firespray

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  1. Quote:
    Originally Posted by Local_Man View Post
    This change will allow people to take situational powers that they might otherwise skip. You missed a few:

    Recall Friend, possibly Teleport Foe. Stimulant, Aid Other, Aid Self, Resusitate.
    I purposely left them out because I don't feel that they're worth taking. They are all too situational to be really all that useful to most people, and they can't be used to mule any useful sets.

    Quote:
    Originally Posted by Local_Man View Post
    Then there are a lot of one-slot powers from powersets, some of which can be situationally useful with only one slot but would be better with more. Bonfire. Group Invisibility. Mutation and just about all other Rez powers that people generally skip. Permafrost and Tempature Protection. One with the Shield. Lots more.
    I'm hoping to eventually compile a list of all these as well, but it's going to take quite awhile.
  2. firespray

    Fatalities

    Quote:
    Originally Posted by Sharker_Quint View Post
    we don't kill anyone in this game. they are arrested. and when we defeat them they are teleported to the jail hospital.
    Not true any more. GR has several missions where people die or you are sent to kill them.

    Still, the OP's suggestion isn't a good idea.
  3. firespray

    Guide to Guides

    In light of fitness becoming inherent, I wrote a short guide to pool powers that are useful with only the base slot.

    http://boards.cityofheroes.com/showthread.php?t=237576
  4. With the recent announcement that the Fitness Pool is going to become inherent, many people are faced with a wonderful dilemma. We'll be getting three more power choices, but no extra slots to slot them with. With this in mind, I wrote a short guide to pool powers which are useful with only the single base slot in them. These powers are One-Slot-Wonders.

    Pool Powers

    Fighting > Weave: minimum of 4% defense to all positions/types (depending on AT), good place to mule a LotG +recharge. Requires two other less useful powers to get to first.

    Flight > Hover: nice for toons who want to keep out of melee range. Decent speed/maneuverability for only one slot. Can be used to mule several useful IOs (Luck of the Gambler +recharge, Freebird +stealth, Kismet + Accuracy, Winter’s gift slow resistance, Blessing of the Zephyr KB resistance)

    Flight > Air Superiority: With a single accuracy enhancement, the damage isn’t great, but the 100% chance of knockup on a short recharge is great mitigation.

    Concealment > Stealth: Situationally useful by itself, but a great power to mule a Luck of the Gambler +recharge, especially since two other powers in the set can be used for the exact same thing.

    Concealment > Grant Invisibility: Situationally useful by itself, but a great power to mule a Luck of the Gambler +recharge, especially since two other powers in the set can be used for the exact same thing.

    Concealment > Invisibility: Situationally useful by itself, but a great power to mule a Luck of the Gambler +recharge, especially since two other powers in the set can be used for the exact same thing.

    Leadership > Maneuvers: A small defense boost for your whole team with a moderately high end cost makes this only a decent pick, but it can be used to mule Luck of the gambler +recharge and doesn’t require any prerequisite power picks

    Leadership > Assault: Since the damage boost is unenhanceable, most people only put a single endurance reduction slot in this anyway. Doesn’t require any prerequisite picks.

    Leadership > Tactics: A small to-hit boost for the whole team, for a moderately high endurance cost makes this an okay pick. It can be used to mule a couple decent sets, including the Gaussian’s chance for build up and the Rectified reticle increased perception. Requires either Assault or Maneuvers

    Leadership > Vengeance: A very nice buff for the whole team if a teammate dies. This can be used to mule a lot of different set pieces, including Luck of the Gambler. Requires two other powers from the leadership pool, but the pool contains other good choices, so that’s not such a big deal.

    Leaping > Combat Jumping: A minor defense buff and better maneuverability when jumping. Combat jumping has a very low endurance cost, and can be used to mule several useful IOs (Luck of the Gambler +recharge, Freebird +stealth, Kismet + Accuracy, Winter’s gift slow resistance, Blessing of the Zephyr KB resistance)

    Leaping > Super Jump: It’s a travel power. Gives good maneuverability while leaping, decent vertical ability (enough to get by in nearly every zone, Grandville and the Shadow Shard are the two major exceptions), and decent speed. Works very well with only a single jump enhancement in it.

    Speed > Hasten: An excellent power. It gives a 70% recharge buff to all your other powers when active. It’s better with more slots, but with only a single level 50 generic recharge IO and no global recharge, it’s up about half the time.

    Speed > Super Speed: It’s a travel power. A single run enhancement will get you to the run speed cap. It is the second fastest travel power, and much easier to use than teleport. It does not give you anything in the way of added vertical mobility.

    This is not necessarily an exhaustive list, but this should help you out some when determining what new powers you'd like to choose. I plan to eventually expand this guide to add in powers from all primary/secondary sets and epic/patron pools for all ATs as well, but that will take a LOT longer. If you're interested in helping, send me a PM and we'll work something out.
  5. It really depends on what I'm playing. If I'm playing a blaster or other squishy, I like lots of buffers/healers on the team. If I'm playing a scrapper or other non-squishy damage dealer, I like debuffs. If I'm playing ice or earth controllers or doms, I don't like having other controllers or doms on the team. If I'm playing a tank, I don't like other tanks on the team.
  6. Quote:
    Originally Posted by Grant_Hammerhoof View Post
    Hmm. This is something I feel rather undecided about...

    That may be a unique stance though--having Health and Stamina available for 'free' is a significant bonus that low-level blasters in particular ought acutely feel. I've been doing mission teams with my level 30 Blaster without stamina and with only a few Endurance Reduction enhancements, and I run dry every one or two groups--I keep running to the arena in-between missions to fill my Inspiration inventory with Catch-a-Breaths.

    Knowing that I can finally have that improved endurance recovery, and not have to be burdened with sacrificing three other powers, is tremendously great to hear...on the other hand I'm not to happy with hearing what's being said about Hurdle, and to a greater degree, Swift.

    My main thought on Swift in particular is that it's inherent, and is always on. Sometimes I enjoy running at "normal" speeds, and indeed sometimes I need to run at normal speeds. If I'm in a tightly packed hallway or room, and I need to avoid overshooting a destination, a movement speed increase is detrimental to that objective, however mild. Even in role-playing, sometimes it's better to run a little slower. And there are even times when I don't want to feel super, super-hero like. I wonder how many people are reading this, I'm not used to big forum topics. Most of my characters are of a Natural origin, and while some have super strength, and some have fiery aura, I enjoy portraying them as of possessing certain normal qualities--one of them being run speed.

    Plus the animation speed increase is just silly. One of my characters is about 6' 3" with physique set to highest--and when I got Swift for trial's sake, watching him run was just painful. So really if I want to run faster, I'll go ahead and just use Sprint. Hurdle I have similar arguments against--there are many players in Paragon, the Isles, and Praetoria who, despite playing a game of Heroes, are attempting to emulate normal people with specialties. Not everyone has to be an Olympic sprinter--having Sprint for that works quite well. I'd almost say just go ahead and integrate Hurdle with Sprint, and let Swift sneak out the back door and out of sight. With all the movement increase, accelerate metabolism, speed boost, that bloody eyesore ninja run, and even the mystic fortune chance for increasing run speed, players have a wide range of buffs available for them to choose or receive--and if they should be solo'ing and not have such powers available, they'll still have Sprint.

    Hell, right now Sprint is almost on-par with Super Jump (unslotted) in terms of speed. Give it some Run Speed increase and integrate Hurdle, and you'll have a miniature ninja run *shudder*, if you really want it.

    But to finish off this post that I'm not sure how many of you read and thus may not have examined my above reasons, I'm sum up by saying I do like the concept. Having 3 extra powers available to choose, and knowing that our endurance bar will be 30% more secure on characters who didn't take Fitness, is a good thing. But having an aesthetic change and another increase to movement speed now becoming inherent, I'm rather unsure about. So in the meanwhile, I'm willing to wait and see what happens.
    The ideal situation would be to simply make the new inherent swurdle a zero endurance cost toggle. That way people who want the free buff can still have the free buff, and people who don't can ignore it.
  7. Quote:
    Originally Posted by Eva Destruction View Post
    That's what my DM/SD is going to do. Assault, Tactics, ditch Focused Accuracy, pick up Conserve Power and Physical Perfection.
    I'd like to pick up tactics or focused accuracy, but they would unfortunately put my end usage outside the realm of sustainable.
  8. Quote:
    Originally Posted by DeaconBlue View Post
    What I meant was that a well built and played tank can jump in, hold aggro, survive and do it again on the next mob. Sorry if I was unclear.
    Very true. My dark/dark tank laughed at carnies.

    It was kind of funny actually. That was my first high-level character, and I didn't understand why everyone else thought they were so hard.

    The next time I got a character into that level range it was a blaster, and I understood very quickly.
  9. Quote:
    Originally Posted by Gemini_2099 View Post
    I wouldn't mind a shake up in the power pools to be honest.
    Agreed. A lot of pool powers could use some love to make them not as terrible.
  10. Quote:
    Originally Posted by Hazzard_County View Post
    Just ran the mission "Stop Metronomes Rise to Power" with a Defender, 2 Scrappers, 2 Masterminds, a Cor, a Dom, and a Troller. Team mates were targetables and we had to try like heck not to kill eachother to complete the mission. Only the Masterminds pets were showing as red targetable boxes, but I could still attack team mates that had green boxes. The defender couldn't heal anyone but themself.

    I heard this has been happening on TFs latley, but not sure if it's been reported in regular missions.
    I ran into this as well, and it was on the exact same mission. Pocket D and ouroboros were not the issue, since none of us used it to get to the mission.

    On my team at least, we were split along loyalist/resistance lines (as in resistance members could attack loyalists, but not other resistance members).
  11. Quote:
    Originally Posted by Desi_Nova View Post
    On a /regen, don't take it because you already have plenty of tools that boost your regen and recovery rates, and it would be a waste of a power choice.
    I fixed that for you.
  12. Quote:
    Originally Posted by Airhammer View Post
    I have a lot of character built and some of them use different procs of different types. One thing I have never really understood is when I see damage procs in builds that already do damage and people talk about it like its a big deal.
    I presume that you have a job, and that you make money at that job.

    Does that mean you'd pass up more money if an opportunity presented itself?

    Damage procs are like that. They're just more of an already good thing. You don't need them, but they're nice to have.
  13. This is going to be a godsend for my AV soloer. I'll be able to rework my build to take physical perfection, assault, and some third power that I haven't decided on yet. I'll get an additional 7 DPS (on paper) and be in a better endurance situation, for free.

    Greatest. Announcement. Ever.
  14. Quote:
    Originally Posted by Obscure Blade View Post
    As has been said in the past, if the game spit out free money some people would complain that the serial numbers weren't sequential. I'm certainly happy; I have quite a few characters who'll be able to squeeze in things like travel powers or Leadership or whatever.
    This a million times over. There are some people who just like to complain about things.

    This is going to generate quite a bit of work for me (I've got around 20 character builds that I'll need to redo) but this is just a spectacular change to the game.

    My AV soloer will be able to take a travel power now.

    My Demon summoner can fit in all of her whip attacks as well as the leadership pool.

    My permadom can take the fighting pool.

    My KM/Invuln scrapper can take all of the inherents in his secondary.

    I'm getting excited just thinking about all the great stuff this will open up for me.
  15. Quote:
    Originally Posted by Buxley1 View Post
    This is a very nice surprise, I'm liking it. Seems like people are assuming that we'll all get the Stamina inherent power at level one -- we may not get it until level 20. And Health at 14, and Swurdle at level 6. Just guessing...

    I hope (and assume) we can slot it though! It would be... bad... if we could not.

    -Buxley
    Castle made an announcement that we're getting them all at 1 or 2, look 5 posts up.
  16. This is pure and utter win. Unless they don't let us slot them, in which case it won't be as cool. I'm hoping that they will though. I'm also hoping desperately that they'll give them to us from level 1. That would honestly fix the last major thing that I dislike about this game.

    I'm guessing that everyone who took fitness pool powers will be given a mandatory respec once I19 goes live, similar to the way VEATs get them at level 24.

    Edit: Just saw this

    Quote:
    Originally Posted by Caulderone View Post
    This has now become the single greatest thing they've ever done to CoH in the time that I've been playing. Thank you devs, thank you SO much!
  17. Quote:
    Originally Posted by Tex View Post
    Since it sounds like most people who are having problems with this are using Windows Vista or Windows 7, could it be a problem with Aero? I seem to recall some players had previously reported problems with Aero and CoH.
    I tried disabling Aero in Windows 7, and it didn't help the problem.

    I noticed a couple other things while playing around with this just now.

    The bug doesn't really happen at night. This tends to strengthen the argument that it's something to do with shadows, since there are no shadows at night.

    It's also REALLY bad when the game is transitioning from night to day and vice versa.
  18. I also wanted to chime in on this. I'm having this issue as well. I'm running an ATI HD5870, currently with the Catalyst 10.7 drivers. I upgraded to 10.8 when it first came out, and originally thought the bug was related to the 10.8 drivers, since that's about when I first started to notice it. I completely uninstalled all graphics drivers and reinstalled the 10.7 to try and fix it but it didn't help. I've noticed some other things too:

    It only happens outdoors in praetoria. It doesn't happen in missions in praetoria, and it doesn't happen in paragon city (tested in several different zones).

    It has something to do with shadows, since if I turn them completely off it stops doing it.

    Just for reference, I'm running all graphics settings maxed with the exception of ambient occlusion, since my framerate drops below what I'm comfortable with with both that and FSAA enabled. Ambient occlusion is set to Strong/Quality/Bilateral.

    Hope this gets fixed soon.
  19. firespray

    Purple Drop Rate

    Quote:
    Originally Posted by eryq2 View Post
    I must farm way more than most or something. Ive never gone months without purples. I farm a couple hours per day and up to 10 off and on during the weekends.
    That's a lot of farming. It's certainly more than I do. I might do an hour or two a week anymore, I just get bored with it (plus I make more money in much less time playing the markets)
  20. firespray

    Purple Drop Rate

    Quote:
    Originally Posted by GavinRuneblade View Post
    I have farmed up to 6 hours per week for months without getting a purple drop. Now, I am not the best farmer, but I was running either Borea rikti warzone missions at +0x8 or the code merlin arc set to +1x8. I probably did a good 4 or 500 missions with no purples. Random is random.
    Random is definitely random, but this is freakishly unlucky. I don't really know those missions, but I'm guessing they have at least 100 enemies to defeat in each one. That means you probably went 40,000 to 50,000 defeats with no drops, and if they're big missions it could be well over 100,000. For something that drops at least every 5000 (estimates sometimes go as low as 1500) defeats, that's a freakishly long dry spell.
  21. firespray

    Purple Drop Rate

    Quote:
    Originally Posted by Dark Victory View Post
    Whats going on with my purple drop rate? I havn"t had a purple drop in like 4 issues. Now when I do get a drop its a temp power. I do TFs, Raids, Contact mishs arcs, radio mishs, Hunting. I'm I missing somthing ?
    Nothing is going on, you're just having bad luck. Purple drops are rare enough that you can get some pretty long streaks without them. For example, I farm quite a bit, and I get a purple something like every 6-7 runs on average, but there's been times in the past where I've gone almost 30 runs without a single drop. There have also been other times where I've gotten 5 drops in 4 runs. The RNG is much streakier than a lot of people realize.
  22. Quote:
    Originally Posted by Robert_B View Post
    I should have mentioned the scrapper (or brute) will be a DB/WP, so which would you pick then?
    Demons/Thermal or Demons/Pain. WP has everything it needs to survive except heals to deal with burst damage. Give him some of that and you guys will be unstoppable.
  23. STOP ****ING PUTTING ME TO SLEEP!!!!!! (I'm not too fond of syndicate suits if you couldn't tell)
  24. Quote:
    Originally Posted by OmnipotentMerlin View Post
    Each side has fundamental differences just like Pretoria does to the old zones. Villians was designed around the fact that there are no set roles for there ATs, you want to know something Masterminds are supposed to be the tanks redside not bruisers. Heroes was designed around that each toon had a certain role to do. But you want to be honest Pretoria is the hardest.
    This part of your statement is pretty close to right. As far as the rest goes, you are quite wrong.
  25. Quote:
    Originally Posted by Deus_Otiosus View Post
    Redside play will see you regularly face off against Arachnos, Carnies, Longbow, Malta & PPD.
    With the exception of PPD, heroes fight all those groups at high level too (I don't know of any missions where heroes face off against PPD). We get Carnies and Malta a bit more frequently than Longbow, but we get to fight them all as well.