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As shown here, even with bosses Mu is more efficient. Mu wasn't as much more efficient as I expected but 5-10% is quite noticeable in the long run. I'm interested in seeing #s that show otherwise if anyone wishes to provide them. Bosses are probably more difficult for most players with Mu instead of Soul. However, with practice, timing and experience a Mu user can achieve greater numbers than one with Soul.
Super Strength and Electric Melee are probably pretty darn close for putting up the highest #s. Foot Stomp's range makes it extremely effective. For secondaries Fire and Shield are also likely very close. Electric Armor, Dark Armor and other sets are also extremely viable. I put up the #s in the link above with Electric Armor. As mentioned above, Willpower is a fantastic budget build.
Some general tips and tricks:
1) Eat inspirations. If your inspiration tray is full and you are killing foes you are far from being as efficient as possible.
2) Move fast from pack to pack. I slot hurdle with 2 Jump IOs. You move VERY fast with slotted Hurdle.
3) Fire while jumping into the pack. Further minimize your time spent not shooting stuff by firing while jumping into the middle of the pack. Use Ball Lightning/Dark Obliteration while in the air and moving. After you land, Foot Stomp/Thunderstrike
4) Run herostats. Perception and feel sometimes lie. Numbers don't.
5) From running herostats you are likely to learn that mauling lower difficulties quickly is more efficient than defeating a higher difficulty at mere "normal" speed. -
There are very few, if any "bests in general" in City of Heroes. There are bests at very specific and narrow circumstances.
"PvE" is about as broad and "NOT narrow nor specific" one can be. -
Quote:No, 60 days.
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Quote:I've used all the Primaries and virtually every combo. A Kinetics player uses 7 of every 120 seconds of animation time to Speed Boost everyone. Round that up to 10, or 15 if you prefer. That leaves you 110 or 105 seconds out of every 120 to Fulcrum Shift and unleash fury upon your foes. Perhaps throw a transfusion or transference a few times as well. I don't think anyone who's ever teamed with my Kin could ever say "Yeah, Trafficker doesn't use many attacks" without bursting out laughing.Different primaries, I'd guess. I've got two defenders. On my storm/energy, I'll toss out a few powers at the beginning of the fight, then spend the rest of the fight blasting. On my kinetics/ice, I've got so many fast-recharging buffs and debuffs that I'll usually only bother attacking if one of my AoEs is up (though, given that Ice Storm is up every 20 seconds and Blizzard is up every two minutes, I'm still doing a decent amount of damage).
I've been on Green Machine empathy defenders. Let's say I'm on a Green Machine team...
3 Fortitudes every 90 seconds
1 Adrenalin Boost every 90 Seconds
1 Clear Mind every 90 seconds
Let's say it's my turn to RA, so 2 RAs.
That's 6.84 + 2.27 + 3.2 + 4.2 = 16.5 of every 90 seconds buffing. Round it up to 20.
On my Emp, 70 seconds out of every 90 I'm shooting stuff.
The rest of the team is doing the same thing. Our Empathy Defenders have more Regeneration than a a Regen Scrapper in Instant healing. Our Empathy Defenders have more Defense than a Super Reflexes Scrapper in Elude. We've got more Recovery than a guy with 16 Speed Boosts on him. We each get the same Recharge bonus as someone with a measly, pathetic 2 Speed Boosts... and 70 out of every 90 seconds were flattening foes. People call it a "Rolling Nuke" more than simply because we can use our Tier 9 attacks and recover endurance. People call it a rolling nuke because +4/x8 is too dull and easy and I'm not exaggerating. -
Quote:My experiences teaming are outrageously, vastly, and so incredibly different from yours that they are simply incomparable. I play Defenders and Corruptors. I shoot bad guys. I spend the vast majority of my time shooting bad guys. My teammates have my buffs. I simply cannot comprehend how your experiences differ so greatly.Because when I'm on a team I am a part of that team. It doesn't matter if the team is steamrolling through every mission or completely failing every encounter. I do my best with whatever archetype I'm playing to keep the team alive and kicking. I'll also never quit a team during a mission unless it's a mutual decision to disband.
However I'm a fighter at heart. I prefer scrappers, blasters and brutes. I have played all the other archetypes too but I like dealing damage. When you are on a team as a defender no matter how well you play the character even if you are the best defender player who ever existed and have all your buffs and debuffs slotted to the max your abilities still have the same limited duration. You don't spend a significant portion of a mission being a combatant. Instead you keep your eyes on on your teammates. Hit them with your buffs when they need them. Hit them with a heal when needed. That is what I mean by playing whackamole with your teammates.
If you are on a small team then you have time to throw some shots at the enemy. Realistically though you aren't intended to be a damage dealer so if you are spending a lot of time attacking when on a large team then you aren't doing your best to support the group. It's like being a blaster and focusing on using medicine, leadership, and teleportation pools to try and keep the team alive. So on the rare occasions I play a defender on a team (I probably should have said rarely instead of never) I focus on doing my job with buffs, debuffs, or heals. But I would much rather be standing in the middle of the enemy and sending them to the Zig or the grave. -
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What I like most about City of Heroes is how there is generally no "need X". You can grab a bunch of friends or people and it doesn't matter what archetype or powers they have. What matters most is intelligence. Right now the only content that works significantly differently is the Barricuda TF and Hamidon raids. Sure, one could overpower either of them with incredible amounts of force. At the moment, off the top of my head, I can't think of anything else that really "needs something specific". I've done the RSF, the STF, the ITF, the LGTF and many other content with whoever is at hand and crazy combinations or teammates.
The TF you propose would not be something I would be interested in ever participating in. I understand that City of Heroes should cater to other players besides myself. I simply want to state that I would have no interest in participating in such a TF and have no interest in content that requires such things. I don't want content that specifically is engineered for or against specific archetypes. -
Arachnos infested an office building. My intelligence reported only a single standard door as the entrance. How did a Toxic Tarantula get inside?
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Any team that spends any time looking for anything other than "more people" is one I steer clear from. Spend more than 5-10 minutes doing that and I'll likely go do something else.
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tl:dr Healing Nictus = To-Hit check
Mire Nicturs = No To-Hit check.
There are three Nictus on the Imperious TF. For lack of proper names I call them the Healer, the Spawner and the Mire.
The Healing Nictus fires an AoE Twilight Grasp. It requires a to-hit check. Every target it hits add to the heal. It can miss.
I am unsure exactly how the Spawner works. I am unsure if it requires a to-hit check. I believe the more enemies it sees the more nictus it spawns. There is some type of mechanism that removes spawned minor nictus as well. Obviously, killing them removes the minor ones as well but I've seen them simply disappear.
The Mire nictus fires an AoE power. The Mire nictus is auto-hit. I strongly suggest you do not stand in the mire nictus circle of despair. Defense does not matter in the circle of despair. Resists, however, help. -
No games tomorrow. My day will be meaningless and empty.
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I've run several LGs recently and they had no bosses.
I ran one Silver Mantis Strike Force... no bosses in regular packs. Other packs like ambushers/boss packs/AV packs/Ambushers had them.
I'll try lots of TFs now. -
Quote:The key aspect is production of items/inf per person. Will the average villain now make relatively more Inf than items than they do now? Why will it change? Why the "unspent Inf"? One can simply mail it to themselves. Perhaps what you mean to say is "people will be abandoning higher level characters with piles of money and this influx of money will drive prices higher"?I'm not sure if I am explaining myself correctly, I beleive that due to the lower population red side there will not be as much supply coming from them as it will be more from blue side and due to having characters with more unspent INF the prices will be driven higher than what the equilibrium is currently at. Of course I can be wrong but that is my prediction.
I don't expect a significant amount of abandoned toons and money from abondoned toons hitting the market.
I cannot fathom why in a post merger in a Going Rogue world Villains would be producing more Inf and less items. -
http://www.chriffer.com/node/46
The 2nd video is highlights from an old all MM ITF from long long ago. Many have done all MM ITFs. Depending on your computer, server, playstyle and time you run at, the lag might not be bad and might even be non-existent. -
Quote:Is this sarcasm? I expect prices to go up due to more players playing level 50s. I expect the Incarnate system to encourage more level 50 play. Level 50s earn more Inf.Im with you, I am buying as much as I can now while the prices are low. The prices come GR are going to skyrocket and they will stay there. Villainside won't be add as much as it will be taking from the market, so anticipate a huge boom in sales and prices not seen since AE was introduced.
However, I don't expect prices to rise significantly higher than they are now on whichever side is highest because "Villains". Why would people start paying more for something when prices are relatively stable on both sides? For example, if prices of LotG: 7.5%s are stable at 160 on Blueside and 205 on redside (making a guesstimation) are you saying prices would go higher than 205? Why would that happen? Supply and Demand have found equilibrium Redside at that price. Why are villains, or heroes, suddenly going to desire the same amount, or more, at a higher price? Is the supply going to disappear? -
The Lady Grey Task Force does not spawn bosses in regular packs. Regardless of difficulty settings the LGTF does not spawn bosses. Ambush packs, hostage groups, Archvillain groups and other "special" spawns of Rikti will contain bosses as usual. However, standard Rikti spawns do not contain bosses on the LGTF.
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Vengeance benefits from Global Recharge. Vengeance also benefits from enhancements slotted that provide recharge or increased attack rate. As of last night at 1am this benefit from recharge was still true and has been true for quite some time. I use Vengeance a lot (understatement).
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Quote:I've never understood the concept of the numpad making things easier. Perhaps you can explain it to me. I place my left hand on W-A-S-D and my right hand on my mouse. Shift-2 targets the player in the 2nd slot and Shift-3 the 3rd etc. First I target using shift + number then I press the power for speed boost: perhaps control-1 or alt-1.I'm not sure what you mean by 'toggle', but IMO the easiest way is to setup binds that'll target a specific teammate (based on which number they are in the team), and apply speed boost. I have NUMPAD 1-8 setup to apply SB to the teammate in that spot and it allows me to apply it to the whole team incredibly quickly, as well as apply it to someone in a moments notice (if, say, they'd been out of range previously when I'd SBed the rest of the team).
How does using the numpad make that easier? You have to move one of your hands away from its normal position, I assume. Personally, I consider that "not good". I'd really like to be able to walk around with my left hand and look around with my right at all times. Is using the numpad easier than pressing shift-2 to target for most people? What benefits does using the numpad give you? Do you place your hands at different keys? -
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Quote:Respecs that sell at 100M on the market remove 10M from the system. Respecs frequently sell at that price right now.I'm thinking price tags in the several hundred thousand to several million depending on what it is... like say for example... a scaling cost respec that is just a respec and not a recipe you can hand off to another toon... say at level 50 this respec costs a flat 10 million influence... to many folk that may not seem like a ton but it's still a sizable chunk of inf no longer circulating... if we had a decent sized selection of desirable things to buy at fixed prices it should create a steady flow of inf out of the system over time.
I did some calculations some time ago. Redside market, purples alone, in 2 or 3 months, roughly 90 Billion Inf was removed from the system. Vast amounts of Inf are created and removed from the game every day. Prices on many expensive items have actually fallen recently. Prices have other items have risen, but not significantly.
There is a balance point where prices on the market cannot be supported by players income. At some point, the market fee eats up more Inf than is generated. Currently players are very close to that point. Prices are very close to stabilizing. Changes like: 1) doubling Inf earned by level 50s, 2) Patrol XP, 3) XP Curve, 4) Mission Architect, 5) difficulty settings, and other changes alter the amount of Inf players generate. So, assuming nothing like that occurs again (**rolls eyes**), prices will pretty much stay where they are... in general, ceteras paribus, etc. etc. -
The ref probably blew the whistle to prevent Bocanegra from passing out due to sleeper hold. Gotta protect the players. -
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A player should not have the power to generate pop up windows on another player. I think that is a simple, obvious, and definitive line that does not cross into "slippery slope" territory.
There's a simple test. "Does this generate a pop up window". Yes? -- Prompt. No? -- No prompt. -
Quote:Good thing no one in this thread suggested that "only powergamers can pull this off".But in the same way, I've seen 5-7 morons complete the ITF in an hour and fifteen minutes. On pretty much every run I've done with my characters, the key strategy has consisted of "Hit everything with every power you have until it dies or you die." It didn't take purpled-out characters and rocket science-caliber strategy; just hitting things a lot.
I'm not saying that it's impossible not to complete the ITF, but suggesting that it's something that only "powergamers" can pull off is silly.