things on fire cause even if they leave the aura they can still take a small amount of damage. Increase radius to 10ft (this can happen to all auras imo)

    FE needs to be improved a lot. 30 duration for fire damage (to match brute/dom), 20 duration for non-fire. Reduce rech to 150. It provides no tohit buff so it should be a bit better than buildup at boosting damage.

    Love to see Rofflecopter of the Pheonix made usable while alive. Even if it comes with a heavy damage reduction down to 150-200 base.

    Some great ideas for burn have been presented in this thread already. Back when we were all happier about life I'm still a huge fan of making it into a firewalk kind of drop pet, but that is probably a pipe dream.
    Honestly, I've never found the lack of slow resistance to be that big a deal. I'd certainly take it, but I'd sooner see the KB/immob hole patched. Plus if the resistances got buffed up the set wouldn't be as reliant on the heal to stay upright.

    At the moment FA seems mostly like a set with a heal and some resistances so you don't have to use the heal as much. As opposed to what I'd like it to be, a resistance set with a heal.

    I'd love for Blazing Aura to be bigger, hell, all of the damage auras. I doubt that's gonna happen though. The chance-for additional ticks for setting them on fire would be nice.

    The thing about FE being better at buffing damage than Build Up has one problem though, BU is in a primary set whereas FE isn't. Powers in primary sets are supposed to be better at stuff than their secondary set counterparts, (lol, LR vs SC m i rite?).

    I've often wanted RotP to be changed so it could be used when alive. Either as some kind of defensive/offensive buff or just for the damage. If Burn got changed though so we could use it offensively, I'd be okay with RotP being left as a rez.

    I wouldn't mind Burn losing the Fear and staying more or less as is, but I think it'd be a lot cooler as another PBAoE rather than a placed patch. More like Irradiate/Combustion, with an increased radius and increased target cap.
  18. Unicyle Peon, the devs have already said the Incarnate levels will be an alternate progression deal, it's not a pseudo-levelcap raise. Horizontal character development, not vertical.
  19. Quote:
    Originally Posted by bAss_ackwards View Post
    The last round of buffs for Fiery Aura were more damage mitigation related. I am not opposed to seeing more mitigation for the set, but I'd rather Fiery Aura be able to shine in generating more damage, whether it be directly (a better Burn) or indirectly (such as buffing Fiery Embrace.) Or we could have an increase for both mitigation and offense.
    While I wouldn't be against a FE buff, I think a buff making Burn more useful as an offensive tool would be cooler. FE is a great power and I love it, but I think being able to leverage Burn more would be more interesting and fit better with the set as a whole.

    Dream World: Burn gets buffed, resists get buffed, KD and Immob protection and KD resistance added to either the toggles or Temperature Protection.

    The KD prot/resistance and Immob protection is mostly a QoL issue, but that's because I don't think having to slot KB prot IOs or take CJ adds interesting flavour >.>

    I would be the happiest Silas :3
  20. Quote:
    Originally Posted by Talen Lee View Post
    69 million!
    I bid...

    TWENTY MILLION INFAMY!
  21. Well this thread went down the toilet in a hurry.

    Cyber_naut: As fond as I am of frothing hyperbole, if Shield Charge used the correct values it would still blow Whirling Hands out of the water.

    Castle: Looking forward to the FA changes. I am curious though, do you have a rough idea whether you'd be buffing its offensive or defensive capabilities? I know the changes earlier in the thread were mostly about Burn, (removing fear, making it a DoT rather than a placed patch, etc), but given what you said about SD softcapping not being an issue because it'll be needed, I would think FA could use a defensive buff too.
  22. Quote:
    Originally Posted by Frosticus View Post
    why would you list something on the forum that has adequate supply and ample demand that also sells for well below the single transaction limit?

    Or am I missing something?
    No, I think you've covered it
  23. Silas

    Empty.

    Quote:
    Originally Posted by _Force_ View Post
    2. Make more scrappers. (No really)


    Nah, in all seriousness though.

    A Scrapper would make a great choice for a first character to learn the ropes with. They're the best soloing Archetype heroside and are (almost ) always welcome on a team because they deal great damage and are good at taking out lts and bosses.

    Pretty difficult to go wrong with a Scrapper
  24. Silas

    Empty.

    Hey, welcome to the game and the Champion server.

    Lower population servers often look a lot emptier than they are because of how heavily-instanced CoH is.

    People used to do a lot of street hunting but there were a number of changes made to make missions more appealing, so now almost everyone does missions instead.

    I'd recommend either forming up your own teams using the teammate search feature ingame or using one of the global channels.

    I see stuff forming up all the time in BMT of Champion or Champions United. Joining one (or both) of these is a great way to get a lot of teaming action.

    You can either send an offline tell to one of the mods of the channel you want to join and they can send you an invite, or post your global here and I'm sure one of them will read it and shoot you an invite.

    Mods on a lot for BMT are: @Myrmydon, @Cobalt Azurean, @Miz Nibbles, @Force, @Starfire. There's a few more but I forget (sorry guys ) I dunno who the mods are for Champions United, but like BMT there are a fair few.

    If you've got any questions about the game or whatever, feel free to shoot me a tell at @Silas and I'll help you if I know how :P

    Hope that helps