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Posts
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Thanks for the good responses all. I'm new to both Kin Melee and Shield so can't draw on any experience. Anyone got a decent build to study?
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Quote:Option 1 for me please. My eyes hurt at all the low res legacy assets. They especially look bad when combined with the newer assets. They really, really don't look good. I won't miss them at all.One thing to consider is that redo-ing the menus and placement of items within them is, in itself, a significant amount of work for the Character and Tech teams. Assume that any menu work will consume 50% of the time available for any redos.
Bottom line, avoiding menu work is preferable and brings us back to Options 1 and 2. -
Starting to level up a Kinetic Melee/Shield scrapper. There doesn't seem to be much information out there build-wise.
Anyone got any advice on what to concentrate on? Recharge? Regen? How to leverage Power Siphon to its maximum. The attacks seem a little underpowered. Any powers to avoid? Thanks in advance. -
Quote:Ninja Run is a good main travel power. Just know ahead of time that any "Master of" runs for Task Forces or Strike Forces or Trials will eliminate it from use. So you might be out a travel power! But if you don't do those, then you don't have to worry. Also you can always buy a jetpack at anytime and transfer it to your low level toon for those trouble spots like the Tower spire map in Orenbega.I was just wondering about Ninja Run. I have a Dual Blade/Ninja Stalker and really love the Ninja Run Power on that toon.
Now I always hated leveling between 12 and 20. For most toons it means first get your travel power then get your stamina, while you really can't choose any of the really cool primary or secondary powers. I still wonder why the developers never reduced the importance of that stamina power (forcing everyone to use it feels wrong in my eyes).
Anyway. Ninja Power gives me a small boost in running speed and I'm happy enough with the speed for now. Just wondering, if I take swift will my speed increase even further?
This way I might be able to either not select traveling power at all or maybe select one later.
Anyone ever used Ninja Run as their main travel power?
EDIT: DO'H, I just realized I'm in the General Discussion forum and not in Player Questions as I though I am. Sorry for that. -
Quote:The randomness of the knockback is sheer frustration to me. When I need it, it doesn't work. When I don't, enemy goes flying.The mitigation from Knockback is just too good. Anything else feels too squishy. So there.
And Power Push definitely needs to do real damage. -
Quote:Umm, have you seen the numbers for the more powerful Accolades? Eye of Magus/Demonic provides better mitigation than my Tier 9 on my Brute. Plus there is no Endurance crash to drop my toggles.The accolade powers are great, but with the 25 minute recharge rate it feels a little underwhelming. I feel that a reduction to a 5 minute recharge time would make for a much more useful and rewarding adjustment.
The fact that these powers cannot be given enhancements to increase their effectiveness makes the time reduction a far more reasonable idea. If they were able to be modified by enhancement slots, the powers may become unbalanced towards other aspects in the game.
This new time difference would still make the user would still have to choose what they were and when they are going to use the powers, while allowing it to make a power that isn't so forgettable on a task bar.
Here are links to the powers in question for further reference:
http://paragonwiki.com/wiki/CoV_Accolade_Powers
http://paragonwiki.com/wiki/CoH_Accolade_Powers
Not being able to slot enhancements is a false argument. These powers don't HAVE to slot enhancements, they're already mind-numbing powerful. There's no way the recharge times will be reduced.
The Accolades are rewards for devoting substantial time and effort in the game. To reduce their recharge time would require a complete re-balancing of the challenges in the game. If I can pop Demonic every say five minutes, I would drop Power Surge in a heartbeat and save myself at least 3 extra enhancements slots and a power choice. -
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Quote:Can't log in right now. Get's stuck at the log in screen. Very weird.Same here.....tried to reboot PC-reset router and nothing. Odd, I was on this morning and now I can't make it past the login screen.
Was able to log in this morning at 8 AM CST.
Please fix please Support! -
Quote:Gotcha. Thanks for the quick answer!Don't need it on. You can even exemp below the level you got Combat Jumping, as long as you don't go any further than 3 levels under the level of the IO.
See Karma: Knockback Protection page @ ParagonWiki.com. -
Quick Question: If I put a Karma Knockback Prot in Combat Jumping, do I have to toggle Combat Jumping on for the Karma IO to work? Or is the knockback protection given regardless of the toggle being on?
Thanks! -
Quote:Look at the Vid Doc#2 on the City of Heroes channel on Youtube or their facebook page. He's there in the video punching out some "bad" guys. Or maybe good guys who are doing bad to him. I don't know lol.Where was this released to?
I looked all over and didnt find it anywhere, unless my ignorance is getting the best of me.
I was wondering when we would see Noble, seeing as David alluded to such a reveal the othe day!
I just couldnt find anything about it anywhere but in this post! -
As I have very little experience playing Brutes/Tankers, I've been trying this summer to rebuild my long neglected SS/Elec Brute with IOs in anticipation for Going Rogue.
The build is still incomplete but so far, with the IO sets I've managed to scrounge up, I'm hitting these numbers:
S/L Resistance: 58%
Energy : 90%
Melee Defense: 15%
Range : 9%
This build includes all the /Elec resistance powers and Tough and Weave. Am I hitting the right values for using SOs enhancements or standard baseline performance?
The reason I'm asking is because I was the primary Brute on an ITF run and sometimes I got completely beaten down in about 5 seconds flat on a Cim spawn of 8. This is at Level 50 diff for the team. I tanked Rom decently with buffs and inspirations but one player said I should be getting better performance out of my /Elec build. Thoughts? Thanks for the replies in advance. -
Quote:Just remember that if you do any Master Run TFs, Ninja Run is blocked from being used so you're SOL on a decent travel power.Just day before yesterday I decided to test out going without travel powers on my level 27 MA/SR scrapper. I traded out Combat Jumping and Superjump and added Hurdle and an SR power I hadn't gotten yet, Agile. I then three slotted Hurdle with Jump enhancements.
With Swift, Sprint and Hurdle, Ninja Run made an EXCELLENT travel power (not the fastest, but plenty zippy), fits my "non-powered" characters much better, and was kind of fun! Superjump is good, but I only concentrate on my landings. This way I'm more involved the whole time, which is fun for me. Plus I got better defense out of getting a freed up power choice. I'm considering making many of my Natural characters this way. -
That's a good idea. Never even thought about it but I'm not very creative in my IO slotting.
The problem with taking Grounded or not taking Grounded is it's really dependent on your playstyle and what travel powers you want to keep. I really want to drop it because it's one powerslot and at least 2 enhancement slots that can go to other highly desired powers.
If Grounded had higher resists or wasn't limited to actually being on the ground. I've had several instances of being knocked down on my brute because I chose to jump up the stairs while around CoT mages for instance. It certainly isn't a slam dunk either way on positives and negatives. I guess that's good design (or bad game design), depending on how you look at it. -
Quote:Off-topic but great costume!I'd take Katana for Brutes over Broadsword anyday. When using the huge swords like the Riki sword for example, it is a very "brutish" set. Brutes do better with building fury from sets that have quick cast times like Katana. Broadsword is a Battle Ax/Mace clone and just like those two sets, it wouldn't build fury well.
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Quote:Gotcha. Thanks for the information everyone. Now to rethink the build...I haven't checked the numbers in a while, but I think you'll be at around 83% resistance to Energy with SO slotting and no Grounded? Despite the high number, I think losing the 7% here will be more noticeable than the change in Negative Energy resistance since it's 70% more damage than you would be taking with it. Note that this is specifically a Brute "problem", since a Scrapper or Stalker would cap at 75% and the higher base numbers on a Tanker mean that those ATs would be capped without Grounded.
It's skippable, though... Negative Energy resistance can come from Scirroco's Dervish sets - 3 sets gives you more resistance than Grounded would, and PBAoEs aren't usually that hard to come by on a Brute. Coming up with the ~7% Energy resistance is the harder part: not counting the Shield Wall +3% proc, the largest bonus is 1.88% in Detonation, then 1.26% in Adjusted Targeting. -
I have a SS/Elec Brute that I like very much. However, it's not an elite build and I am just beginning to IO him out. I'm about halfway there, distinctly lacking some LotGs, 2 Purple sets and others. He's finally on his way to respectability.
My main question is that I've seen alot of elite builds here for SS/Elec that do not include Grounded. The knockback protection I understand can be made up with Blessing of the Zephyr and Steadfast IOs. However, how does one make up the Energy, Negative, Immobilize Resistance that Grounded provides?
I'm not that great with Mids so I'm trying to see where the missing Resistance values are being made up elsewhere. Therefore, (1) Can Grounded be Skipped? and, (2) What needs to be emphasized to make up for the missing Resistance values if you do not have Grounded?
Thanks in advance!! -
I really like the new temp powers. Especially recovery serum and the allied rez. The rez is so handy on a TF.
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Quote:Ahh ok, now that makes sense. No issues with the bonuses to me. That last knockback protection recipe is incredibly expensive. Understood now why there's a controversy though.Blessing of the Zephyr:
http://wiki.cohtitan.com/wiki/Blessing_of_the_Zephyr
Note that its set bonuses were recently nerfed. -
I see this term all the time and can't figure out what exactly its supposed to reference. First I thought it was referring to an exploit but that doesn't make sense.
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If you don't have any characters of merit above 20 then you probably don't have much influence you would want to transfer.
There is the intrinsic value of the veteran rewards you achieved from your first subscription. You should look up what veteran rewards you earned from your first subscription and make the calculation if those rewards are worth the trouble. -
Quote:Fire/WP or Fire/Shieldare there other sets that will work well for this besides KAT/ ? my dad really isn't into the whole samurai thing... he likes the idea of fistfighting or boxing... I dunno maybe any of the other sets with FX off would be better?
Fire is devastating against foes.
Dark Melee/WP
Dark Melee will attacks will synergize well with /WP because of the accuracy debuffs against foes and the healing attack. -
It's more about what your blaster style is going to be. Since you're /energy, are you melee oriented and like to blast up close or do you like to stay at range. You want to build up an attack chain that synergizes with each other. Irradiate is great if you stay in up close but it's not very good if you are staying at range. Then it only becomes an every once in while power when you are out of range. Opening up in crowd with Irradiate, Energy Punch and Bonesmasher is pretty lethal. But you of course are risking aggro being that close in a crowd.