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Posts
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Anyone have any experience with this patron pool on a Tank?
I have a Shield/Dark Melee that the set would thematically fit perfectly for, and am in the process of dropping the alignment down to the deep end of the pool to head over to the Isles (where I have never ventured before!) to test it out.
Love to hear any thoughts on the set. Looking at getting four of the powers, leaving aside the ability to summon a Widow - not my cup of tea.
I should note that my DEF is softcapped positionally and almost softcapped to Smashing and Lethal, but I am usually up against +1 or +2s, so the -To-Hit debuffs would be slightly valuable, though not tremendously. -
Perfect, thanks StrykerX, that is perfectly clear.
Now... to get started on making my tanker into a Vigilante for this process. I know what I am doing tonight! -
So just to make sure I understand this...
I have a level 44 tanker (currently 100% hero) who, with the advent of i19, I will have room for epic powers on. I want, for concept reasons, to have him with Soul Mastery powers.
So in order to do this, I'll need to do enough alignment missions (which I haven't completely understood yet, but will look into asap), to become either a rogue (best option) or a fullblown villain (thus losing access to Paragon City), then take the appropriate Patron arc missions, then get the powers, then do more alignment missions to restore him to Hero status?
If that is the case, I presume that once you have done the patron arcs (which I've also never done!) you have access to the powers regardless of respec??? I.e. if I respec after returning to Heroside status, I'll still have access to the patron power pool?
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I am playing around more and more with slash commands, and would love to be able to customize my GUI a bit with this fabulous command. But...
No matter how I try, I can't get the power trays to change size. The Chat tray, no problem, but the power trays I am out of luck.
I've read the wiki on it, and obviously the /windowscale command works, as my chat tray can be changed. So what's the ticket for changing the power trays?
I'm using:
Code:Any help is appreciated on this./windowscale chat .64 (for the chat window, which works fine) and /windowscale tray4 .64 (for the powertray #4, which does nothing).
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OK, found this today and can't say how happy I am to have found it. I keep all my trays so full its not even funny, and never use the Quickchat, so this is going to be a blessing of unparalleled magnitude!
But I can't get it to work!
I've made the nested folders (texts, English and Menus) in the data folder so I have the c:\program files\city of heroes\data\texts\English\Menus\quickchat.mnu file.
I then made a notepad file, titled quickchat.mnu that contains the following, which was stolen lock stock and barrel from this thread:
Code:When I go in game, the quickchat button on the chat GUI does nothing. I click, nothing happens. When I use the "/popmenu" command in the chat area, nada.Menu QuickChat { Menu "TeleportersH" { Title "Teleport to..." Divider Option "&Ouroboros Citadel" "powexecname Ouroboros Portal" Option "&Supergroup Base" "powexecname Base Transporter$$powexecname Base Teleporter" Option "&Pocket D" "powexecname Pocket D VIP Pass" Option "&Wentworth's" "powexecname Consignment House Transporter$$powexecname Day Trader Teleporter$$powexecname Enhanced Day Trader Teleporter" Option "&Active Mission" "powexecname Mission Transporter" } }
No errors are reported, nothing happens.
HELP PLEASE! I really, really want this to work. I'm a coding idiot, but relatively comfortable as a user...
EDIT: I get now, after some more experimentation, that the new popmenus don't go inside the quickchat, and I now have a workable TP macro for all my temp and other teleportation powers. Whoops.
I still can't get it to make the quickchat menu work though... help on that would still be appreciated. -
Not intending to come across as a "farm hater", just didn't see the point to it.
The PLing makes sense though - after a while, you just want to get your new characters to 22 fast. -
I see a lot of posts here about Farming, Farming Builds and Farming Techniques. Some great builds and great advice is in those threads.
My question is, aside from personal enjoyment derived from a particular play style - which is personal to each player and beyond judgement as such - what is the point of farming? I hear a lot of people talking about farming for Influence, which seems like a slow and painful way to earn Influence compared to the market.
Is it for purples? I have yet to see any drop on my characters, though I have only two level 50s, so I don't have a tonne of range there. -
Well, that makes sense at least. Just seemed very odd that Fly speed enhancements suddenly became completely useless.
As for raising the cap, yeah, that debate rages ever onwards doesn't it? Personally I don't think it should be raised, the advantages of Fly far, far outweigh the slightly slower speed. On a lot of maps, Fly will get you there faster than SS or even SJ, just due to the ability to go in a straight line. It remains my favorite travel power, and only any build that has the room for a travel (thank you Ninja Run for giving me back to power slots!) I take Fly. -
Can anyone direct me (my search-fu here has provided far too many old references) to any numbers for the new fly speeds after i18?
I picked up Fly on my new Mastermind (concept only, and besides, I love flying!) only to discover that at level 14 my fly speed is capped (with no enhancement) at 43.17 mph.
Now, don't get me wrong, I like the increase in flight speeds across the board. But it seems odd that we can't enhance that out of the box. All other travel speeds can have their speeds (or relative speeds in the case of TP) enhanced, so why not Fly?
Am I alone in the dark on this, or did others wonder the same thing?
For the record, I am basing my "capped" theory on two things: firstly that my Flight Speed in the power display is blue rather than green, and secondly that adding a green DO to the Fly power did nothing to change the speed - again, based on the actual numbers.
EDIT: And yes, I know that all the travel powers do have caps on their speeds, but this is about the lack of ability to enhance that speed (perhaps the Fly cap is too low?) rather than the fact that the cap exists. -
In my eternal quest to make one of every primary Tanker, I have been stymied at two concepts, my Fire Tank and my Ice Tank. Neither of these has ever really worked for me (conceptually, not mechanically) but I have a great idea that works for Fire Armour / Kinetic Melee.
Having no experience with Fire Tanks since about I6, and with Kinetic Melee just arriving on the scene, what is the general idea on any synergy between these two? Leaving aside the knockback power of the Kinetics (which I stronly doubt I'd take) is there enough synergy here? -
Yeah, I had "pre-purchased" GR, and didn't bother checking to see if I already had it added before posting my question here. It was updating (an hour!) while I was trying to figure out how to add it.
<sheepish grin and hang-dog expression>
Thanks for the responses, even if I should have just waited an hour to find it out for myself upon login. -
My search-fu has failed to answer this question so I am hoping one of you fine folks can.
I pre-ordered GR back in March. I don't recall ever getting anything other than the basic receipt emailed to me (and I had to reformat my system anyway about 2 months ago, so would have lost it whatever they did send), but my Account Management page does show the purchase of GR.
How do I add GR? There are no serial numbers to apply on my Accounts page, and I thought maybe I might be missing something. Any help is appreciated. -
Quote:No matter how much testing you do, it can be difficult / impossible to replicate the live environment. A few unforseen problems cropping up in the live release is inevitable in any software product - no company can afford to pay 100000 testers.yeah that is someting you definatley cannot test before you go live ..lol..
city of beta testers...that's what we are only we pay to do it
I can't think of a single piece of software ever released that didn't have a few glitches on its first release. Yeah, that's likely a gross exaggeration, but the point remains. The true test is how quickly and comprehensively the company responds once those errors are found. Which is exactly what the Devs are doing here. -
I have always used "/quit$$dialogyes" for closing the game completely - and never had any problems. The game may be 'crashing' but I have never had any errors, nor any issues logging back in if I change my mind.
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Maybe that's it. This is pretty much the only MMORPG I have played (except for NWN and EVE) so maybe I just lack the experience to understand this need in other games...
I am going to count myself as lucky then. -
OK, I know this issue has been done to death... but c'mon people, you don't need a "healer" (if such a thing even exists in CoX) to have an effective team. I've been playing here for a while now, and this myth is still plaguing my playtime.
Last night, sent out a "((Level 10 blaster, looking for a team))" broadcast, and accepted an invite a second or two later. What I didn't think to check was the name of the invitee. It was the same fellow who'd been spamming a "need a healer" on his broadcast team call. I thought I'd give it a go anyway, as time was limited.
We gathered (the six of us that were in the team) and waited at the entrance to the mission (radio mission). After the leader had us wait an additional five to ten minutes, repeatedly spamming his "need a healer", I finally broke down.
Me: "Newsflash mate, we don't need a healer."
Me: "A "healer" would be handy, but hardly necessary."
Leader: "Hey newsboy, we do. Trust me, we'll all die without one."
Me: "OK, who's ready to go, lets get in there."
The team followed me in to the mission (a blend of scrappers and blasters with a tank) and we proceeded to demolish three missions in a row. Dings were heard everywhere. We did have a couple of folks faceplant, but that was mostly due to really bad playing (party got split and the two groups tried to take on large spawns... bad idea) and fun was had throughout the land.
When I left after the third mission, I got three tells, all of which thanked me for telling the leader we didn't need a healer, and asking to friend me.
I also got a tell from the leader, smugly noting the faceplants and telling me none of them would have happened if we'd had a "healer"...
I had to log off before I gave him a piece of my mind (and there is very little of it left after all the pieces I have handed out previously!) but I couldn't believe this is still prevalent in this game.
Where does this myth come from, that you "need" certain things in order to play? And why is it always a "healer" that people are looking for? I assume that means an Empath defender or controller, but why is that seen as so great? For the record, I have a Ill/Emp at level 40, and an Emp/NRG in the late 30s, so I do know the sets can be helpful.... but they are not the be all and end all of this bloody game!
Grrr.... taking deep and meditative breaths now.... -
Thanks to you both. Finduilas response was exactly what I needed, but Zombie Man has opened up some other great options as well. My dark / dark tanker and I thank you!
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My search-fu has failed me, but I seem to recall a way to turn off the effects one sees on one's own character... can anyone point me to the right way?
Specifically, looking to make my Cloak of Darkness not turn my character all invisibley... if that's a real word. -
Yeah, that was a pain, until I found that set. Global accuracy bonuses, defense bonuses and a Chance for +ToHit (which fires almost constantly in the aura!), made it a lot easier to take.
But yeah, my Dark tank has taken a lot of work to bring to my new benchmark level for tanking performance. Its not for everyone.
Now if only I can actually level a stoner or invulnerability... those two both bore me to tears. But I have a mission to get one tank of each primary to level 50. Its going to be easier on some sets than others. -
Outstanding! I noted, purely anecdotally, that I seemed to be getting hit a bit less when the Cloak was up, even with fear resistant or immune mobs, but wanted to verify it by those who knew.
And yeah, I know that the Fear cloak is generally considered substandard, and that my Shroud of Darkness pulses are messing with the cowering effect, but combined with Touch of Fear, I can lock down the bosses and lts easily, while the Shroud takes care of the minions.
My alternate build uses OG, and I just don't have quite as much fun with it. There's something about landing in the middle of a mob to have everyone in it suddenly start cowering that appeals to the Dark tanker in me.
Have to say, IO sets have really changed my perception of this build as well. I took the toon to 50 (my first in fact) with nothing but generic IOs with a smattering of frankenslotting. Loved the toon, but it seemed slightly squishy when I went back to it after levelling up my Shield tank. So a few hundred million later (which pretty much emptied the bank!) I got my defenses up and am now loving this 50 again! Its great. -
I have finally gotten my Dark / Dark Tanker mostly IO'd out, just a couple things missing here and there. One thing that I built for (albeit only slightly) was the -ToHit in Cloak of Fear. I six slotted this Cloak with the Siphon Insight set, for the bonus to Smashing / Lethal Defense.
Now, my Smashing / Lethal defense is at about th 44.5% mark, which is more than enough combined with my other mitigation tools. I am now handily tanking, solo, +2 or +3 8 man mobs. Which was my goal.
BUT!!! I still wonder about Cloak of Fear. As slotted, it provides about a -7.5% ToHit. Does that effect everyone it hits, even if they are resistant to the Fear effects? Seems like a fair amount of upper level content has some fear resistance, but I just wonder if its worth running the Cloak for the -ToHit even if they aren't cowering.
Anyone know if this works? -
Excellent points Finduilas, and exactly why I put this up here, and why I am glad you stopped by!
Good points on the Obliteration set requiring 6 to do the job of 4... I'll remake it with that in mind.
Smite late was to fit in another set of Kinetic Combat, not realizing that I could just as easily put those slots into Shadow Punch and get back a power choice... say for Hasten!
I'll take a closer look at the End problem as well... I hate running out of Endurance! Though I managed to get this fellow to 50 without any sets at all (strictly regular IOs for him thus far) and just lots of use of Inspirations. I think you're right though, even in his regular IO build, I have a End Reducer in every single attack... so I need to rethink that a lot. -
How does this look? I included the long post for full disclosure.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Tartarus Mk. II: Level 50 Technology Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: Dark Embrace- (A) Reactive Armor - Resistance
- (3) Reactive Armor - Resistance/Endurance
- (5) Reactive Armor - Resistance/Recharge
- (7) Reactive Armor - Resistance/Endurance/Recharge
- (A) Accuracy IO
- (A) Reactive Armor - Resistance/Endurance
- (3) Reactive Armor - Resistance/Recharge
- (5) Reactive Armor - Resistance
- (7) Reactive Armor - Resistance/Endurance/Recharge
- (A) Eradication - Damage
- (11) Eradication - Accuracy/Recharge
- (15) Eradication - Damage/Recharge
- (17) Eradication - Accuracy/Damage/Recharge
- (19) Eradication - Accuracy/Damage/Endurance/Recharge
- (40) Eradication - Chance for Energy Damage
- (A) Resist Damage IO
- (27) Steadfast Protection - Resistance/+Def 3%
- (A) Theft of Essence - Chance for +Endurance
- (9) Theft of Essence - Accuracy/Endurance/Recharge
- (9) Theft of Essence - Healing/Recharge
- (11) Touch of the Nictus - Accuracy/Endurance/Recharge
- (15) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (37) Touch of the Nictus - Accuracy/Healing
- (A) Jumping IO
- (A) Obliteration - Damage
- (13) Obliteration - Accuracy/Recharge
- (13) Obliteration - Damage/Recharge
- (17) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Chance for Smashing Damage
- (43) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Healing IO
- (A) Karma - Knockback Protection
- (A) Siphon Insight - ToHit Debuff
- (19) Siphon Insight - Accuracy/ToHit Debuff
- (25) Siphon Insight - Accuracy/Recharge
- (40) Siphon Insight - ToHit Debuff/Endurance/Recharge
- (46) Siphon Insight - Accuracy/Endurance/Recharge
- (50) Siphon Insight - Chance for +ToHit
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (21) Endurance Modification IO
- (A) Kinetic Combat - Accuracy/Damage
- (23) Kinetic Combat - Damage/Endurance
- (23) Kinetic Combat - Damage/Recharge
- (27) Kinetic Combat - Damage/Endurance/Recharge
- (34) Mocking Beratement - Accuracy/Recharge
- (34) Mocking Beratement - Recharge
- (A) Mocking Beratement - Recharge
- (25) Mocking Beratement - Accuracy/Recharge
- (A) Accuracy IO
- (A) Obliteration - Damage
- (29) Obliteration - Accuracy/Recharge
- (29) Obliteration - Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Endurance/Recharge
- (37) Obliteration - Chance for Smashing Damage
- (A) Reactive Armor - Resistance/Endurance
- (31) Reactive Armor - Resistance
- (31) Reactive Armor - Resistance/Recharge
- (31) Reactive Armor - Resistance/Endurance/Recharge
- (A) Gift of the Ancients - Defense
- (33) Gift of the Ancients - Defense/Endurance
- (33) Gift of the Ancients - Defense/Endurance/Recharge
- (33) Gift of the Ancients - Defense/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (36) Karma - Knockback Protection
- (A) Obliteration - Damage
- (39) Obliteration - Accuracy/Recharge
- (39) Obliteration - Damage/Recharge
- (39) Obliteration - Accuracy/Damage/Recharge
- (40) Obliteration - Accuracy/Damage/Endurance/Recharge
- (46) Obliteration - Chance for Smashing Damage
- (A) Kinetic Combat - Accuracy/Damage
- (42) Kinetic Combat - Damage/Endurance
- (42) Kinetic Combat - Damage/Recharge
- (42) Kinetic Combat - Damage/Endurance/Recharge
- (43) Pounding Slugfest - Accuracy/Damage
- (43) Pounding Slugfest - Damage/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (45) Kinetic Combat - Damage/Endurance
- (45) Kinetic Combat - Damage/Recharge
- (45) Kinetic Combat - Knockdown Bonus
- (46) Crushing Impact - Damage/Recharge
- (A) Perfect Zinger - Taunt
- (48) Perfect Zinger - Taunt/Recharge
- (48) Perfect Zinger - Taunt/Recharge/Range
- (48) Perfect Zinger - Accuracy/Recharge
- (50) Perfect Zinger - Taunt/Range
- (50) Perfect Zinger - Chance for Psi Damage
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
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Having spent a lot of time lately getting my Shield tank up to the low 40s, I decided to revisit my Dark Dark tank. He was my first 50, and the most fun I had. Now that I know the joy of IOs though, I thought I would take another look at him, and rebuild him from the ground up to see what I can do.
Seems that Resistance based bonuses are damned hard to find in IOs, and Defense is much easier to obtain. But my planning skills, even with the assistance of Mids, are woefully inadequate to the task of trying to hit the soft cap for defence.
Can anyone offer any tips on this? I don't have unlimited money for the project, maybe 500 Million right now, though I am willing to work toward a target, so long as its not a multi-billion influence build. -
If you are really thinking of going a Fear tank, why not do a Dark / Dark? With the Cloak of Fear running, you can use Touch of Fear to nail Bosses, and have everyone quivering and shaking.
While I have never used my Dark/Dark on a TF (so I can't speak too intelligently there) I have tanked, and feared, some AVs with my 50 Dark/Dark. Nothing quite as nice as watching an AV cower before you.
And yes, your Death Shroud does interfere with the Fear effect, but it always seemed to me (NOTE!! this is my impression and I have no actual numbers to back it up) that when I was running both Cloak of Fear and Death Shroud, that the mobs still attacked less than they did without the Cloak of Fear. I always meant to test it more carefully, but I think its from the cower animation kicking in between any of their attacks.
That said, if you want the Stun tank, Dark / EM isn't bad for stuns alone, running Oppressive Gloom and hitting with the EM attacks. Should work OK. But yes, EM is generally considered sub-par these days... by almost everyone.