Soulwind

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  1. Soulwind

    SuperDuo

    My wife and I duo many of our toons, and frankly a set of almost anything (one being damage/aggro, one being support/damage) pretty easily rocks.

    However, for raw power both early on and late game, a duo of Illusion/Rad or Illusion/Storm controllers is sheer havoc.

    Early game you alternate your Phantom Armies, late game you'll probably both be able to keep them out near permanently.

    2 Illusion/Storm controller in the late game are pure chaos on a stick...double phantom armies, double tornadoes, double lightning storms, double everything.....

    (and you'll both have at least a mediocre heal to support each other)
  2. If you want to continue to leave out a true travel power and just use Ninja Run,
    then I'd say take either Hurdle (it does provide just that little bit more in jumping to make NR better) or Focused Accuracy.

    For the Focused Accuracy, you can throw one extra slot in at 50 and slot it with 2 adjusted targeting IO's (I usually use ToHit and ToHit/End) for the +2% damage bonus.

    Then you can just leave it turned off 90% of the time and only activate it when you need it's help for the really high-defense mobs.

    Another option might be to drop Elude (if you're soft-capped or so close that you almost never use Elude anyway) and then move things around a bit so you can pick up both Focused Accuracy and Physical Perfection. The extra endurance recovery from PP really helps a lot in offsetting FA's cost if you run it constantly or just pretty much ensures you won't have any more end issues if you only run FA as needed.
  3. Quote:
    Originally Posted by Madadh View Post
    Quote:
    Originally Posted by Fleeting Whisper
    Well, there is a limit, considering we're only allowed 20 characters and only one may be a special character. But the limit to good names is absurdly high.
    20 Characters?!?! I'm at 90+ and counting.... Perhaps you angered someone if they'll only let you have 20.... ..
    Yeah! And all of my characters are special, not just one of them.
  4. Quote:
    Originally Posted by Aett_Thorn View Post
    Mostly. Some stealth powers are specifically flagged so as not to stack with other stealth powers. However, in the case given by the OP, both Shadow Fall and Steamy Mist will stack with each other.
    Aett,

    I was under the impression that all stealth powers stack so long as they are from different players and the only limitations are on self-stacking stealth (as in pretty much only Stalkers are allowed to self-stack more than one stealth power [additional caveat: except for superspeed + a single stealth power]).

    Which stealth powers won't stack between different players?
  5. Yes, stealth powers from different players on a team stack with each other.
  6. Soulwind

    CoV Box

    Quote:
    Originally Posted by Bramphousian View Post
    Ah.

    I found a pile of CoV copies at a local store. I didn't realise that you could only apply a box-code once. I bought 6 copies at $5 (CAD) apiece. I figured they worked like the monthly time cards. Bah.

    The only box code I have applied to my account is the GvE one.
    Use one for yourself to get the free month.

    Give the other 5 to friends who don't currently play CoH/CoV and lure them in.

    A free month of play and I'll lay money at least one (or more) of them sticks around.
  7. Quote:
    Originally Posted by New Dawn View Post
    The harder it is to get a name the less likely someone else somewhere will have it. I had to recently rethink a name for one of my characters and have found one that's somehow been missed by others.

    Lets say you had a character that had bones made out of something like Adamantium but using adamantium linked names is so unoriginal. If you look hard enough there is an alternative that everyones overlooked.
    Badger? Mongoose? Spiny-Quilled Porcupine?
  8. Well let's see:

    130,000 subscribers (many going on 5+ years of continuous subscription time)

    X

    $15 a month

    =

    $1,950,000 a month

    2 million dollars a month seems OK to me.
  9. You know what gets me?

    That DR's stuff always leaves me more hyped for a release than the "official" trailers ever do...always.
  10. Ditto on all the earlier posts. Sometimes you have to get a little creative, and 9 times out of 10 any single-word or really common type name is already taken, but it's not all that hard to come up with a reasonable (or even better) alternative.

    I'm especially fond of just adding a descriptor or a surname (instead of Blaze for my Fire controller, I took Xander Blaze, for my multi-colored energy blaster instead of Polychromatic, I went with Polly Chromatic, etc)

    On a humerous sidenote:
    My most recent toon is a shield/war mace tanker named "Tank n Spank"
    Now, when building him I looked at "Tank 'n Spank" and it was open, but I didn't really like the ' in his name, so I left it out.
    Several days later, he's standing at wentworths when who comes in? "Tank 'n Spank" (my costume's better though )
  11. Mobs do take falling damage. In fact they follow the exact same falling damage formula as you do, including the "can't be reduced to less than 1 hp by falling damage" clause.

    Falling damage is "environmental damage" though. It won't show up in your combat logs, it won't count towards damage you've done to the mob for experience purposes, etc...

    (easy way to test this: Get any of the "spawns an ambush" missions while you're standing underneath a skyscraper. Many times, the mobs will spawn on top of the skyscraper and then step off trying to reach you, falling down and then running up to you while nearly dead from the fall)

    I've seen it happen many, many, times (even as recently as my last newbie about 2 weeks ago), especially on some of the early ambush missions in Kings Row.
  12. Quote:
    Originally Posted by Rajani Isa View Post
    Quote:
    Originally Posted by Soulwind
    LoTG 7.5% recharge proc or a Kismet 6% To-Hit buff proc.
    No such IOs exist. Please try again later.
    Umm, What?

    They most certainly do exist.

    I'll assume you're either trying for a "They are never available on the market, so they must not exist" type joke, or you're trying to be pedantic about how they aren't really "procs".

    If it's the second case, I'll argue that they ARE procs, just ones with 100% chance of functioning.

    Admittedly, the LoTG 7.5% recharge is a global bonus, but it's listed as a "global proc".

    The Kismet is wrong in it's description as it's +6% TO-HIT and not +6% Accuracy as described but it is definately a "normal" 100% proc - put it in a toggle and wait two minutes and it'll shut off, so it's a proc.

    So there, pffft
  13. To the OP:

    It's as good as Weave when solo and *potentially* much better when teamed.

    It costs no endurance, doesn't require any slotting, can't be turned off,
    and is a good spot for a LoTG 7.5% recharge proc or a Kismet 6% To-Hit buff proc.

    In other words, take it. I wouldn't stress out trying to get it early, but you'll definately
    want to take it before you bother with Weave (assuming you do).
  14. It hasn't changed in itself. No Debt until level 10, 1/2 Debt inside missions, full Debt outdoors, No Debt outdoors when one of the big "events" is going on in that zone (zombie apocalypse, rikti invasion, etc).

    However, if you have any "patrol experience" accumulated (the extra bonus to exp you gain while logged off), then any debt is directly removed from the patrol experience first and you only get "real" debt once you've used up all of the patrol exp.

    This is most probably what you saw.
  15. Quote:
    Originally Posted by dugfromthearth View Post
    so I assume this applies to all procs in toggle powers?

    my elec/elec tanker just found a chance to disorient which I put into my toggle damage shield. So that can just trigger every 10 seconds?
    Dug,

    Just an FYI.

    Which "chance to disorient" proc is it?

    Be warned that if it's the "Triumphant Insult: Chance to Disorient" proc from the taunt io sets that particular proc DOES NOT WORK.

    It NEVER fires (and even if it did it's only a mag-1 stun which won't even stun minions by itself - it has to stack with some other stun effect. which is moot since it doesn't work.)



    Edit: removed some extraneous info about pounding slugfest since that can't go into a damage aura.
  16. I know that if you slot one of the damage procs into a confuse power, when the proc goes off you effectively lose the 'no aggro' effect on the confuse, since the damage proc causes aggro even though the confuse itself doesn't.

    My question is does the 'Contagious Confusion' purple proc have the same effect? (ie causes aggro)

    I've got 5 Malaise's in my mind controller's confuse now and I'm considering adding the contagious confusion proc, but I don't want to lose the flexability of the 'no aggro' clause.
  17. I'm just curious how you managed a 48% Ranged and a 61% S/L defense on a mastermind...

    Actually I'm curious how you hit 61% typed defense period. Not even my Ice Tank hit those numbers.
  18. Of course, if you are REALLY looking for big money via IO's, then go do PvP.

    Last time I looked, some of the new PvP IO's were selling for over a BILLION influence.

    (Assuming you don't mind PvP that is. I hate PvP so much that even several billion in influence isn't enough of an incentive....)
  19. Soulwind

    FF Question

    Also, don't forget that PFF has a ~40% Resistance to everything to help handle that 5% of attacks that do get through (can't be slotted though).

    I wonder, is there a Hami-O enhancement that could raise the resistance? In all these years, I've still never played with Hami-O's, so I'm not certain.

    PFF takes end reduction, defense, or recharge, so if there's a dual purpose Hami-O that covers part of that could you use one of those?

    ---

    Still, to the OP, I agree with most folks. Putting anything except maybe an extra recharge (ie having 2 recharges) in there is wasteful. And I'd only use 2 recharges on a Mastermind. Everyone else just throw one recharge into the base slot and use as needed.
  20. While I don't think you'll get much of an argument out of the player base with a general "we want more of X" type statement, making a general "there's too much Martial Arts, don't do any more" type statement just shows me that you aren't using your imagination enough (in my opinion at least, and that's all it is MY opinion just as your statement is YOUR opinion).

    After all, who says the "Martial Arts" powersets and costume parts have to be used only for Asian-inspired hand to hand combatants?

    Lets see, just off of a few of my characters:

    1) My lifeforce draining, zombie summoning, necromancer uses one of the martial arts robes as his primary costume. Why? Because it's a very "magic robes with style" type of look...

    2) My extra-dimensional, technologically powered, energy manipulating Space Ranger (think Green Lantern without any of the copywrite issues) now wears some pieces of the new "terra" martial arts outfit since it's easily adaptable to a futuristic-looking "space uniform" appearance...

    3) My broadsword/shield scrapper (not an asian-themed martial art, given, but technicall any combat training is a form of 'martial' arts) uses a neural-disrupting energy blade to arrest baddies...

    4) I've got a petless Thugs mastermind (gimped, yes, but still fun to play) who is old-west themed, so there's your "too many guns". This toon will be a) switching to dual pistols and b) transferring to hero-side when possible.

    And so on and so on and so on. The possibilities of the various powersets and costume parts are nearly endless and only limited by what you are willing to get out of them...
  21. Quote:
    Originally Posted by rian_frostdrake View Post
    Quote:
    originally posted by vanden

    i think it's a little premature to be getting excited about these, don't you think?
    who knew?
    babs
  22. The Terra vest has a nice alien/space ranger/future soldier uniform type look to it.

    I've incorporated it into a couple of costumes so far.

    I haven't yet used, but have plans for, the Tai padded gloves for a couple of costumes (especially if/once they fix/change the muscled skin effect on the female version that doesn't match any of the female arms).

    I've got a ton of other costumes that will probably receive some minor tweaks once I go though and look at all of the costume bits in relation to them.

    I'm loving the Ninja Run for the couple of toons that were/are non-travel power types already.

    The ONLY real complaint/wishlist change I've got is that it would be nice if the ninja run didn't put you into that "crouched" position unless you are actually moving...(ie do the nr animations while moving, but go back into normal idle stances while standing still).

    Come to think of it, I might try doing a speed-on-demand bind for it . . .
  23. Obviously I don't know for certain as I'm wasting time at work and can't check it yet...

    But I would assume that the de-toggling works in a similar manner to the other automatic de-toggles.

    ie when you toggle NR on, it turns off CJ, SJ, SS, Fly, Hover, etc and if you toggle any of those back on then NR automatically turns off. So, if that's the case, then just make your two turn on binds. Hit NR...run...hit the CJ bind...go to town.
  24. We need Stats on Ninja Run, screen shots of the costume parts, new blades????!!!

    Come on folks, I'm stuck here at work and drooling . . .
  25. Question on the Ninja Run.

    Is it a bigger run/jump buff than sprint?

    Or is it just an alternate animation set like the prestige sprints?

    I've watched the video display...and it DOES look rather cool, I'm just not sure of it's actual effects.