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Posts
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Joined
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Quote:Pretty much this ^^^ ... but, my own take:I can say that I've played so long that I can't conceive a case where I wouldn't take at least one of the "prereq" travel powers anyway.
For me CJ + hurdle is a great indoor travel power and the shorter jump height and range makes it easier, for me, in PvE combat to move tactically.
Probably 2/3rds of my characters are CJ/SJ/Hurdle which most of the remaining hover/fly.
- Teleport; Still take TP friend, for obvious reasons. Although thanks to city traveler, occasionally, if I'm saturated with tough power picks in the early levels, I may take TP first, and then TP friend a few power picks later.
- Flight; If I'm going with flight at all, I usually go with hover on ranged characters, and air superiority is still a decent attack.
- Jumping; what Father Xmas said
- Speed; honestly? never been a big fan of super speed, personally. In the past I mostly took SS because I wanted Hasten and couldn't find room for two power picks to get a different travel power. Since picking up the martial arts pack, I mostly just use ninja run if the character's concept calls for it to be a ground pounder.
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I'd love this... especially if it kept all enhancements in their previous spots (provided the slotting for the powers remained the same).
Heck; I'd burn two respecs if the darn thing would just leave my power trays alone afterward. -
Well, not the safest assumption, apparently, but my build is beyond the point.
No, there is nothing inherently wrong with the IO. I just feel that if it is meant to be this useless in click powers, it should at least try to explain the differing methods of applying the two bonuses. suggestion 2 is a stretch goal at best.
My goal is only to help clear the fog of confusion that lead me to believe that this IO would work well in FoN in the first place. -
Yes, we've covered that. I was responding more to this part of Katze's post.
In that the way I understand it used to work (piling up many smaller bonuses over time) was less effective in click powers, as it only activated the IO once, and only got the one small bonus for a limited time. Now it appears that the IO just hands out one big bonus, which may or may not be better for auto/toggle powers, but is damned useless for click powers, because it only lasts 10 seconds. -
While playing around with IO sets I don't usually use on a concept character, I slotted the Aegis unique. And, well, it didn't work quite the way I thought it would. That's all well and good, I'm no expert on our fair game, and sometimes the finer points elude me.
But I think the design of this IO needs a little work. If they don't want the Mez resistance portion on all the time like the psi resist, I'm ok with that, but I'd like one or two changes made.
1. State the differing mechanics on the IO. If you want both the psi and the mez resist to be active all the time, fine. If you want both only to function when the power is on (toggle or auto), fine. But them being different is unintuitive and is not indicated at all on the IO.
2. Please increase the duration of the mez resist. As it stands right now, with the IO slotted in Force of Nature, the mez resist kicks in only when the power is activated, and sticks around for about 10 seconds (which would work wonderfully in a toggle or auto which would refresh it ever 10 seconds). What I'm suggesting is increasing this to 120 seconds, on par with Numina, Miracle, etc. so that it is useful in a resistance click power.
Personally, I would very much enjoy option 3, make the mez resist function like the psi resist, and be on all the time. But I assume there's a reason for the current implementation, and seek to improve it's existing nature, rather than potentially risk increased resistance to the change.
*dismounts soapbox* Thank you for your time. -
not really, considering the duration is is so short - well, yes, 20% is better than, oh, less than 20% (If i'm reading how it used to work correctly)... but at 10-ish seconds duration; I fail to see how that has any useful effect at all.
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And don't worry about "pestering" (your not, BTW). If a new player is genuinely interested in the game, most of the forum regulars will go out of their way to help.
We respond well to polite inquiries, and generally will attempt to render assistance to anyone who needs it. Although our patience with those who seek assistance through being hostile is a bit thin, we still do our best unless the individual refuses to be helped. -
Quote:I'd say the part I bolded isn't even that necessary...So yes you don't need a "HEALER" or a "TANKER" they are very nice to have but a good team with good builds of any AT and Power mix can really take down foes.
In most cases when you level up, as long as you say "ooh, that looks fun" on power picks, and "this power needs a little more kick" on slot assignments, you should be fine (tip; brawl sprint and rest almost never require slots. Unless for lulz). And if you enjoy min/maxing builds, there's probably guides to help you get started with that, too. -
OK, well thank you everyone, looks like I've wasted a couple million (mostly in rare salvage) on that one then. Now that I know what to look for, I hit the clicky (force of nature on my defender, if you care to know) and I get ~20% in the various mes resists for... 5-10 seconds...
Seems utterly unintuitive to me, why one half of the bonus would work one way, and the other half a completely different way (wish it would at least last longer). But I don't expect it to change any time soon; so the only thing left to figure out is if I feel like going through the hassle of a respec to recoup some of the cost, or just slotting over. Leaning towards the latter. -
I just slotted Aegis Psi/Mez Resist, and (after confirming that it does work as a global bonus, and is on even when the power isn't), I don't see the mez resist portion showing up in my combat attributes (just the text "aegis: psionic/status resistance" under damage resistance)
So, is the Mez portion working, or just not showing up? (or will I have to run trials with a stopwatch to find out?) -
Quote:Don't know if it's a dev in-joke... but it's recently become more amusing than ever... before copping a feel was so that they could "check your clearance", now, they're just lonely.For me, the Hazard Zones' click areas has always been right at the guards' crotches. This must be some sort of Dev in-joke that I haven't been able to figure out.
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Quote:Generally speaking, I think most people find that blasters or scrappers are the easiest to get into.I play WoW currently, but my friend that plays this asked me to try it, so i made a couple toons on his account and I love it. So I am starting with a trial and when that ends upgrading it. I was wondering what is the best/easiest class to first start out as? Any other help/tips would be appreciated thank you.
That being said; don't be afraid to branch out and try everything once you've got a handle on things. CoH tends to encourage the creation of multiple characters. -
For some reason, after reading about 5/7 of this thread... I got a hankerin' to watch episode 200 of Stargate:SG1... Supermarionation universe FTW!
For anyone just tuning in, as far as I can tell;
PartyA believes the game-lore could only use divergent realities (each world is the same save for varying decisions along a time-line, resulting in similar, but potentially significantly different universes)
PartyB says it could just as easily be alternate dimension (ANYTHING could exist in an alternate dimension; H2O freezes at room temperature, dinosaurs still roam the earth, or even Supermarionation land!)
the rest of the thread is pretty much this. -
First, I would tend not to put more than 3 slots in stamina... Maybe 4 If I can spare a slot.
2 lvl 50 endmod IOs gives a bonus of 84.8% (give or take effects of ED). thats +46.2% recovery rate, or ~0.77 end/sec
A third will take you to 99.1, which translates to +49.77 recovery rate, or ~0.82 end/sec. Anything beyond this is fairly pointless.
The performance shifter proc (in stamina) has a 20% chance to give you 10 endurance every 10 seconds, which works out to something like 0.20 end/second average. This does have the advantage that if for any reason your recovery drops to 0 (used your nuke, hit by certain attacks), you still get this gift of 10 endurance every time it successfully fires.
so for maximum efficiency out of stamina, I'd say 3 endmod and performance shifter proc (If you want, replace one of the endmod with performance shifter +42.4 endmod and get a windfall +5% run speed). You could also fit the PS proc, and 3 others from an endmod set (the solo endmod, and 2 endmod/X) The recovery set bonus (2.5 for performance shifter, 1.5 for efficiency adaptor) will offset some of the reduced efficiency while also providing a little bonus health (+1.88% PS, +1.13% EA)
Now, If you think the Performance Shifter proc is expensive, I'm about to probably blow your mind with this next suggestion for more recovery. Put both the Miracle and Numina's unique in Health (although I won't suggest putting a Panacea in there... But, you know, If you happen to engage in pvp, and just happen to get one as a drop... Personally I'd sell it for 1.5 billion or more, and finance the rest of my build.)
EDIT: also, if you haven't already, work on getting The Atlas Medalion, and Portal Jockey accolades. They increase your max endurance by 5% each, and since your recovery per second is based off a % of your max end, your recovery also increases by 5% for each of the two accolades.
Beyond this, your best hope is to look at ways to reduce your endurance consumption. Like many of the users above me; I'm not entirely sure if you understand the ramifications of the Enhancement Diversification system. more than 3 of any single enhancement type while slotting SOs, and common IOs is largely useless. The third it's self is largely neutered. Common (non set) slotting strategy for attacks is 3 damage, and the remaining slots any combination of accuracy, recharge, and end reduction. For toggles, it's usually an even split between end reduction, and whatever the power takes (defence, resistance, tohit, etc.)
(ymmv) -
Yeah; sounds like a Jack/Eochai situation. They can stand there and hit each other all day until passing heroes can't even deal the minumum damage % to qualify for rewards.
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Quote:Of course!!!The other fifty percent being split between red and blue lasers, of course.
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Quote:*shrug* you are free to detest any mob you want. Personally, I hate Hellion bosses. Solo, I almost never have enough tricks in my bag at that low a level to deal with them (and the small inspiration tray doesn't help).While I realize I'm inviting being flamed, I think sappers are still OP'd. I try hard to avoid any Malta mission strictly because of the existance of this mob.
At least spawning rules for Malta now tend to avoid spawning more than 1 sapper per group; find it, target it, and eliminate it. The only two characters I have that don't consider sappers a #1 threat are my /elec and /SR scrappers. On the SR, an unlucky streak will have me running for the 'vaters if I prioritized a gunslinger over a sapper (but by the same token, If I went after the sapper first, and a hold got through in the 2 seconds before my mez protection went back up... It's really quite remarkable how often that small window is taken advantage of). -
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Quote:Confirmation needed; By "find", did you log in a character you haven't in a long while and see these TOs on the character, or did the TOs drop while you were killing things?I could have sworn that TO's were removed from the game after level 25 I think. You can imagine my surprise to find a lvl 53 Accuracy TO on one of my corruptors yesterday, and today I find a level 40 Accuracy TO on my Mastermind. Is anyone else being blessed with these or am I just extremely lucky?
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Same, I lowered that to performance. I can handle one step above performance blue side, but I later found my system struggling with that in the rogue isles.
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Quote:Amount of people needed? As few as 1 (you) and as many as the zone can support.Thanks. The wiki links are useful but the duration and team sizing is what I really need. Have you played these missions?
Unless the wiki specifically states that you need X people to start (TFs, Trials, Raids), you generally don't need anyone else*... But if you find others that want to do it too, feel free to team up with them.
Also, a word of warning if you ever try Warburg; It's free for all. Outside the hero/villain base, people from the same faction as you can attack (unless you are teamed with them).
*It should, however, be noted that some archtypes/powersets have an easier time doing things on their own than others -
Glad you figured things out, but please, do not use Wikia. That site is no longer supported and I hear it has been inundated with malware and goldsellers.
The correct url to Paragon Wiki is http://wiki.cohtitan.com/wiki/Main_Page (or simply paragonwiki.com) -
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I find my computer can handle anything but Ambient Occlusion on the highest settings... water/reflections? no problem... Move A.O. anywhere beyond performance? 20fps hit per step.
But I'm fine with that, it isn't as drool inducing as the other two.