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Posts
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Joined
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I like the OP's remote explosives idea, it really would bring the idea of trapping to good use.
However if you want to use the current time bomb the best way is to pick psy with it and use mass hypnosis, run into mob and place your bomb then stand back and watch the fireworks.
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Well if your computer runs coh fine then why bother?
If you do have issues though, trying it out cant cause too many problems, if it doesnt work just uninstall them and go back to your original drivers.
Personally if it was me, I'd say if its working, dont change it
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/signed Im tired of the animal farm running cov atm, not only do they look like cows they squeel like pigs every few seconds.
Anyone would have thought it was a celebration for them bringing AE farming back after the nerf for them to make a farmyard themed set :P -
Quote:Best at holding aggro? Ice wins this handily with Chilling Embrace and Icicles; you get the fastest autohit tic rate with CE and a damage aura with Icicles.
Dark and fire do a much better job at this and can live longer too...
Quote:Best all-around tank? I'd probably give the nod to Invuln, it's very survivable and with moderate IO bonuses can actually rival a Granite tanker in durability without the drawbacks a Stone tank suffers.
Agreed but WP does come very close as does elec.
Quote:Best damaging tank? Shields unquestionably... it couples great durability with a great damage enhancing aura with Against All Odds and a great AOE attack with Shield Charge. Add in IO bonuses to reach the soft cap and it's just behind a soft capped Invuln in durability.
Whilst shield is nice I dont think its the most damaging.
Quote:Both Invuln and Shield will be great at holding aggro as well, they're one step down from Ice in that regard tied for second place. The reason for this is that all three of these auras are long duration (Inv and Shield are the longest duration of any tanker set) and AUTOHIT... Fire and Dark have auras that must roll tohit or have no effect.
This is why fire and dark are hands down the best at holding agro, even if ice is also very good with this is has nowhere near the survivability of the two, even though dark and fire are both heavily reliant on heal.
Quote:If you want to hold aggro then Willpower is the worst primary in the game for this, it's aggro aura is incredibly underpowered and only marginally effective... you'll have to rely on other tools to manage aggro. It can be done, but WP is at a big disadvantage in the aggro department. WP is durable, but the terrible aura makes it a poor choice for an aggro holding tank.
Quote:Please remember that the tanker that's really tough in the endgame may well be weak early... defense based sets tend to be pretty squishy before they get their defenses above 30% and that usually doesn't happen until the late 20's to mid-30's. Ironically Stone is one of the weakest primaries before level 32 where it suddenly becomes the strongest. That's based on my personal experience leveling one Invuln and two Stone tanks to 50 and a Shield to 38 (current project). Resistance based tanks have an easier time in the early game but frequently are eclipsed in the endgame by a mature soft capped defensive set. What makes Invuln so strong is that it combines good resistance with good defense and a good heal/HP boost for damage that gets through the first two layers.
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Quote:Agreed you dont need granite on all the time, but without it you dont equal the survival skills of other primaries. If speed was the issue though usually that can be countered by hasten and teleport anyway.I don't think it's been mentioned yet, but a Stone tank doesn't need granite all the time. A stone tank slotted for recharge and movement running all the other armors is a speed demon tank with none of the penalties of granite. And if something comes up that is going to push it, pop granite and be essentially invincible.
If you are looking for the tankiest tank, then stone is your choice.
Other sets are great fun and can be very sturdy, but stone is the toughest.
Its just in reality, other builds are more maneuverable when it counts which is why more people dont play stone.
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Quote:Already beat ya to it, 3rd post down top lineAll three are great choices, I have an invul tank and he's great even at SO level. However, since you're in the brute forums, browse the thread "OMG WM + En Aura so STRONG."
lol
If your wanting survivability, then Id pick either invul, wp or SR. WP is the easiest to build, followed by invul.
SR endgame is very easy to tank with and with softcapped defence last longer than the others until you get autohit powers coming at you. However SR to level is a pain in the butt since low defence doesnt equal low resists, low defence is more like no resists. You dont start really noticing defence doing its job until your over 30% from then onwards it comes into its own. That being said SR is very endurence hungry and you need almost every power in the set.
WP is a lot of players favorite atm, since its the best alrounder, combined with SS you have the best alrounder brute there is. Invul is similar to WP but with more resists and defence, in exchange for no regen and recovery.
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Quote:Well actually including the ones I know from tech forums and the ones in game as well, theres 43 I know of now. Pretty sure theres gonna be more since I'm only one person, 39 of those people are ready to leave if it isnt fixed by time there sub runs out.I've never experienced a crash with the tailor in Issue 17, so apparently it isn't as major as you think.
Im not trying to give ultimatums or anything, just stating facts. Its affecting a fair amount of players but not everyone uses the boards.
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Shame the most common one with the tailors STILL not fixed and crashes everytime despite being told it was been worked on the day after i17 release...
Why fix the rare ones first and not the major ones?? It makes no sense.
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Quote:Thats very true, I've already raised one charecter to softcap so I know this already. It just sounds better to say your at softcap than saying I'm 1% off softcapThat is the base value. Slotted it gives you close to 3.5%.
And if you're already sitting at 40.5% that 3.5% will get you within 1% of softcap. You'd probably never even notice the difference, since you'd need to pore over a spreadsheet for quite a while to figure out how often that 1% is the difference between being hit or not.lol
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Quote:I know but if you go to totals after it adds 4% instead of 2% thats what I meant.No, it's not. It gives the Brute (self) and the team the same defense bonus, which is what it is saying.
4% isnt a bad boost for a power unslotted, but 2% can be covered very easily just by using set bonuses thats what I meant.
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I wasnt fully aware of how a defrag worked in all honesty in comparison to RAM but I will say I'm on 2gb RAM now, so its not really low.
I just found this a cheap and easy solution to loading issues so thought if anyone else has similar issues it might be worth trying before going out and buying more computer parts
On laptops in particular theres not much more you can change anyway with them usually so if one program can help as much as it has, I think its a great idea
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Quote:The short answer is I can guarantee you will see a lot more brutes about. All tankers wish they could hit like brutes and scrappers wish they could tank, brute can fill both roles.so who will take a back seat? Brutes feed off aggro to make them stronger, but tanks need aggro to make them useful (why have a tanker who isn't tanking?)
I'm just not sure how it will work
I am going to make a brute either way though
In a regular team with a tank involved, brute would take scrappers place as the offtank, you seem to forget though that tankers can only hold a maximum of 17 enemies (think thats right...) a brute could take whatever the tanker cant, in a full team theres likely to be more than 17 enemies per mob anyway, if not nothing stops the brute pulling a second mob together with the first to get a bigger mob to kill in one go.
Brutes share the same resists and defence caps as tankers which makes them very attractive to a lot of players and I cant see this changing even with GR, in fact I think you will see a lot more brutes from ex tankers since the only reason a lot of tankers dont play brutes is because they dont want to play vills. With GR they wont have to.
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Since you said you dont have much cash, Id say WP since its the best alrounder. Elec is nice with resists but I feel a majority would pick WP.
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Server merge has been stated several times it will not happen, because it shows the game is dying and gives bad publicity.
However a server LIST merge would be a smart move since people wouldnt have to pick between EU and US servers anymore when buying the game, plus people can play different servers different times of the day which will improve the community as a whole since if people play EU during EU daytime, then play US during nighttimes it balances it out a bit more.
I do realise not many people are going to play the entire time lol but its just a demonstration of how this would effect the servers. If this was done even americans would possibly consider playing EU if they played during there night time.
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Quote:yes i'm serious ,i think sunstormers post in this thread was spot on.
http://boards.cityofheroes.com/showp...9&postcount=49
Woo I haz fanz
I think for the year to come the biggest problem by far CoH will have is DCO release. If its a flop like champions then I think CoH still stands a good chance of having many more years left in it.
Other than what I mentioned in earlier posts which can be sorted with a few decent changes, theres really not too much more the game needs to make it great.
People always complain about end game content, but it seems Incarnates will sort this out to a certain extent but if the PvP system is revisited with PvP IOs drop rates been looked at a little more and increased in zones (not arena because people will just farm them :P) then you have unlimited end game content there combined with the AE system and TFs.
TF releases are nice, I'm a fan of the newest one with dopplegangers in particular and ITF was nice apart from the lag which still needs fixing.
This game has always been centred around making new charecters and leveling them, we need some form of real rewards for sticking with the same charecters other than being able to play it better. For instance I played my tanker for over a year pre MA, then the exploitive farmers came and a new guy can make pretty much the same thing within a week.
That kind of undermines the idea of likely a charecter and sticking with it. If the player feels a connection to the charecter there more likely to stay. Again Incarnates could help this a great deal if done right but I can see them being easy to get because thats what keeps the players happy right now. A majority want everything and they want it now, which doesnt help longterm because it leaves them nothing to do except make new charecters to try out and once they raised a few they are stuck with limited stuff to do.
I think something similar to how SWG had there jedi unlock system would be good in CoH, the thing took several months to upgrade your charecter to a jedi, then you had to create your weapon and level etc, leveling also was a pain since you could delevel as well if you died and you got hunted by bounty hunters.
In CoH I think we could possibly have something similar, in that you had a massive arc that only allowed you to do parts every so often and took a fair amount of time to do, much like the village quests there. In return at the end of it you could unlock a custom gold title over your head or something, accompanied by an extra power choice between several powers.
This would be great to reward longterm players and still not make the game unbalanced. The reason I talk about SWG a lot is because it was one of the most successful MMOs for a long time, whilst WoW also covers this catagory, a lot of the people here play this because they dont like WoW, where as SWG simply destroyed itself.
Player housing was also a nice touch
I do realise this probably belongs on suggestions but ahh well
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Consider yourself lucky you can even get onto the tailor
theres a whole bunch of us that cant lol.
In relation to your problem, Ive had the same thing happen pre i17 as well, dual pistols in particular, always resets your first pistol back to semi auto no matter what you pick. Unless you notice it there and then you usually end up finding out your pistols dont match mid mission which is annoying.
Usually though, like mentioned above, switching the pieces back reverts the fees but if that doesnt work the reset button usually does it. If it doesnt then its probably something to do with the designs being changed in i17 with ultra mode, the system probably recognises them as new pieces. If this is true then you should only get charged once when you change it, does this repeat its self if you change the pieces then go back?
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Best damage - fire/* blaster or broadsword/ninjitsu stalker, although demon summoning is very overpowered right now
Worst damage - usually some kind of defender, controller or a */ice tank
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It depends what you class as best at tanking...
If you mean agro holding then its fire or dark, if you mean pure ability to take hits, its invul, elec or stone. WP being the easiest to play since it has the best alround ability but cant take the massive hits as well as some of the others.
Ice and shield both dont really come into the equation... despite the amount of angry replies il get telling me 'but my shield or ice charecter can tank as well as any other!!'
In reality, no you cant :P defence isnt reliable to tank with unless you softcap it and that makes it a pain in the butt to level and usually ice/shield tanks are the first to die when taking any serious hits. Later game with set bonuses though there actually very good but by that stage so is everything else :P
Ive raised every tanker to 50 now except for elec, and my favorite in the PvE game has always been a well slotted Invul, since you can cap both resists and defence with sets. Yes you have a massive Psy hole but if that bothers you just slot a few psy protection IO's in. At 5% a time is makes it manageable.
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According to another thread its war mace/energy because its strong and pretty
Seriously though, most people in pvp zones go for energy, fire or super strength for pvp just because there the biggest hitters. Energy is highest on burst damage with build up, total focus and energy transfer. SS has the best alround since it has range because of hurl as well as permenant damage increase from rage and massive +tohit which pretty much nullifies most defence builds. Fire has the best sustained damage over time, combined with fire secondary too you get massive numbers as well because fiery embrace adds more damage for a longer period to fire powers.
Secondary side the main ones are either WP, fire, SR, shield or elec usually, in that order. Fire has the most burst damage and can hit damage caps if you combine fury, build up and fiery embrace. SR is just about survivable despite how defence got nerfed if you take elude, and elec has high resists combined with power sink to manage endurence issues but is still the least played of the three. Personally I dont rank shield in pvp, particularly since shield charge is the main reason people pick it and its a pain in the *** to hit with it, plus the defence numbers are so terrible in pvp that its barely even noticeable. WP is pretty much the most common secondary, since its a very good balance and its very easy to slot regen into it with sets, if you need proof of how regen helps in pvp just go look for the most common played scrapper class in pvp
Either way with brute atm in pvp your best bet is to take web envelope in patrons since its the same as web grenade pretty much and it stops your enemies jumping/flying away so they have to rely on superspeed.
PvE wise fire primary is awesome if you plan on tanking, as is super strength but energy sucks for it since it only has one PBAoE power. SR in PvE is a pain in the butt to level because low level defence is pretty much no defence so you almost always get hit, Fire is also a bit of a pain low levels and you will nearly always rely on heal but not as bad as SR to level, and elec is actually pretty easy to tank with throughout, Shield is ok but very dependant on user, some people can use them some cant. WP in PvE is pretty good to level plus you have no stamina issues due to two stamina style powers, and you have a nice mix of stats.
I know not all brutes tank but I judge the effectiveness of the secondaries based on how well they can manage damage intake so tanking is pretty much the easiest way to judge
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I can run all settings levels fine, but I still get the crashes
Changing graphics doesnt fix the client unless its lag your suffering from :P
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Then they can release it monday or tuesday and ignore all the bug and crash reports so we get them all over again on live
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Im trying to figure out if maneuvers would be worth placing in my build but I just want to check if mids is correct, mids states it adds 2.28% defence to self on brutes and 2.28% defence to team (unslotted) but checking the final numbers, id adds both of these to self so you get 4.56% defence unslotted.
Is this right or is it a bug? 4.56% would put me to softcap, 2.28% is a waste of a power