Starcloud

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  1. The higher level you get, the less problem Cysts, voids, and quantums are.

    I've taken out Cysts solo as a human-form Peacebringer. I've dropped Void bosses, and quantums, after about level 20 or so, are just a speedbump.
  2. Starcloud

    Virtue Down?

    Yeah, Virtue died again.
  3. Quote:
    Originally Posted by JanusFrs View Post
    Got a question about some power choices, since the thread is technically called build help. I have gotten more insight in the human Peacebringer, and now I can't decide which ranged AoE I should take. The choise is ofc between Proton Scatter and Luminous detonation. I think Proton Scatter looks the coolest, but Luminous detonation do have more "useful" side-effects, so to say.

    1. My average observation of TAoE (Targeted AoE) is that it hits more enemies than CAoE (Cone AoE). This will talk for luminous detonation over proton scatter, both because Luminous Detonation has longer range than Proton Scatter, and because it hits more enemies, as said above.
    2. Luminous Detonation has a mitigation effect, KB; Proton Scatter has none other than Def debuff.

    The reasons I want Proton Scatter over Luminous Detonation is that I think Proton Scatter looks cooler and because it does more damage (although the damage isn't the reason to my wondering).
    Both are decent choices. With Luminous Detonation you don't have to worry about positioning. With Proton Scatter, you'd need to hop back some short distance before you use it and move around some, when you're in melee.

    As for my comments about melee damage being "ho hum", it's in comparison. The ranged damage scalar for Human form peacebringers is .8, the melee damage scalar is .85.

    For the Nova form, the damage scalar is 1.2. For the Dwarf form, the damage scalar is 1.0. So you can see that the human form, being a generalist, suffers in comparison.

    Melee attacks are, in general, more powerful as well. This means that at some point you will find yourself blasting away with your ranged attacks simply because you have nothing else to do as you wait for your melee attacks to recharge.
  4. The very first thing I'd explain would be a concept called "XP per minute" and how fighting tougher enemies lowers that number because each enemy takes longer to defeat than the added XP gives.
  5. Hm. It looks to me like you're trying to make primarily a blaster-type human form. You've taken almost all the ranged attacks, and it looks like you're relying on having a defender with you to handle the healing through most of your leveling up.

    What you will quickly find, in play, is that Human Form Peacebringers are not blasters. They're blappers.

    The blasts are anemic in comparison to the melee attacks, and even the melee attacks are, overall, ho hum. They are where the strength of the human form damage is, though, so you'll find yourself dancing in and out of melee a lot, or slugging it out with whatever boss mob you're in.

    That said, you'll need your heals much earlier, and the PBAOE stun is vital for mitigating damage. Photon Seekers are an excellent, crashless mini-nuke if you launch them while you're in the middle of a group.

    Take Quantum Shield as soon as you can, save Thermal Shield for later.
  6. Kneel is still behaving oddly after todays patch. It works just fine if you're flying/hovering, but it is wildly intermittent if you're just standing still.

    Sometimes it works after a jump, sometimes it doesn't.

    It's as if Kneel were defined not to work when standing still, but allowed in movement modes.
  7. Unless you're spending a lot of time in human form, Stamina is easily skippable. The Fitness pool, like many of the tertiary pools, simply does not carry over into the forms.

    Playing a tri-form, it's not nearly as beneficial as it is for a human-form.
  8. Quote:
    Originally Posted by Frogfather View Post
    Seriously? You do realize the market is a place to sell as well right? I mean sure...Capt Dogooder can pay twice as much as Commandant Evildoer can, but he does that a couple of times and suddenly the Commandant has a big pile of inf. Its a zero sum (minus 10%) game on the market. Mobs give the same amount of inf, and the same amount of drops on both sides....

    If yer talking about Heroes as a whole generate more inf, then I agree. But unless all the Heroes pool their resources to buy all the items then Villains will be fine.

    Merge markets please
    Pay attention.

    Individual villains might be able to buy anything on the market, but overall, the supply of things redside is lower. That means inf transferred from blueside to redside is going to be less than inf transferrred from redside to blueside.

    There simply are fewer villains than there are heroes. THis is a fact. In the aggregate, villains generate much less inf than heroes, just from the sheer weight of number. They generate fewer recipies, and less salvage.

    While, yes, inf under a merged market would flow freely between the sides, the fact is, prices for everything would rise. And with fewer villains playing, that means individuals redside would have a harder time paying for things from the merged market.

    Also, in a merged market situation, the flow of influence to infamy would quickly stabilize, leaving villains overall in a poorer position.

    Teams are generally the best/fastest way of generating influence and infamy. Have you tried to form teams redside? Let me tell you, most of the time, you cannot get a large team together, redside, unless there is an event of some kind running. Blueside, on the other hand, it is easy to get into a team.

    The developers have kept the markets separate, and it's a good thing they have. It keeps local market conditions local and doesn't force people to pay blueside prices, redside.
  9. I dont' know why you think the Hero markets are cheaper.

    First, there are more people playing heroside, therefore much more influence than infamy.

    Second, supply might be higher on recipies, but it is lower on salvage, heroside. Cost to make things is higher, overall, on heroside than it is villainside, for both salvage and recipies.

    Merging the markets will cause a large scale disruption, and it is entirely possible that villains will end up being "locked out" of the market simply because the supply of infamy is lower than the supply of influence.
  10. This question came up before, when Comcast said they'd start enforcing monthly download/traffic limits sometime last year.

    If I recall correctly, the end result was that, with their default proposal, you'd have to play 24 hours a day, seven days a week, and download and reinstall the game from scratch once a day, every day, before you went over the limit.

    With an 80gb monthly limit, you're not going to come close just playing CoX.

    If you are playing Second Life, however, you'll find it is a bandwidth hog, since so much of the graphics are server-side and sent to the client computer on demand.
  11. Quote:
    Originally Posted by EvilGeko View Post
    Hero and villain are in the back corner of Rikti War Zone or Cimerora. No one around to see. Why can't they fight each other then?
    Why do you presume that heroes and villains *must* automatically be antagonistic to each other, just because of their archetype or the place they started?
  12. Bug:

    Wolf Spider armor on my female Soldier of Arachnos is missing the top half of the "Spider" back detail. I believe the costume part is

    Wolf Spider Collar 1
    Wolf Spider Collar 2

    Both are completely missing, and attempting to change the collar does nothing at all other than charge infamy.

    This is with the Martial Arts pack applied, and it just happened today.
  13. Quote:
    Originally Posted by Castle View Post
    For the edification of our fans, these were my suggestions:
    You already have the Desert Eagle in game, in the Thugs powerset for Masterminds.



    These *are* Desert Eagles.
  14. While this is City of Heroes, and a comic book game at that, please do keep in mind that the Desert Eagle is one *big* firearm to have. Wielding two of them may look good in the movies, but unless you have huge strong hands, you're not going to hit anything doing so.

    M-1911 Colt should definitely be on the list.

    Before you say "Boring!" Here's somethings you can do with the M-1911...

    http://sviguns.com/

    The photo gallery is pretty interesting.
  15. Starcloud

    Bad Mapserving

    It's happening on Triumph too. I have a character that has been rolled back to her login position three times now.

    I can't even log back into Virtue. I got "You must fill out your password" errors followed later by "Cannot connect to DBServer" errors. That was after a mapserver disconnect in Steel Canyon while attempting to load into an AE mission.
  16. The original problem with Electric Armor and Brutes had nothing to do with being an "epic fail" or with lack of mez/immobilize.

    The problem has to do witht he fact it was a damage resistance based set without an inherent heal.

    It now has a heal/regen power.
  17. When I play my human form Peacebringer, what always stands out to me is the fact that my ranged attacks are considerably weaker than my melee attacks.

    Given that I also have a sonic/fire blaster, a fire/ice blaster, an electric/electric blaster, rad/rad defender... Well, if the damage scalar for peacebringer human form ranged attacks was brought up to .9 or even 1.0, I'd start feeling like they weren't a waste of my time to take.

    Right now it just feels like I'm using the attacks to fill in the attack chain until my melee attacks recharge.

    Overall, playstyle feels more like a tanker with scrapper level defenses. It's very meh.

    I still love the character though.
  18. Vexxa, please reduce the width of your signature.
  19. Quote:
    Originally Posted by Venture View Post
    The game is not "easy enough." It never was, it never will be.

    The game is too easy, always has been and evidently always will be. I regard 4XP as the death knell for balance in this game. My main is fighting at +2x5 and could probably go higher, which is insane; spawns that size should kill any soloist, no saving throw.
    This is your opinion. There are games out there where it's not possible for certain classes to solo normal sized spawns that are below the character's level. If you prefer a game like that, there's plenty of them out there.

    Even most characters in *this* game can't take on +2 level, virtual team size of five, spawns. Yours happens to be one of those that can.
  20. Quote:
    My difficulty settings are:

    -- Capable of fighting enemies at your current security level.
    -- Combat equivalent of 2 standard heroes.
    -- Does prefer fighting bosses when alone.
    -- Does not prefer to fight Arch-Villains.

    That's off the Hero Corps Field Analyst, a direct copy/paste.
    If you want to fight a few bosses, turn the team size up rather than forcing boss spawns.

    If I remember right, "Does prefer fighting bosses when alone" means that the game preferentially spawns Boss/minion pairs instead of the usual lieutenant + 2 minions or three minion spawns.
  21. Seagate or Western Digital.

    Avoid Quantum. Period. Their drives tend to self destruct right after the warranty vs. defects period runs out.
  22. I'm sorry, but if you're taking on AV class villains solo, you're probably actually only taking them on as Elite Bosses.
  23. HijackThis is no longer being well-supported. TrendMicro are treating it as a side project that they get to whenever they feel like it.

    OldTimer Log

    Same idea, somewhat more thorough, and considerably better supported than TrendMicro's HijackThis.
  24. Synapse:

    For a single player, no matter what the virtual team size, the drop rate is correct. Where the issue is is not with the single player, but rather the real team drop rate.

    Previously, the drop logic seemed to work per player on the team. In other words, everyone got the same chance to get a recipie drop from a mob. There would be, say, eight rolls per mob dropped. Even with a lower chance, the odds are that someone would get something eventualy, at a higher rate than solo.

    Now, it seems like what's happening is that one person [team leader] gets that chance, and then the drop is reassigned among the team members.

    There is a logic error somewhere. Maybe it's not in the generation of drops, but the assignment of them. Get a team of players together, not just a virtual team, and do this on Live.

    Conditions on Live are different, the random number generator is hit far more often, and there might be a contributing factor in the lag and occasional loss of sync on Live that are not possible on your internal test server.
  25. Yeah.. global chat server seems to be unstable. Sometime the letter substitution bug shows up again, only with different sets of letters.