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Posts
2019 -
Joined
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The one thing I think should be done is to divorce bases for PVP and raid from the current bases entirely. The current bases should remain as "player housing" and not much more.
Bases for raiding PVP should basically be a predefined map. You get a set of maps to choose from, you can customize them a bit (place defenses) and then you're good to go. No messing around lots of fiddly details that in the end don't matter.
This allows much more expressive bases too. If I'm a villain, I want my base to be IN ROGUES ISLES. Not just a bunch of square boxes underground. Heroes should start outside in Nerva or Port Oaks, break in, and eventually raid the central computer or power system or even the super doomsday machine.
Ditto for Heroes. Bases should be in Paragon City and look like they're in Paragon City.
And this would also allow maps to be more "fair." Home build raiding bases aren't really that interesting. PvP maps, all of them including bases, need a professional designer and some review process because otherwise you get stuff that looks like it was built by, well, a player. -
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If you bought a box though, wouldn't that automatically make you Tier 2 at least?
However, if you're returning to a Free or Trial account, then yes you would still be only Tier 1 (the freebie tier). -
Yup, Triple Threat and I think HW too, I got the Master of Magi badge (finally!) Thanks bunches to Placta for running all of these MoMagi these past weeks, and ty to everyone for running with us today.
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Ooooooh. "Working the system."
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Quote:I have a kin/elec control controller and need help with build. My controller takes a lot of damage and has very weak offensive powers. I would like some advice from someone with this build and how to make him stronger. I have equipped him with archtype IOs rebuilt his stam/health , buffed up all his attacks with IO enhances all to no avail even with incarnate powers unlocked
Shouldn't that be Elec/Kin for a controller? I'm honestly unsure, I don't play many controllers.
As I understand it, Ranged Defense is best for squishies. *All* defense is best for squishies, actually, but Ranged Defense is what you can reasonably achieve.
Adding to Stam/Health doesn't help much if you are getting clobbered. Look into IO sets that give Ranged Defense. You want at least bare minimum 20%, and if you can soft cap (45%) that's the best. Being within one small Luck inspiration of the soft cap (30%, I think) is pretty good.
The other way of increasing survivability is to go find a tank and hide behind them. Teaming works.
We will need to see a build to give you any decent advice. Mids is best, but if you can just type it all in by hand we will at least look at it. -
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What's the 90 days thing for? Got stuff on the market?
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Quote:This..
The defense return per slot for the first 2 you add (on Tanker/Defender at least) is actually fairly good. .5% Defense (To EVERYTHING) per slot isn't something to sneeze at
I sneeze at it all the time.I tried Hover on one toon for concept and I didn't like it. Hover is still to slow, even if you are just tanking. Combat Jumping is better by a mile.
Plus you can run CJ and Fly at the same time, so there's your Flight+Defense right there. No need to slow things down with Hover.
Fly used to have a large To-Hit penalty; it no longer does, though, so there's no reason you can't use it occasionally when you need to melee a target in the air. Fly is OK for that, and CJ is best the rest of the time. -
Yes, I'm thinking the same thing. Support might have misunderstood you, and helped you start a new account instead. Perhaps they just could not locate the old account based on the information you gave them.
If you are *sure* you have your old account, then the rest of Honbrid's post applies. Double check all servers, check for characters moved beyond the first page, hope you or somebody else didn't delete them... -
I need this and plan to be there, but I might not be VIP any more on Sunday. I'll be letting my subscription lapse for a while for some planned downtime. So put me down as tentative.
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Yes, exactly the same. So if anyone does want to hop on, feel free.
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Quote:While this somewhat pains me to say it, this is a neat idea. A weapon secondary would work with a lot of concepts. Imagine your Assault Rifle or Beam Rifle blaster pulling out their Katana to deal with up close enemies by stabbing them in the face.We still need a few more Blaster Secondary sets in a similar vein for Super Strength, Dual Blades and other melee weapon-ey concepts.
All of the Blaster secondaries are "elemental" themed. Fire, Ice, Electricy... I'm surprised there isn't a Wind or Earth secondary. Some more "stuff" besides devices might be a cool extension.
Other thoughts: How about a match for the weapons that exist? Like "accessories" for your assault rifle or beam rifle? Bayonets, Energy Blade, Charging (Build Up for BR), High Caliber (Build Up for AR), etc.? We have themes to match the primary for Fire, Ice, etc. but Devices has a different look, some weapons stuff might be cool. -
Quote:Huh, I didn't realize there was such a disparity in pool powers between the various ATs. Thanks for pointing that out.Hover is like 2.5% defense literally, or just under 4% defense slotted. Maneuvers is only 2.275% for tankers (about 3.5% slotted). It does buff allies, but it is lower in strength for the tanker specifically. Although maneuvers is stronger intrinsically, Tanker ranged defense buff modifiers (generally used for ally buffs) are much lower than Tanker melee defense buff modifiers (generally used for self buffs). 0.10 vs 0.065.
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This. Staff Fighting is a lot of fun. I'm also enjoying Water Blast. I haven't played Beast Mastery much but so far it is also fun. (Currently holding out for Nature Affinity and then I'll re-roll it.)
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Quote:I am happy to report that my tank is doing much much better now! I respeced it earlier, added tough weave and hover for that extra defense. Even without hover it still rocks. I was just going against Infernal and things went well. Thanks again everyone for your suggestions. In the future I will definitely invest in more powerful sets. Peace
Hover is like nothing for defense. It's like 1%, literally. You'd get more out of Leadership: Maneuvers (which is around 3% base, I think for tanks, and benefits your whole team). -
Quote:Fixed it for ya.Patch Notes Today, 06:12 AM:
City of Heroes:
Tanks:
- Reduced effectiveness of jose2390's "Understanding Enemy Attack Types" by 22%, to make up for the increased effectiveness of Willpower abilities against 96% of enemy groups who aren't Carnies.
- Reduced effectiveness of jose2390's "There Are Other Powers Than Granite Armor" by 17.25%, to keep the power in balance with the other Tanker primary powersets in terms of understanding.
- Accuracy was nerfed. A lot.