Teklord

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  1. Personally MMOs have been great for myself and my old RPG friends. We hang out on teamspeak and play together. Chat is for in character stuff and teamspeak is for the trash talk and tactics discussion that always accompanied our RPG sessions.

    I feel much more connected in MMOs that I have to a gaming community in a long long while. I dropped out of playing pen and paper stuff since the time involved was so high. Preperation, planning, coordination and the actual event takes a ton of time and you may not even cover one fight in a session (old gurps player here). We used to dream about computer aided fight computation, heck I know I wrote some code back in those days just to help out with die rolls and computation of an attack round.

    So for me I feel I play with a community and it feels a lot like the old RPG sessions even down to the inter-player romance issues causing issues in game.

    -Teklord
  2. Ok,

    So I plugged in current data and given the current reported state the following damage types are resisted by n types of enemies.
    <ul type="square">[*]Lethal 26[*]Smash 25[*]Energy 14[*]Psychic 10[*]Neg 4[*]Cold 4[*]Fire 2[/list]
    Now there are a lot of ? in the chart and I do like Red Tomax's villian list. I am going to try to convert the list we have to use Red Tomax's list of villians. Then we can fill in the numbers as we get them. I will use my BS/Regen to get what I can as I level, and may try a few other numbers as well. This is a very nice project that I would love to help out on.
    -Teklord
  3. Nice work on the tabulation. I like the villian index RedTomax posted as well. As I am playing broadsword it really helps me figure out my best targets.
  4. Teklord

    Kheldian Guides

    [ QUOTE ]
    Any way we could get a list of objective guides, instead of a list of personal bias pieces that use the word "gimp" when referring to anything they don't personally like more than they use the word "the"?

    [/ QUOTE ]
    Each Guide is player authored. It is hard not to be subjective. Many of the guides list the powers and what they do. That portion of those guides is the objective part. Everything else is subjective.

    I am very happy to read the subjective guides since they often say WHY they feel that way. That allows me to judge whether I will feel that way as well. The Kheld guides are good but I would like to see some that address I6. Though I have been playing COV since Oct 31 like many others and can understand why there are no I6 guides yet.

    Now that I am very close to getting my preferred villian stable to 40, I am working my heroes to 50 so I can finally start a kheld. I am extremely eager, hehe.
  5. [ QUOTE ]
    [ QUOTE ]
    I didn't even think one-shotting was possible in COV.

    [/ QUOTE ]

    Then you might find this post interesting. They even put it on "film".

    Controllers, Defenders, Masterminds and Stalkers all have low enough HP to be one-shotted by a Stalker's AS when the Stalker is damage capped. Some can be one-shotted with just AS + BU.

    [/ QUOTE ]
    Controllers, Defenders and MMs can be one-shotted with AS+BU.
  6. [ QUOTE ]
    One thing that I can see that would make Black Hole atleast somewhat useful for me would be If it was Single Target. Example.....
    "Focus on the minions I will Blackhole the boss."

    Atleast then you could get some use out of the power. I Personally see use for Detention field (Force Field's single target Foe Intangible power).

    [/ QUOTE ]
    Agreed. A single target version with decent ACC would be good. The group nature of black-hole is a negative.
  7. To be honest Quizzles original complaint is valid. For goodness sake enhancing the mag but not duration yet named intangible duration enhancements is just insane. Geko's defenses of this power are completely out of this world, they sound quite defensive.

    Except in a "Everybody run" situation I can't see black-hole having use. Dimension shift is similiar but I believe has more love as it is in an actual control set.

    Black-hole should be eliminated. Necro-post or not.
  8. LOL,

    I don't have anything against stalkers. They stay out of my way in combat, they rarely take aggro from me and tend to kill the most annoying enemies in the spawn nice and early. OTOH, I don't try to rescue stalkers who AS a boss in the back and pick up a ton of aggro. But I play like a scrapper on speed rather than a tank. I like to kill and finish my kills.

    So &lt;3 for stalkers is cool.
  9. [ QUOTE ]
    Gonna add my voice to the displeased. I was really hoping to slot the first tier pets for recharge and end redux. Especially at the higher levels, when they're mainly used for canon fodder.

    Run little zombies, run to your death... again

    [/ QUOTE ]

    I disagree. My Soldiers do nice damage and I do not view them as cannon fodder, esp as I prefer not to have to upgrade them again. It is a thing of beauty to see 3 versions of full auto sweep over a spawn, the floating orange numbers of joy.

    I also have my commando slotted for end-redux. Keeps his flamethrower ready for action (darn endhog).
  10. [ QUOTE ]
    [ QUOTE ]
    Interesting, so slotting endo reducers will actually reduce the amount of endo your pets use when shooting their lasers and stuff? Not that it matters, but that's not what I expected, I only wanted to reduce what I pay for the initial summon.

    [/ QUOTE ]

    Whoa! Seconded. Positron, is this the case? Do end reducers not lower the endurance cost of the summon powers themselves?

    I was really excited at the prospect of not needing Stamina. I hope Endurance Reducers work like they do in our other powers.

    [/ QUOTE ]

    Actually there are a number of pets that have high end usage that benefit from the end-redux. The 32+ Commando, the 32+ Protector Bot, I suspect the 32+ Assault bot. I really like that end-redux affects the pet. I have no endurance problems and the very few times I was empty when I needed to do something I have blues.

    I find I use much less blue that my old fireblaster with 6-slotted stamina.

    Please keep the current status quo
  11. I went with a necro/dark but a slightly different concept. I went sans hasten and sans stamina. I took dark blast to get me through the early levels but am considering specing out of it. I am slotting extra end-redux to deal with my endurance issues.

    I am also getting leadership powers earlier. I convinced my SG of the value of the leadership pool and when grouping with them... it is amazing. We hit often and hit hard.

    Finally, I am a firm advocate of teleport as a movement power for MMs in COV. My points go like this
    <ul type="square">[*] Recall Friend is great for a stuck pet. Just recall him[*] Recall Friend is great for the CoT missions with portals launching you throughout the map. Henchmen can't go through those portals.[*] Recall Friend is good for recovering from a team wipe or near wipe.[*] If there are location AoEs such as caltrops or Ignite your henchman AI goes nuts. Recall friend gets them out of the AoE and they can then assault other targets or use ranged attacks.[*] TP Foe has some interesting uses as well[*] In PvP Teleport provides excellent "get out of here NOW" abilities[*] Teleport allows me to move when immobilized and when stuck in a caltrop patch myself[/list]
    I love teleport for MMs.
  12. [ QUOTE ]
    This concerns me because it has never been stated as to whether upgraded powers are supposed to be upgradeable or not; if these power ARE supposed to benefit from the enhancements in the pet power, then there should be no question that this should be fixed. If, however, these upgraded powers are stand-alone buffs, then either the upgrade power itself should take acc/tohit enh's, or their base chance of hitting/damage/etc needs to be upped significantly.

    [/ QUOTE ]

    It now has been stated. Positrons post makes it clearly a bug.
  13. These new changes are f**** crap. I have never been more pissed at a game company.
  14. Great guide. I was inspired to do this recently as well. I am involved in All Kin SG - Pinball Wizards and All Emp SG- Green Machine. In both cases we used your principles. No Stamina for instance in either team. Both teams provide status protection to all members. We left it optional whether to take travel powers or hasten. The kin's are at the effective recharge cap though from stacked speed boosts.

    Also the stacked assaults in the Green machine + fort results in our SG recommendation of 3 slotting most attacks 3 damage. Tactics + Fort provides the acc (huge acc) and with 3 damage and 4 emps on the team you hit the damage buff cap.

    I have been talking to blasters lately to see if I can get interest in an all */dev SG. Smoke Grenade and Caltrops provides some interesting bonuses.
  15. Nice to see a dev posting in Defender land. Nice work on managing the issues.
  16. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    the bug to enervating field being lowered to 30% is not a bug. intended and confirmed by the devs to bring the power into line with the other I5 balancing.

    [/ QUOTE ]

    Intended? Maybe. But it didn't get confirmed until a while after I5, and Erratic is still owed an apology for being told he was 'mistaken' about the numbers coming up on his screenshots.

    [/ QUOTE ]

    It still needs to be removed. Let's not let forum drama get in the way of maintaining this excellent list.

    [/ QUOTE ]

    It isn't forum drama when the devs claim they didn't make a change and insult you for even suggesting it.
  17. Just an minor update to SoulHealer's excellent guide.

    In an Issue 5 recent patch Subdue was changed. It is now
    Brawl Index: 3.667.
    New endurance cost: 8
    activation time: 2 seconds
    recharge: 8 seconds

    Quick comparison:
    Power............DPS............DPE
    Mental Blast...1.03........... 0.37
    Subdue......... 2.16............0.46
    Psionic Lance..1.92...........0.37
    Psy Scream....1.07...........0.17
    TK Blast.........4.56...........0.37
    Will Dom .......4.95...........0.37
    Psi Tornado....1.04...........0.09
    Scram Tht......0.28 ..........0.06

    None of the above is my work but I have confirmed the numbers myself.
  18. Great post.

    Interesting point for me is that when I play my scrapper I become feral with wild tendancies. But all of my other toons are team players. But on my scrapper I am pretty feral. Sometimes I try to play the domesticated role but ... generally I can't keep it going. I become feral and start charging.

    My biggest problem is that I tend to beat the tank to the pack and use it for fuel (soul drain and/or dark consumption). But darn it I want to get a good sized soul drain, and a nice lineup for my SM. Sometimes those silly blasters or controller ruin my lineups.

    *Grrrr*
  19. [ QUOTE ]
    [ QUOTE ]
    To be honest, I don't know what the big deal is about people quitting TF's. Not to say I do it at the drop of a hat (in fact, I tend to avoid TFing altogether these days except with people I know), but the fact is TF missions scale the quantity of mobs to the number of players currently in the team, just like any mission. Now, note here that the mobs levels do not scale--they stay the same (or at least about the same). But quantity is most definitely adjusted. Two people can finish a TF if they're at the higher end of the level limit (or rather one of them is and knows how the SK command works).

    [/ QUOTE ]

    Sure, two people can finish a task force if they are the right archetypes. Do you think a defender and a controller could defeat the clockwork king even if they were the max level for that TF? This is why people get upset about others leaving halfway through a TF. Usually you make a team with everything you need to finish. If you add more you are just reducing everyones xp. So when the team is just big enough and has just the right balance required to finish and one leaves, the team might be screwed.

    [/ QUOTE ]

    Actually I did defeat the clockwork king with two controllers and a defender. Not one and one as you suggested but ... not bad either.
  20. I am new so hadn't heard about the paladin. One day my Lvl 5 guy was running around KR and saw it. He jumped 15 ft. high in fright at seeing a Giant Monster in front of him. I squawked at my SG and they just /chuckled at me.

    This guide is awesome. I really would love to get a Knight Errant badge. I am going to have to arrange that.
  21. [ QUOTE ]
    -snip-
    I usually prefer to have both SS and fly. SS is cheap (effectively no prerequisite, doesn't take an extra pool) and fairly fast for long distance travel, and fly gives the greatest advantage in battle and the best mobility, and for long range travel, it lets me get over obstacles that SS would have trouble with. If fly were faster, all other travel powers would be fairly obsolete.

    [/ QUOTE ]
    My wish is for SS and flight to stack. So you could activate both and get SS rate of travel with flights freedom of movement. A big plus would be the flaming comet appearance. Fire Blasters around the world would rejoice.
  22. Teklord

    XP and I5

    I am new to the game but the comments about Ghetto Hospital ports from the hollows make me laugh. I am ex-EQ and so I have been using ghetto hospital ports with debt. I mean why not? Debt is easy to work off and I can still advance with it.

    I find that the Hollows experience is so ... interesting that I am choosing powers based on making my travel easy and recall friend to pass on that joy to the rest of my team.