Timeshadow

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  1. Quote:
    Originally Posted by Shellback View Post
    Yep, I'm well aware of what I'll be missing out on. It just doesn't justify the massive speed penalty to me.

    I'll probably skip Granite Armor too. I've never taken a tier 9 defense power and my tanks/brutes have played just fine. Those powers just don't fit my playstyle.
    Uh...whoa. I rolled a Kin/Stone Brute as well and, like you, I'm no fan of the movement penalties that Stone Armor provides. But I would never conceive of skipping Rooted. As you know, it's more than just mezz protection. Of all the powers you listed as a means of getting around not having Rooted only two, Combat Jumping and Acrobatics, give you any sort of actual protection from mezz. The others only provide resistance to mezz effects. So you'll still be vulnerable to them; they just won't last as long.

    I'm not a fan of being forced into using Teleport as a travel power either. My Brute's concept required Fly. But I'm not skipping Rooted. Instead I've got binds set up that allow me to toggle it and my travel powers on and off as necessary. That way I can zip into a spawn and quickly activate mezz protection or activate my travel powers to zip out (I use Ninja Run indoors. There's rarely a need to Fly since I can either Taunt the foes down to me or just hit 'em with something).

    If you wanna make a build according to your self-imposed restrictions that's cool but you should be sure to inform other players of your lack of Stone Armor's essential powers (Preferably in your search comment so they don't waste time inviting you only to find out your build doesn't meet their expectations). Personally, I wouldn't team with you on that toon but that's just me.
  2. Flight: I don't think Group Fly needs to be replaced. The concept behind the power is sound, its the mechanics that need to be altered. The ability to grant flight to an entire team is fantastic and the aura that comes with it are great. The 60' radius and 25% ToHit debuff aren't. That debuff needs to either be removed or switched to an Accuracy debuff. Since just about everyone slots for Accuracy a -25% hit wouldn't be nearly as crippling. Group Fly just isn't anywhere good enough to have such a hefty penalty.

    Teleportation: Team Teleport is one of those powers that works well but is limited to very specific situations. For example, it's decent for moving your teammates around spawns (But why go through the hassle when you can just use Recall Friend?) or dropping your team in the middle of a group of enemies (A tactic really only useful to specific team makeups and Masterminds with melee pets).

    Speed: Whirlwind isn't exactly a bad power but it's got a bad rep. It's basically Repel with lower mag Knockback and a much higher End cost (1.5 End/sec? Ouch). Knockback always gets a bad rap but it's a useful effect. I say keep it. The only thing the power really needs is a slight reduction in the cost. A small, lingering ToHit or Defense debuff effect would be a nice bonus.

    Leaping: I think Acrobatics is fine as is but I've never had a use for it on any of my toons. The only real issue I can see with the power is that its largely made redundant by other means. Most players who take Acrobatics do so for the Knockback protection. But the same result can be had for a relatively minor expenditure of resources on a KB protection IO.
  3. Hey all. I've been working on an arc that includes a custom group but they're spawning incorrectly and I don't know why. By "spawning incorrectly" I mean the full range of enemies isn't appearing. Best I can seem to manage are two minions (Out of a possible four) and the occassional lieutenant.

    I think it may be the level range of the group in relation to the arc. All the missions are set for 5-15 but I can't figure out how to adjust the group's level coverage to match. Am I on the right track here or completely off base? Any help you can offer would be appreciated.

    EDIT: Also having an issue with enemy size. My lieutenants and bosses are supposed to be extremely tall but when they do spawn they're reduced to being barely above 4 feet. Any ideas on how to fix that?
  4. Quote:
    Originally Posted by Ironblade View Post
    Textbook example of a noob.
    Saw another just yesterday on a Sister Psyche TF, the quintessential suicide Blaster.

    Quote:
    Everything seems fine as we start the TF. The team was formed via channels so the players are competent and their toons are well built. We go through the first few missions without incident. But this Blaster (An Elec/Elec as I recall) seems to be faceplanting a lot compared to the rest of the team, especially considering we had a Force Fields Controller applying shields and running Dispersion Bubble.

    At first I thought it was my fault since I was playing more freestyle (Using Nova and human form while saving Dwarf for when I needed it) than I usually do when on a large team without a Tank. But the Controller was kind enough to point out via tell that the Blaster was often running off to solo entire spawns of +1 Freakshow. He was right; I didn't have to watch for long before the Blaster went screaming into a spawn entirely on her own. The culmination of this behavior came when her Voltaic Sentinel (LOL!!!) aggroed a spawn and, instead of running away or even getting some distance, she charged straight up to a purple con Freak Tank and tried to Blap. Fail of the day

    It was all in good fun until she started to piss off the DB/WP by using Thunderstrike right next to him and knocking enemies out of Rise to the Challenge. Fortunately by that time we were on the last room of the last mish.
    While I agree that there's almost never a circumstance where one player causes the entire team to fail (If there were that player should've been kicked a long time ago), there are plenty of humorous situations that result and just make you think "Wow, really?" That's what this thread is all about.
  5. Hey all. I was inspired to start this thread by my own experience with the...shall we say less than stellar player skill in Pick Up Groups. While these groups often make me wanna pull my hair out they also amuse me after the fact. I wanted to share my trials and hope that others will do the same so we can all have a good laugh. Now, enough dribble. On with the show:

    Posting as a quote to make it easily distinguishable from the rest. I'd prefer if others did the same but it's not necessary.
    Quote:
    So I formed up a PuG to run some Architect missions yesterday. It consisted of a Fire/Elec Blaster, an Ill/Sonic Controller and an Emp/Psi Defender. All in all a pretty decent combination of ATs and powersets. Ideally I would've liked a dedicated Tanker but couldn't find one so I put myself to the task with my Peacebringer. I loaded up the Purification Dev's Choice arc (It's fantastic. Especially the ending ) and we set off to stop the Devouring Earth.

    As they so often do, things started off well. But before long I started to notice some strange behavior by the Controller. They seemed intent on using Sonic Cage to take random minions out of the fight. As most experienced players know, what makes the Devouring Earth a threat in large numbers is their Lieutenants' ability to summon various types of pets which generate PBAoE buffs. Since Illusion largely lacks the means to lockdown such troublesome foes it would've made more sense to drop the cages on them or the generators themselves. I didn't think much of it but decided to check the Controller's powers profile just out of curiosity (Never seen a Sonic Resonance anything with Sonic Cage before). To my horror I discovered he had skipped Phantom Army. On top of that and his peculiar battle tactics (Go aggro monkey go!) he also failed to buff anyone with the ally shields (Sonic Barrier anyway. He didn't even have Sonic Haven).

    After a few missions I started to get tired of playing tank. Fortunately the Blaster was willing to switch to his level 50 Tanker. When they got back I was happy to see their toon was a Stone/Axe. I thought, "Great. Now the rest of us can just sit back and worry about damage/buffs/control" I thought. But it didn't take long before I was /em facepalming again. Just like the Controller before them, our new tank was lacking in his understanding of anything more complex than SMASH!!! On multiple occasions he would engage up to and sometimes exceeding the aggro cap while ignoring the various buffing pets that were summoned. I repeatedly called on him to move the enemies away from the troublesome little things but he just continued to stand there wailing away while the Quartz and Cairns gave the DE a decided advantage.

    I ended up two starring both the Controller and Blaster/Tanker. Fortunately the Defender was fantastic. She kept Fortitude on those who needed it and was willing to pay special attention to my PB (He really benefits from Defense buffs since they stack with his IO bonuses). Her heals were timely when needed and she made generous use of her secondary as well.
    So that's my story for the day. I really look forward to hearing yours. There's just something so rib tickling about a group that fails against this game's content when set to normal levels of difficulty
  6. Quote:
    Originally Posted by Muon_Neutrino View Post
    So the explosion does have a 20% accuracy bonus, but it's probably not enough to forgo slotting acc at all. 1 SO would probably be plenty, though.
    That sounds about right. The explosions will hit reliably on most enemies but I wouldn't forgo Accuracy altogether.

    I know you didn't ask but I'd like to provide a little tactical advice. Photon Seekers are quite dumb. They'll follow you around but lack the necessary intelligence to all lock onto the same target or even explode all at once. Best way to get around that is by using them as a PBAoE. Summon 'em right in a critter's face or directly over their head. That way you'll get maximum effect from all the explosions and catch anything standing in very close proximity.
  7. Quote:
    Originally Posted by Maelwys View Post
    Used to Prior to Issue 12, doesn't anymore.

    http://www.cityofheroes.com/news/pat...tes_52008.html

    (The Patch note in question is 'Removed the escalating Endurance cost from Peacebringers "Quantum Flight" and added the 30 second timer common to other Phase Shift type powers.')

    Currrently the Endurance cost remains constant indefinitely, with the Phased/Stealth component continuously cycling on and off (60 second downtime, 30 second uptime). Last I checked there was no warning given as to when this drop occurs, other than things suddenly start shooting at you... you're still translucent (even though stealth is not applied) and you still get the "only affecting self" message whilst enemy attacks are hitting you. The Flight component doesn't shut off and is still well past the speed cap.

    [EDIT: Just tested this - it appears this behaviour has changed slightly since I last tried it, it appears that the "only affecting self" message no longer appears at all. Currently you get a Red "Phased" message whilst you are phased under your Health Bar, which appears and disappears as phase is applied/suppressed. The Stealth and Phase component are still linked, so the extra Stealth granted still suppresses when the Phased component does]

    Under the OLD system, you could achieve ~2 minutes of uptime for the stealth/phase component by using Conserve Power and the Geas Accolade, until the "tick" of endurance cost for the power finally rose above 50-60 Endurance and you got kicked out of it.
    Must've missed that back in i13. I'll update with the correct information. As for the rest, I presume that players are already familiar with the current Phase mechanics but thanks for posting the exact nature of how they work. I've included a brief synopsis in my discussion of the power.
  8. Hey all. Just gonna jump right into things on this one so please excuse the lack of mind numbing chit chat in my opening remarks.

    Levels 21-31: Decisions...decisions...

    Well if you're still reading by this point you must be enjoying your Kheldian (How could you not be? ). This ten level stretch can be a rather difficult one but not from a gameplay perspective. On the contrary, you'll have more powers than ever to work with which means you'll be able to start taking full advantage of your Peacebringer's versatility. What can make this time rough are all the choices you'll have to make in regards to the particular powers you want and how they'll shape your playstyle. You'll have to figure out exactly which ones you want and which ones you can postpone or do without entirely.

    At level 22 Reform Essence becomes available. It's a clone of Reconstruction and, as such, functions as an instant activation self-heal. Unslotted it'll heal you for 25% of your maximum hitpoints. That makes it great for recovering a good portion of your HP without relying on any type of outside support, especially once you start putting enhancements into it. The downside, of course, is that it can only be activated while in Human form so you'll have to drop out of Nova or Dwarf to make any use of it.

    Once you reach level 24 you'll unlock Conserve Energy. It's a click power that'll provide an Endurance discount on all your powers for 90s. Not a Recovery buff but a flat out reduction in the Endurance cost of all your powers (134.1% to be exact. That's the equivalent of having roughly three level 50 EndRedux IOs in all your powers). That has its pros and cons, especially considering the power's on a base Recharge of 600s. On the upside, it'll make using your powers extremely easy on your blue bar and allow you to blast, punch and smash away with relative impunity for a while. On the downside it won't help you recover Endurance any faster so you can still drain yourself dry if you're careless and have enough Recharge.

    Level 26 requires you to choose between two powers, Glowing Touch and Solar Flare. This is a perfect example of the vast possible differences in playstyle from one Kheldian to the next. Glowing Touch is a single target ally heal. It'll restore 17.6% of a teammate or NPC's HP. That's the exact same amount of healing provided by Aid Other from the Medicine Pool (Much cooler animation though). Solar Flare is a PBAoE that'll see you crack the ground and shake your very screen with an eruption of Kheldian energy. The attack also carries an 80% chance of applying a Mag 4.32 Knockback to all targets within its 15' radius. All in all, the damage isn't that great. The power performs better as something you use when you want everybody to "BACK THE F**K UP!!!" while doing some damage in the process.

    Finally, at level 28 you'll gain access to Quantum Flight. This toggle power has both great advantages and horrible downsides. It comes with the following:
    • Instant Intangibility
    • A 20ft. increase to your Stealth Radius, making enemies unable to detect you beyond the stated distance
    • A -100% reduction to your threat level. Thus making you less likely to be the target of enemy attacks when in the presence of teammates who are also attacking
    • Automatic flight with an incredible 682.5% buff to speed

    As soon as you toggle it on non-phased enemies won't be able to touch you for 30s. That makes for an extremely handy "OH SH**T!" button. Sounds like it's all good right? Ah, but don't forget that horrible downside I mentioned earlier. To be precise, it's a downside that comes with all intangibility powers, not just Quantum Flight.

    Brief Synopsis of the Mechanics of Phase
    Quote:
    All self-intangibility powers come with a caveat. You can only remain Phased for 30s before being affected by Phase Sickness. This temporary effect will keep you from phasing again for 60s.
    If Quantum Flight is still toggled on after that period of suppression expires you'll automatically re-enter a Phased state. So if you're unable to get yourself set up to win before 30s is up or things go south again before the suppression effect wears off the only use you'll get out of Quantum Flight is a very quick, if somewhat cumbersome method of escape.

    Like I said in the beginning of this post, it's largely up to you to decide which powers matter during these ten levels. They're all useful in one way or another. Personally, I prioritized grabbing Reform Essence, Conserve Energy, Quantum Flight, and Solar Flare. Out of those three I really only make use of Quantum Flight and even that's a rare occurrence (Reform Essence isn't included in that assessment. It's a fantastic power that you'll find yourself utilizing a good bit). I've got a keybind that allows me to drop out of Bright Nova or White Dwarf and immediately activate Quantum Flight. Its great for emergencies when I need to activate Reform Essence or Essence Boost, particularly when I'm playing tank and have already established aggro.

    At the end of this run you'll start to recieve three enhancement slots per level up instead of two. This'll go a long way toward alleviating the slot crisis you've been enduring up to now. I held off on slotting White Dwarf powers prior to 31 but the choice of what should get the most attention in terms of enhancements is entirely dependent on how you wanna build and play your Peacebringer.
  9. Quote:
    Originally Posted by Eva Destruction View Post
    Arachnos is a much better example of a varied enemy group. They also have a few extreme effects that make them more difficult, and can be avoided with custom critters if you don't want to make them quite so hard (Bane Stealth Strikes, Tarantula Mistresses debuffs, -perception and -tohit, end drain, stacking slows, etc.) They are STILL easier than Rularuu because those effects aren't AS extreme as an eyeball that can hit you reliably through soft-capped defenses WHEN THEY'RE SIX LEVELS LOWER THAN YOU.
    Arachnos is a great example of a varied enemy group that provides a challenge without passing into "F**K THIS GAME!!!" territory. They carry substantial damage along with several effective secondary abilities that force you to think about what you're doing before you engage them. At the same time, none of their regular members have an "I Win" button.

    To add to the list of enemy groups to avoid emulating I'd like to point out the Vanguard. I love their story and all but man are they a pain to go up against. They hit hard and have a plethora of debuffs to tag you with. And they feature the Curse of Weariness, perhaps one of the most debilitating NPC powers in the game. A single Vanguard member with this power can be difficult. Add one of them in a spawn with the others and their debuffs and you'll wanna rip your hair out. Crowd Control makes them much easier to handle but it does the same with everything else. If you wanna make an arc that everyone can enjoy be mindful of this sorta thing.
  10. Quote:
    Originally Posted by Kitsune Knight View Post
    IIRC, it's supposed to linger, though I believe that it does have a limited duration (7 days, or something? not sure).
    Not quite. According to ParagonWiki it's intended to last until the mission is completed. So it may be coded to require the mission complete flag before it'll go away (Not necessarily the best design but also not a bug). Try finishing the mission and see. If you still have it after that definitely file another report.
  11. Quote:
    Originally Posted by Talen Lee View Post
    You're wrong.
    Cuddly as always Talen. Glad to see you're still hangin' around.

    UPDATE: Found it. It's from Black Scorpion during the Razer Q&A.

    Quote:
    Q21 “With the upcoming Incarnate System that will be introduced with Going Rogue, will we notice a reduced effect/value of the current invention system in comparison with the new Incarnate abilities?”

    BS: The Invention system bonuses are not going to change because of the Incarnate system. As for their value, each has their part to play in the scheme of the game. Most importantly, Inventions are a part of characters throughout all levels - the Incarnate Abilities are exclusive to characters who have "peaked" from a powers perspective at level 50. There will be characters who maximize their effectiveness via Inventions and characters who maximize via Incarnate Abilities, but there will still be benefits gained by doing both.
    I'll admit my memory was a bit off and exactly what Black Scorpion means is subject to a bit of interpretation. He says that using both IOs and the Incarnate system will provide benefits so obviously they won't be mutually exclusive and one won't be marginalizing the other (Which is very good).

    But he also says that characters can maximize their abilities through either method. The way I'm reading that it means that characters who utilize the Incarnate system will achieve increased performance regardless of whether they have IOs or not. As to whether that increase will be comparable to IOs can't be determined since we don't know enough. And if it is, what level of IOing? Generics, frankenslotting and sets have vastly different levels of performance. Generally a blend of all three will do the most to boost a character but, as I said before, we don't know enough about the Incarnate system to make any solid comparisons. That's why I titled the thread Baseless Speculation
  12. Hey everyone. Just had a thought knocking around in my head and wanted to throw it out for everyone to discuss, critique, ridicule, etc.

    Ever since the Devs announced the Incarnate System as a method of further increasing our characters' power people have been extremely excited. Everyone's dying to grab their favorite 50 and give 'em the power of the gods. But as I was thinking it over today I recalled something one of the Devs (I believe it was Posi) said in regards to the new system. Part of the intent behind Incarnates is to allow more casual players to attain levels of power that will be competitive with IOs.

    I can't help but wonder how exactly that's supposed to work. Those of us who frequent the forums are well aware of the fact that IOs can almost completely transform a character. Reaching the Defense softcap no longer requires external buffs, powers that must be used with proper timing out of the box can now be made perma with +Recharge bonuses, +Regen bonuses make naturally hardy ATs like Brutes and Tankers so tough nothing short of multiple AVs can pose a threat to them. So how exactly are ten levels of Incarnate status (And whatever comes with it) supposed to match that? And more importantly, should they?

    I'm all for casual players having some way of making their characters more powerful but it's my personal belief that those who invest more time and effort into the game should receive better rewards. I'm not saying those of us who can afford IOs should be so l33t as to sit atop the heap like the gods that we are (Wait, what? Nevermind). But there should definitely be some degree of separation between what a fully IO'd build can do and what an Incarnate character can do. After all, the requirements for an Incarnate as we know them are met by doing what a player would be doing in the first place, gaining XP and running content. IOs, on the other hand, require a decent amount of investment that's got nothing to do with the regular game.

    I dunno, just been giving that some thought. Have at it fellow forumites
  13. Hey all. I've got a build planned out for my Peacebringer that requires four sets of Kinetic Combat. I've managed to get four Accuracy/Damage and Damage/Recharge pieces off the market but the Damage/Endurance and Damage/Endurance/Recharge pieces are nowhere to be found. There are literally none available so I'm turning to ticket rolls.

    Problem is I don't know what level I should set my rolls for. I'll get the recipes at max level anyway so I wanna narrow things down to give me the maximum chance of getting 'em. Anyone have an idea of what I should be aiming for? Thanks in advance for any help you can offer.

    (P.S. If anyone has a more surefire way to get these recipes without turning to constant merit earning activities please share.)
  14. My sincerest apologies for the long delay since the last update. Had to have the LCD screen on my laptop replaced so I was without a computer for a while and typing out long posts on my smartphone is tedious. With that said, let's get on with the show.

    Level 20: Proc Lobster!

    At level 20 you can select White Dwarf, the second of your forms. Just like Bright Nova it'll add a whole new dimension to the way your Peacebringer plays so I've given it a post of its own.

    If Bright Nova is comparable to a miniature Blaster then the best way to think of White Dwarf is as a mini Tanker. Its got the stats to support that view. When you toggle on Dwarf form you'll receive the following benefits:
    • An enhanceable 37.5% Resistance buff against all damage types except Psionics
    • An unenhanceable 75% +MaxHP buff
    • A 15% Recovery buff that covers the cost of the toggle
    • Six form exclusive powers including a taunt and self-heal
    • Protection against all mezz effects that ranges from 15.6-18.7 points depending upon the exact effect

    Once again, the last point's important. All melee orientated ATs get mezz protection powers. White Dwarf is yours. Of course that's not all it is but by this point you've probably been irked more than once by an annoying lieutenant or boss that can put all sorts of nasty effects on you like Sleep, Stun, Hold, etc (I'm lookin' at you Lost Anathemas and Eremites). Well no more. As long as you're in Dwarf form it'll take a lot more than one, or even a few, mezz equipped enemies to stop you in your tracks.

    An Important Note
    Quote:
    • Prior to Issue 13 if you were hit with a mezz outside of Dwarf form you had two choices. You could either pop a Break Free inspiration or sit around waiting for the effect to wear off (Almost certainly getting yourself killed before that happened). The i13 Kheldian overhaul changed all that. The power was reworked to function like a Dominator's inherent Domination. By that I mean that it can be activated while mezzed; thereby granting you its protection. HOWEVER, activating White Dwarf while mezzed will not cancel the effect. That means that if you detoggle the form before the mezz's duration has expired you'll still be under its effects. So you'll have to pay attention to the icons in your status bar to ensure you don't end up in a very bad situation.
    Now that the particulars of how Dwarf form functions have been addressed, let's get to the powers it grants you. As I said before you'll receive six powers that can only be used while White Dwarf is running. They are as follows:

    Quote:
    • White Dwarf Strike - A fast animating, low damage melee attack that carries a 30% chance for Knockdown
    • White Dwarf Smite - A stronger, yet slower version of Smite that deals more damage and also carries the same 30% chance of Knockdown
    • White Dwarf Flare - A PBAoE that deals damage and has an 80% chance to knock all effected targets down
    • White Dwarf Sublimation - A more powerful version of Reform Essence, your human form click heal (Available at level 22), that's on a longer recharge
    • White Dwarf Antagonize - Your standard Taunt power
    • White Dwarf Step - Free teleport, plain and simple
    As you can see, White Dwarf's powers capture the essence of a Tanker. You've got two single target attacks, a PBAoE, a nice instant activation heal, taunt, and teleport for moving long distances since Dwarf form also decreases your RunSpeed a bit (Chill, you're not nearly as slow as a Stone tank ). In addition to debuffing enemies' Defense like all your other attacks, all of the attacks White Dwarf provides also come with what's called a "Pokevoke" effect. This means that they taunt the targets they affect (A Mag 4 13.5s Taunt to be exact). It's a nice little extra feature that'll help quite a bit with grabbing and maintaining aggro when you need to tank for a team. Also notice that all the attacks carry a chance for KnockDOWN. They'll keep enemies flopping around for a good while, especially if you're using them in rapid succession. With enough Recharge and some luck you can keep a non-resistant Boss on its back for the entire duration of a fight. And keep in mind enemies can't attack while they're falling down or getting up. That means you've got some pretty powerful damage mitigation built right in.

    Personally speaking, I love White Dwarf. It's a fantastic form that provides great benefits on top of looking and sounding cool. I discovered my love of offtanking thanks to this power. The ability to pull aggro off your teammates is great and it does decent damage to boot (Not nearly as much as Black Dwarf, its Warshade counterpart, but that's another story for another time). You'll find yourself relying on it to protect both you and your team when things get outta hand. It's also great for dealing damage in melee when there are a lot of enemy mezzes or AoEs flying around. Ever since my Peacebringer hit level 20 a long time ago I've loved nothing more than stepping up to the plate in White Dwarf and saving squishies from ambushes and the like (Especially Defenders. Have you ever saved a Defender before? Do it once and you'll know exactly why it's so awesome ).
  15. I wanna expand on something others have hinted at. When playing the market timing is everything. That recipe or piece of salvage that's going for a few hundred thousand now will be selling for several million by 8 or 9 tonight. So why not snap up a few and repost 'em in a few hours when they're in extremely high demand? With that in mind, here are some timing tips:

    1) Never buy on weekends. The average age of CoX players is higher than other MMOs. That means most of us have jobs, kids, etc. that take up our time during the week. The sudden increase in players online during the weekend means more people are looking to get stuff and get it NAO!! That's why market prices sky rocket when the week's out (Particularly on Saturdays). It's especially noticeable when looking at salvage prices. Circuit Boards and Spell Ink are two extremely common drops. During the week they can go for as little as 50 influence. But on weekends they'll sometimes go as high as 50K.

    2) Daytime is primetime. If you're looking to get things at a bargain place your bids during the day. The reason for this is similar to my first point. There are fewer players online during the day so you won't have to worry as much about competing with others who have much larger bank rolls than you do. It's easy to snap up some of the leftover stuff from the previous night that didn't sell and got reposted for lower prices. Also, your bids will generally come in quicker because there are fewer competing bids clogging the stream.

    3) Don't trust nighttime sales records. When bidding during off hours you'll often come across prices that seem extremely high. New marketeers are often discouraged by this because they think that's the average going rate for the item. More often than not that isn't the case. What you're seeing are the prices from the previous night's peak activity. Since fewer people bid during the day those records don't get altered to reflect the deals you can get. Don't let it fool you.
  16. Don't mean to interject myself but I figure it's better than starting a whole new post.

    Should I roll Bronze or Gold for Kinetic Combat recipes?
  17. Timeshadow

    Peacebringer Duo

    Personally I'd recommend one of you rolls a Warshade instead. The two will complement each other very well.

    The Peacebringer is a great self-contained power house. It'll perform better in the role of hard target killer and tank. Because Warshades' numerous utility powers are dependent upon enemies, alive or dead, to fuel them whoever runs it would be able to take advantage of ever larger spawn size in safety. A Warshade would also bring a good degree of control, something PBs lack in comparison.

    So if you can make it work with your concept I'd definitely advise you to go with a pair of TriForm Khelds. One PB and one Warshade.
  18. For high level content I'll grab my Warshade. If I'm gonna be exemping I'll log into my PB. Khelds are my favorite of all the ATs for their shapeshifting and the versatility it provides. My Warshade performs better at higher levels where all his IOs are providing their benefits.
  19. Quote:
    Originally Posted by Bru_Tal View Post
    And what if that guy who doesnt have TT:M contributes in other ways? Say he can rip down a pack of 6 by himself with build up : venom grenade : frag grenade : heavy burst... ?
    Odds are they won't survive the aggro that generates without a Brute or MM to distract the foes. It'd be a helluva lot easier to just take and slot the power. Forget the team, just consider that it helps you cut loose in relative safety.

    Let's just be honest here. When it gets right down to it how many of us would actually build a VEAT without TT: M? And I don't mean considering IOs to perma Mind Link or otherwise softcap without it. Just a plain ol' SO'd VEAT?
  20. Levels 7-19: Squiggly bits and glowing fists

    The 7 through 19 stretch is pretty steady in that you won't see too many drastic shifts in playstyle. It's largely a time for picking up various utility powers that'll make your life easier as you continue on your journey to 50.

    At level 8 you can take Radiant Strike, your first dedicated melee attack. It's a hard hitting gut punch that can bring down flying enemies and carries a 60% chance of applying a Mag 2 Knockback. Now by this point you may have started to notice that Peacebringers have several powers with chance for KB as a secondary effect. Some players malign Knockback as something that's never beneficial and should be removed from the game altogether. I'm not in that camp. While it's true that KB is sometimes a source of annoyance to melee players and can cause serious issues when used carelessly (Aggroing another spawn by sending a foe cartwheeling into it comes to mind) it's also a terrific form of damage mitigation when used properly. Positioning is key when using any of your powers that cause KB. Look for walls, corners or other terrain features that can hang up your enemies or put them in position for another teammate to wail on.

    You've also probably started to notice that its getting difficult to allocate a decent number of slots to your powers. Kheldians are well known for the slot crunch that starts to become an issue at level 6 (If you take Bright Nova) and usually persists all the way to level 31 (When you start to receive three slots per level up instead of just two). It's a particularly noticeable problem for TriFormers (Kheldians who make use of Human, Nova and Dwarf forms).

    Unfortunately there's nothing that can really be done about it in terms of actual game mechanics. The best way to alleviate the strain is to plan your build in advance. Prioritize what powers you wanna get slots in now and which ones you can wait on until later. Most importantly: Understand that you won't be able to slot everything to your satisfaction right away. While it may seem frustrating, you'll be past it soon enough and your performance won't be seriously affected.

    Getting back to what I said earlier, this stretch is largely for picking up useful little extras. Things like Hasten will come in very handy for getting your self heals recharged and ready to go more often. Build Up is another good option, especially if you plan on using your melee attacks. This is also the range at which most players take their travel powers. With Kheldians that's not necessary since you'll have travel powers starting from level 1. For a Peacebringer that means Energy Flight and Combat Flight (A clone of Hover that you get automatically at level 10). However, I took Super Speed at level 14. I had Hasten anyway and I won't play a character without some form of stealth so it was an obvious decision. I slotted it with a Celerity +Stealth IO to give my PB full invisibility. I have great fun zipping in, hitting Build Up and then delivering a Radiant Strike straight to some unsuspecting boss.

    A Note on Stamina:
    Quote:
    • Most players set their builds up to have Stamina at or around level 20. On a Kheldian that's not necessarily the most useful idea. Not because Khelds use less Endurance on average than any other AT but because of how their forms work. Recall that, with the exception of the inherent, auto powers don't function in either Bright Nova or White Dwarf forms. And since the forms come with their own +Recovery buff they don't need any outside assistance to keep from draining your blue bar. So if you plan to make heavy use of shapeshifting you won't get as much benefit out of Stamina as you would on another toon.

    At level 18 you'll be able to grab Incandescent Strike. This two fisted, overhead slam is a monster of an attack. It does more damage than Radiant Strike but animates and recharges slower. It carries the same -Fly component and an 80% chance of Knockback. Now before you start clutching your head over more KB you should know that Incandescent Strike's KB is only Mag 0.7. That means it translates to KnockDOWN, an effect with a much better reputation among the majority of players. On top of all that, Incandescent Strike also applies a Mag 3 Hold to its target. That means minions and lieutenants without some form of mezz protection won't be fighting back for exactly 13.4 seconds after you hit 'em with this. While the mezz is a juicy bonus I don't ever advise slotting this attack for Hold duration. It's a damage dealer, pure and simple.

    As I've said twice already, the majority of the span from levels 7 through 19 aren't very exciting. But at level 20 things are gonna get turned upside down once again...
  21. Level 6: Ooooh...tentacles...

    Playing a Peacebringer becomes an entirely different experience beginning at level 6. Up until this point you had the usual run of the mill stuff plus a nice gimmick or two. That all changes as soon as you grab the first of two possible forms, Bright Nova.

    The reason I decided to devote an entirely separate post to Bright Nova is because the change you'll see once you have it is that radical. You'll go from what equates to a Blaster with shields to a floating engine of squiggly DOOM!!! Bright Nova offers you several advantages. Among them are:
    • A buff to your damage and ToHit (45% and 9% respectively)
    • A constant 15% Resistance buff against Energy and Negative Energy damage
    • Automatic and permanent flight
    • A 15% Recovery buff that covers the cost of running the Bright Nova toggle
    • Four ranged attacks that can only be used while in Nova form

    Notice that last point? Lemme take a minute to explain how Kheldian forms work. Each of them provides you with several form exclusive powers while locking you out of all your others. As soon as you toggle a form on and the animation is finished any toggles you have running will turn themselves off, you'll lose the ability to activate any human form click powers, and the effects of any auto powers will cease. That leaves you to work with the powers the form itself provides.

    There are two exceptions to the above paragraph.
    1) Any lingering effects from click powers will persist until their duration is up (Examples: Hasten, Build Up, Essence Boost, etc).
    2) Your inherent power, Cosmic Balance, will also continue to function and apply its benefits on top of those provided by the form.


    Also note that forms come with a Recovery buff that negates their cost. Therefore, it is unnecessary to slot forms for Endurance Reduction. Many new Kheldians think that slotting EndRedux into their forms will also reduce the cost of their form exclusive powers. IT WON'T! Those powers have to be slotted with EndRedux on an individual basis.

    That being said, because the forms have several different effects they can be slotted with many types of enhancements. That makes them particularly good for holding unique Invention Origin enhancements such as Rectified Reticle: Increased Perception and Performance Shifter: Chance for +End (My personal favorites for Bright Nova and White Dwarf respectively).

    Now that you understand how the forms themselves function, let's get into the powers. As I said, there are four of them and they're all blasts. Two of them are single target and two are AoEs. They are:

    Quote:
    • Bright Nova Bolt -A quick recharging, low damage ST blast.
    • Bright Nova Blast - A slower, yet more powerful, version of Bolt that does more damage and has a chance for Knockback.
    • Bright Nova Scatter - An AoE attack that fires bolts of energy at all enemies within a 45 degree cone.
    • Bright Nova Detonation - A targeted radial AoE that damages all enemies within 15ft. of the target and also carries a chance of Knockback.
    When combined with Nova's inherent buffs you've got a very powerful, very accurate floating gun platform. You'll be outdamaging Blasters for some time with this baby. Starting from level 6 I made great use of Bright Nova on all sorts of teams. Especially in the early to mid levels when AoEs are either lacking or draw more aggro than players can safely handle. I'd just shift into Nova, float as high as I could and start dropping bad guys. Of course this can be dangerous as the only way to manage the aggro this generates, especially in the lower levels, is to mow down the foes before they can pick you off with ranged attacks. It can also become a problem on certain maps like office buildings and caves where your mobility is limited by narrow corridors and low ceilings.
  22. Timeshadow

    Stalker v. Widow

    The overall comparison isn't really a fair one. Night Widows can't compare to Stalkers in the role of single target assassin. Mask Presence doesn't provide as much stealth as Hide and burst damage isn't as high. But Night Widows put out better DPS and so are better suited to bringing down extremely hard targets like EBs/AVs.

    If you really wanna make a Stalker to VEAT comparison it should be against Banes. They're more closely related in terms of mechanics and associated playstyle.
  23. Quote:
    Originally Posted by Dechs Kaison View Post
    3. People can learn. Let's say a player with a sub-optimal build joins a team. Let me propose two scenarios. In one, the player is immediately kicked and told that it was because he didn't build the way the leader liked, which would result in sub-optimal performance. In the second, the player is allowed to stay with the team and sees how the other players perform, and is told that IOs and proper power choices allow this kind of performance.
    Happened just yesterday. Justaris and I formed up a Tree of Thorns Respec. The team consisted of our Night Widows, two Doms and a Fortunata. All three Widows were high level but we were immediately suspicious of the Fort when, upon joining the team, she went to Port Oakes instead of Nerva Archipelago and claimed she was in the latter location. Justaris looked at her power selections and immediately noticed the only Tactical Training power she had was Vengeance.

    Long story short, turned out she had been playing for less than three months and had been powerleveled to 47. Upon learning that fact everyone on the team gave the standard advice of checking out ParagonWiki and downloading Mids while Justaris and I provided more AT specific advice. We even directed her to the New Players Coalition.

    Quote:
    Originally Posted by Dechs Kaison View Post
    4. A Rule Without Exception. The reason I am so adamant about my rule of "Any build, any budget, no exclusions" is because I want this rule to last. As soon as I compromise this rule, even just once, even for the most dire of builds, I have lost it. Every exception makes the next one easier to make, and it's not a road I'm willing to go down. I have not once regretted sticking to this rule. I have not once failed to complete a TF with a full team.
    It's a fine rule Dechs, don't get me wrong, and I'm sure it's never been a major detriment to you just as you say. But I don't just wanna complete the TF. I wanna do it before I lose interest and the whole thing becomes a boring slog whose sole enjoyment comes to me when it finally ends. That requires a certain level of performance from everyone on the team including myself. And performance isn't determined by playstyle alone. I'll admit CoX isn't the most challenging MMO on the market but, contrary to the popular argument, the content's not nearly easy enough to be completed without some understanding of how things work.

    Quote:
    Originally Posted by Dechs Kaison View Post
    Maybe this only works because I can usually prevent teamwipe scenarios, being that I am a tank IO'd to hell and back. The most difficult challenges become a matter of when we win, never if.
    "You change the rules, you change the game." Of course those of us with IO'd builds are familiar with a much easier time of things. If for some reason your Tank were to go down I've got a high Recharge PB that can shift into Dwarf and hold the line until you get back on your feet.

    But considering the game is balanced around SOs shouldn't our argument be as well? There was a time not too long ago when it wasn't so uncommon to open a player's personal information window and not see a single set bonus. Let's not forget that for many that's still the case. At that baseline level of performance your teammates having specific powers make much more of an impact on a team's success than when some or all of that team's members have heavily augmented their ability to survive and win unassisted with IOs.
  24. From what Castle told us about Power Siphon, I'd wager Brutes will be able to capitalize best on Kinetic Melee. A stacking damage buff + Fury = SWEET
  25. Quote:
    Originally Posted by Diggis View Post
    I'm I'm popping in quick on the way past I'll leave them out, if I'm going to be a while I'll send them home.
    So far this seems to be the consensus. I think it's a fine rule of thumb to go by. Fortunately my laptop is designed for gaming so even though it's a few years old it's not bothered too much by pets, auras, etc.

    Quote:
    Originally Posted by Diggis View Post
    This is a touchy topic here and you might want to put on your flame proof vest.
    Well I'm no troll but it'll be what it is. Guess I better stock up on fire extinguishers