gec72

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  1. Quote:
    Originally Posted by Fulmens View Post
    One interesting thing [to me] is that the 20-million-inf-per-AM conversion doesn't seem to have had a lot of effect on the amount of inf floating around. I mean, maybe it did- Red Fortunes are down from 10 million each to 2 to 5 million each, Numina's uniques were floating around 70 million each- but if there's an effect, it got swamped by the effects of AM's.
    I know I'm but a drop in the bucket, but since A-merits came a long I'm pretty much earning only A-merits, outside of a very few incidental merits from the winter event. I've never run many TF, and I've been running tip missions rather than any (level 20+) arc content. I'm producing more, but I'm not taking much inf out of the system (from converting, anyway).
  2. Quote:
    Originally Posted by Satanic_Hamster View Post
    Personally, I kept all my heroes pure hero but took every single villain rogue, giving me around 21 heroes and nine rogues. For the red side characters, the benefit is massive; there's just so many more task forces blue side and generally triple the player population/teams running.

    Blue characters? Opening up a-merits vs. opening up five strike forces and the respec trials? No question of staying hero any more.
    I may eventually go that route, though for now I haven't taken any of my villains rogue. Of course, since GR I've only really played one of my villains. I have more enough than heroes to earn A-merits with, and have no problem sharing any recipes regardless of character side. So I don't really need to have "pure" villains to generate A-Merits.
  3. I'd still love to see rogue/vigiliante contacts.
  4. Posted my WM/SD build a few weeks ago here: http://boards.cityofheroes.com/showt...74#post3412574

    Still haven't done the respec, slotted the Cardiac Alpha just tonight. Not at the softcap for range, though.

    I can't say that I really have a set chain.
  5. Quote:
    Originally Posted by UberGuy View Post
    A puzzle does not do anything when it's complete. Our characters are not puzzles. They are more akin to tools we use to solve puzzles, and they are tools that improve at puzzle solving the longer we use them.

    So what do puzzles have to do with it? Are you trying to say people treat building a character like a puzzle?

    If you are, did you see the footnote in my post?
    Sorry, I missed the footnote.

    But yes - i do treat character building like a puzzle (and by puzzle, I mean the old jigsaw variety). Each level, slot, IO is another piece in that puzzle. And now the incarnate slots are more pieces.

    It's a collector mentality. Gotta catch 'em all! Or take a set of baseball cards. Why go after each card in a set? What do you do with it once the set is complete? Nothing really, there's just a sense of completion. Incarnate slots that aren't attained or that are unslotted might make characters seem incomplete (I admit, this mentality is a little bit off).
  6. Quote:
    Originally Posted by UberGuy View Post
    I tend to play my existing 50s a lot. I'll play characters that are completely outfitted with builds I want for them. Why would I play a character that's so thoroughly "done"? Ignoring that it may be possible currently to bank progress against future incarnate content (because I played my "done" 50s before then) I play them because that's the whole point of getting them to their peak potential. If I didn't want to run around being a bad-***, why would I bother tricking out the character? Why would I bother getting to 50 with something I would retire and never play any more?*
    Why do people do puzzles?
  7. One other handy use for Repulsing Torrent: moving around proximity bombs in the alignment mission where you figure out that wow, Doc Quantum really IS crazy. Position right and you can knock them back into the pop-up turrets w/o destroying them. Finish them off and they take care of the turrets.

    I'll admit it may be a limited application (though you do run that mission for ten levels).
  8. Quote:
    Originally Posted by Siolfir View Post
    Not being affected by Power Siphon isn't the only bad part, but it does serve to make the power irredeemable for any KM character I make. Sure, it's another ranged damage power you can use, but the set-wide secondary effect was excluded and it's not even a good damage power... compare the recharge, endurance cost, and cone size to, say the non-epic versions of Energy Torrent - which have identical values for all of those, higher damage, and lower magnitude knockback.
    I'm actually going to be a contrarian here and say that I actually like having Repulsing Torrent available.

    I just ran the "Cruel One, Mr. Phipps" tip (again) on my KM/EA brute. And I fell to an Executioner *twice*. Those darned executioner strikes that somehow make it through my defense and crit for what feels like WAY more than they should (I have experienced this with Blast Furnace too. Ok, I was fine on health...now a second later I'm dead. I see a hit for 600+ damage, and don't see a bunch of other damage that must have happened but I can't see in the combat log. Ok...)

    Anyway, I said "Fine. FINE, Mr. Executioner. You want to play that way? I will proceed to cycle Repulsing Torrent, Energy Torrent, Focused Burst, and the Nemesis Staff for good measure. AND I WILL LAUGH AT YOU AS YOU FLOP LIKE A HELPLESS FISH."

    So, it's not a power I use often. But when I do...
  9. I like comics!

    Unfortunately, I am EXTREMELY far behind on most of mine because instead of reading, I'm usually playing CoX.
  10. Quote:
    Originally Posted by Red_Raccoon View Post
    I mostly solo and have been doing tip missions since those seem to have a decent number of bosses in them. After running 9 tip missions (plus two non-tip missions) I still only have the single shard I got from Ramiel's arc. Am I just unlucky?
    Probably. I was street sweeping in PI last night looking for tips and had two Nemesis troops drop them consecutively.
  11. Organica also had the overhead of 20M for converting merits to A-merits for some of those rolls, and the numbers also reflected market fees, I think (didn't see that in your calc unless I was overlooking it). And at the time I could have sworn LoTG were going for about 150M.

    But if they're going for 220M now...yeah, that's a pretty easy way to make a buck.
  12. Quote:
    Originally Posted by Muon_Neutrino View Post
    I agree a fair amount with the sentiments here, but I would actually suggest /sonic. Like /ff, sonic is a less busy secondary, and sonic actually needs the endurance support of conductive aura and static field even more than ff does. And it seems to me that sonic's resistance debuffs would help the offense-light elec/ set, given that it does have melee-oriented pets.
    I've long had an elec/sonic planned, and finally got around to rolling him yesterday.

    I anticipate the /sonic portion will be REALLY less busy for quite some time, as I largely solo and sonic barrier/sonic haven/disruption field won't be of any use until I have gremlins.
  13. Along with what's been said here, I've had pretty good luck with Rikti Invasions. Especially on toons with strong AoE (if not teamed).
  14. Quote:
    Originally Posted by MajorDecoy View Post
    I had trouble with Trapdoor too, but the lava is right there, and even though I don't have 90% fire resist anymore, that's the same way I dealt with Tyrant.
    I just ran this again, this time with my EM/INV tank. It was basically an exercise in maneuverability (and thank goodness I swapped in Combat Jump when I rebuilt for I19). How fast can I locate and down a bifurcation (and actually LAND on the platform where it is) then relocate Trapdoor. Early on this went well, as the bifurcations spawned in the same area. I had him down to about 2/5 health and thought he might give up in just a few more hits. He bifurcated and I made the mistake of not going after the bifurcation immediately.

    I realized my mistake too late; delayed on that clone set me back on the next, and then they started spawning where I had to find them. Slow on a couple more and he was right back at full health.

    After a few of minutes of this (some might call it battle, some might call it...tedium), I happened into the lava and he followed me. I figured what the heck, I'll just stay here. Otherwise I might be at this forever. Managed to get him stunned and that was about it.

    Final bifurcation count: sixteen.
  15. gec72

    Why Provoke?

    Quote:
    Originally Posted by JuliusSeizure View Post
    First, Provoke has terrible values and requires a hit check, which means that you must commit to socketing both taut duration and accuracy. Very few builds I've seen actually do this.
    Just to provide a contrary data point...I have it 6-slotted with Perfect Zinger on my Merc/Poison.
  16. gec72

    WM/SD Brute

    I don't know about godlike, but here's mine. Worth noting that I haven't respecced to account for I19, so I don't yet have Combat Jumping, Grant Cover, or Superior Conditioning. Need to do that sometime.

    Likely going for the Cardiac line for Alpha.

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Time's New Roman: Level 50 Technology Brute
    Primary Power Set: War Mace
    Secondary Power Set: Shield Defense
    Power Pool: Teleportation
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Pulverize -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(13), KntkC'bat-Knock%(15)
    Level 1: Deflection -- Ksmt-Def/EndRdx(A), Ksmt-ToHit+(5), ImpArm-ResDam/EndRdx(13), ImpArm-ResDam(15), GftotA-Def(19), GftotA-Def/EndRdx(23)
    Level 2: Bash -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(3)
    Level 4: Jawbreaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(23)
    Level 6: True Grit -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(7), ImpArm-ResDam/EndRdx(17), ImpArm-ResDam(17), Mrcl-Rcvry+(46), Mrcl-Heal(46)
    Level 8: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Rchg+(45)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Teleport Foe -- Winter-ResSlow(A)
    Level 14: Teleport -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(39), Zephyr-ResKB(43)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 18: Whirling Mace -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
    Level 20: Clobber -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(25), T'Death-Dmg/Rchg(25), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(39)
    Level 22: Against All Odds -- EndRdx-I(A)
    Level 24: Kick -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(48)
    Level 26: Shatter -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34)
    Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(42), Aegis-ResDam(42)
    Level 30: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(37), GSFC-Rchg/EndRdx(37)
    Level 32: Crowd Control -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(40), Sciroc-Acc/Dmg/EndRdx(43), Sciroc-Dam%(43)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(39)
    Level 38: Grant Cover -- LkGmblr-Rchg+(A)
    Level 41: Superior Conditioning -- P'Shift-End%(A)
    Level 44: Weave -- RedFtn-Def(A), RedFtn-EndRdx(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def/EndRdx(50), RedFtn-Def/Rchg(50)
    Level 47: Phalanx Fighting -- LkGmblr-Def/Rchg(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
    Level 49: One with the Shield -- Numna-Heal/EndRdx(A), Numna-Heal(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(19)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(21)
  17. Thanks, though I'm sure I'll get over it. Just frustrating.

    The thing with facing a challenge and then adjusting and wanting to take another go at it is that it's fine if it's a console game where you can lose and then immediately retry. A TF though where it takes anywhere from a half hour to two hours to get back to the same point - after being tied to the keyboard to the possible chagrin of your family for that time already - not as much.

    That's actually a pro for someone like Trapdoor solo though I guess.
  18. Question...is there any way to signify if an enhancement is actually slotted or not?

    I ask because what I typically do is print out a build and highlight (with an actual highlighter) enhancements as I get them. If I could do this right in Mids that would be really, really handy.
  19. Quote:
    Originally Posted by Bringer_NA View Post
    I haven't failed or heard of a failed ITF, since the Beta. Maybe you should pick up some information on your team based on the way they played through the first few missions.
    We really didn't seem to have any issues before the final mission, or maybe the end of the third mission when we had a little trouble doing damage to the computer. Very few deaths, decent synergy. Now, I've only been on about five of these or so, but this didn't seem any different from the other times.

    Somewhere before that last mission we lost a member and went down to 7 (scrapper, I think); at Rommy we lost another (Storm/Elec) due to wife aggro. That left my Ill/TA, a Plant Dom, an ice tank, a brute (underlevel though, I think), and I think a blaster and another defender. We might have done it with 7, but after we dropped to 6 things just fell apart.
  20. Argh. So I pop out of my hole to try an ITF, figure the kids are occupied and I can team to get some shards and a Nictus Fragment.

    Two hours later, I have a raging headache, a few shards, and no Nictus Fragment. Yes, we failed an ITF. Got up to Rommy and couldn't beat him.

    It does not make me want to try it again for challenge. CERTAINLY doesn't make me want to try the more challenging Tin Mage or Apex. It makes me want to go back to my quiet soloing for another two months.

    *sigh*
  21. Quote:
    Originally Posted by Minotaur View Post
    I used to buy basilisk's gaze quads at 70M and sell for 110, but haven't bought any at that price for a long time.

    Purples can be bought with a bit of patience, you get a feel for what will buy and recipes aren't always cheaper than crafted. Leave bids overnight and then raise them a bit if you have to.
    110 is about where they were when I needed a few and was rolling in the 15-19 range. Might have to start rolling a few there again, I need a set.
  22. Another vote here for Ill/TA as a fun, very effective combo.
  23. One technical quibble I have is that I'm not sure I was seeing the bifurcate pop-up text when I (or Trapdoor) was not on the platform. I could be wrong, but I swear there were more bifurcations than alerts.

    Lava was absolutely key on my Mind/Kin. Without it I'm not sure I would have pulled it off, at least not on the first attempt (confuse doesn't seem to negate the bifurcations or stop them from spawning). Of course, when I went to talk to him I fell in as well, and in speeding through dialogue and trying to jump out of the lava accidentally finished him off. Sorry, Trapdoor.
  24. Quote:
    Originally Posted by UberGuy View Post
    But the core of this issue is about why people can't get past the roadblock. Is it because they honestly and truly can't? Or is it because they need to prepare more or play differently than they have before?

    I'm willing to say that the former is inherently bad, but I'm not willing to say that the latter is, even though I might not personally like it.

    Trapdoor is conquerable, but he calls for teamwork or very strong solo characters. "Can't beat that way" is not the same as "can't beat", but I think too many folks don't want to change how they play. I can't buy into the notion that the devs have to design around people who can't/won't do any of the following: get a team, seek out temp powers, or build (by whatever means) for high offensive output.
    Ok, I can see the validity in this. But how about building that into the system/arc? Don't have the player have to retrieve Shivans, or HVAS, or nukes. An option from Ramiel, or Statesman, or the Well itself that says "If you feel you are not prepared, I know of ______ which may be obtained that can help you in your effort". Obtaining ______ can be done by putting forth more effort elsewhere - branching/side missions, perhaps.
  25. Quote:
    Originally Posted by Samuel_Tow View Post
    We can go round and round in circles, but the bottom line remains the same - the Incarnate system constitutes a level cap increase. They're careful not to call it that so they don't have to make content for it like they would for a level range, but the fact of the matter is that they do. And two arcs per Issue ain't gonna' cut it. Now, I know that quality work takes time and effort, so two arcs plus two TFs is about the most the developers can do. I appreciate that.
    This is why I'm concerned when Arcana says that Trapdoor being more difficult is just the tip of the iceberg. The Incarnate slots are character progression not only in a storytelling sense but in a technical sense. You build a 50 to an Alpha-Slotted character similarly to how you would build a 49 to a 50, or a 35 to a 36. And that's what I like - building characters. If doing that involves slogging along rather than being tested, I don't particularly care (heck, I've played Civ games out to 2100 when I'd "won" 300 years earlier, just because I liked building things).

    Nobody was ever told they weren't good enough to level to 20, 30, 40, 50. It doesn't matter how good you are, you progressed. It might take some longer than others, but it could be done. If incarnate levels are actually tied to ability and that ends up gating folks from levels...well, I'm not thrilled about that idea*.

    Now, the TF - go to town. Make them as hard as you need to, because their completion is (so far) completely optional. If you want that challenge, go for it. If you don't, skip it.



    * My kids just got Kirby's Epic Yarn for Christmas. The game isn't very hard - you can't die, and as long as you keep going from left to right you progress throughout the game. I actually think this is nice, because players of any ability can enjoy all of the base levels. But, there are still things within the game - items to grab, bronze/silver/gold medals - that can pose a challenge for better players. The Mario games are the same way. I'd rather see Incarnates be more like this than being like old-school games where if you can't get by one roadblock, one boss you just can't beat and the game is basically over.