je_saist

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  1. There's a phrase that sounds just about right for this suggestion...

    Hell /jranger No.

    Unlike Task Forces, Trials, or even major endings to Story-Arcs, the tip-missions are supposed to be soloable-content. Forcing the NPC Story Enemies to default as on EB would eliminate the ability of low damage archtypes to work through tip-mission content at their own pace.

    I also suspect that raising default difficulty would give the player-base screaming about the lack of soloable options for Rare / Ultra Rare more cannon fodder. Not exactly something I think the developers would be interested in doing.
  2. Quote:
    Originally Posted by Father Xmas View Post
    Yes. It went from 8800GTS 512KB to 9800GTX to GTS 250 (with a clock speed bump). Also 8800GT became the 9800GT.

    That's OK though. From what I hear the ATI HD 57xx will become the AMD HD 67xx.
    Pretty much correct. AMD's original plan was to not even bother having a 6700 series to help separate the add-in cards from the upcoming Bulldozer / Fusion processors. I think the only reason AMD finally did a 67xx release was to appease vendors who weren't happy with trying to explain to consumers that no, that 5770 was indeed the card just below the 6850. Given that OEM link, you'll probably actually have difficulty finding a 67xx branded card on the store shelfs. The series is supposed to be an OEM part only, but I don't think that will stop vendors like Asus from producing add-in cards. Granted, I have yet to see any 67xx branded cards in retail channels.

    If you ask official marketing sources, you'll probably be told that Juniper has been massaged to support the following OpenGL extensions: GL_ARB_cl_event; GL_ARB_debug_output; GL_ARB_robustness; GL_ARB_shader_stencil_export; GLX_ARB_create_context_robustness; WGL_ARB_create_context_robustness

    Technically, both true and not true. Support for these extensions was already in the Evergreen hardware family... but since OpenGL 4.1 was finalized about 9 months after the 5770 family hit the market, I don't think those cards were ever submitted for OpenGL 4.1 certification. The 67xx cards, as well as the 68xx and 69xx cards have been certified.
  3. Quote:
    Originally Posted by Gangrel_EU View Post
    Would like to point out that for some if not all GTS250's that they are actually rebadged 9800GT's IIRC as in that they share all the same graphics core (G92b), and as such will suffer the same problems as a "lower" but equivelent core.
    not... quite true.

    It was a rebadge on the 9800 GTX+, which was a die-shrunk version of the 9800 GTX: 65nm process to 55nm.

    The 9800 GTX+ was introduced in June 2008, which was the same month the GTX 260 and the GTX 280 were introduced. The GTS 250 rebadge wasn't until March 2009.

    Nvidia rebadged the 9800 GTX+ for... several reasons.
    • The chips cost less to make than GTX 200 series chips
    • Nvidia had loads of 9800 GTX+ chips sitting around in warehouses
    • AMD's price / performance placing was forcing Nvidia to sell chips to vendors for up to $50 less than Nvidia's actual cost
    Nvidia needed something moving on the market, so they cratered the price on the 9800 GTX+ and rebadged it as a new card. Thankfully for Nvidia, the strategy worked. The company bought enough time to last until a massive cash infusion from Volkswagon / Audi that kept Nvidia from declaring bankruptcy last year.
  4. Quote:
    Originally Posted by newchemicals View Post
    Yes, the 5670 was the 1gb version. I was rather surprised it had GDDR5 memory. Even so, I would recommend not sticking the 5670 card on the acceptable list.

    5770 runs the game fairly smoothly on the E6600 but the 5750 would have noticeable lag spikes on the same setup with lower settings.

    You could also include 8800/9800 GT for Ultra Mode as well.
    Surprisingly, I thought I already had them in there, but you're right, I don't.
  5. je_saist

    Lightning Field

    Thank you Gavin:

    Quote:
    He's not saying it does grant Fury. He's saying it taunts enemies who then attack you. Their attacks give you fury
    This is exactly what I meant with my post. The more enemies focused on a brute, the more fury will be driven, and the more damage bonus a brute's Fury will Return.

    Quote:
    So slot it with procs rather than endmod?
    Depends on who you ask. Lightning field is actually a good place to use the set Obliteration at pump 5 or pump 6 for the set bonus. I'd have a very difficult time advising you or telling you that proccing up a Taunt PbAOE is a good idea. In the cases of brutes the mob will likely be dead from all of the other powers before the procs ever contribute meaningful damage (tested with Hero Stats and my own elec brute and my own spines / fire scrapper, proccing up the damage auras contributed no meaningful damage to overall combat figures).

    Proccing out a taunt pbaoe may or may not grant more damage when used against Tanks, where the player will likely have more time spent in a mob, and thus have more time for the procs to go-off. On my own Fire Tank, proccing out blazing aura bounced back and forth between doing more damage than just slotting blazing aura for damage, and doing less damage than just slotting blazing aura for damage.

    Overall, if you want to go the proc route, you can, there's nothing stopping you... but you'll probably be better served by checking out set-bonus's and going for a straight set bonus buff coupled with damages over relying on procs.
  6. je_saist

    Lightning Field

    Quote:
    Originally Posted by TankShock View Post
    How important is Lightning Field to an Elec/Elec? Does the End Drain make a noticeable survival difference, keeping mobs drained? Is it an endgame power, as early as you can slot it power, or totally optional playstyle power? Thanks!
    Lightning Field is your PbAOE taunt aura.

    If you don't want to have your Fury bar filled, don't take it.

    If you happen to like having your Fury bar filled, which most Brutes tend to appreciate, you'll be taking it as early as you can.
  7. Quote:
    What is your requirement for "will run Ultra Mode Graphics"?
    Defined as an average of ~25+ frames per second, the point at which the human eye can generally be fooled into thinking it is seeing motion.

    Ultimate graphical fidelity choice is up to the user. Some might like to trade off frames per second for more detail. Others may not.

    Quote:
    I run Ultra mode with Corel duo 8400 DDR2 and Ati 4650 1GB Sapphire with all Ultra mode features maxed, except ambient occlusion that is off.
    I'm gonna call bull-crap on that unless you follow that up with a resolution of 1024*768 or lower. I seriously doubt subscribers are going to be looking at such a low resolution when buying a new computer. Hence specifying the resolution: 1680*1050 which is more likely to be encountered.

    Quote:
    I ran ultra mode with a Core 2 Duo E6600 and a 5670 card at 1920x1200. It was able to run Ultra Mode a minimal settings.
    Probably would have helped if I had specified which cards and specifically what Intel Processor I had on hand when Ultra Mode launched. When Ultra Mode first hit these RadeonHD 5000 series cards weren't exactly in abundance. My original tests were done with the 4850 and the GTS 250 512mb card. The processor was the Core 2 Duo E6400. The motherboard in use was the Intel D97XBX (version 1). Yes, that's the one that Intel sold as a gaming / overclocking board, but you have to physically mod the board to unlock the bios options unless you used an Extreme branded processor.

    The Core 2 Duo E6600 is a 2.4ghz chip, so you had about a ~200mhz base real clock speed advantage, as well as an extra 2mb of cache, both which would have helped tip that architecture over the breaking point.

    Also, it's probably very likely you had a 1gb memory configuration for graphics on the 5670, which would have helped overall performance.
  8. Lets see if I can get Mod05 to sticky this... from here: http://boards.cityofheroes.com/showp...7&postcount=11

    This is a listing of all of the graphics cards currently known to be capable of driving Ultra Mode level graphics in City of Heroes with a resolution of 1680*1050.

    My initial comparison processor was a 3ghz Socket AM2 A64 6000. I'll go ahead and say straight out that the Intel Core 2 Duo @ 2.2ghz I had on hand was NOT capable of driving this resolution with the cards I had on hand.

    If you need an explanation of just what Ultra Mode Graphics Are, please see this thread: http://boards.cityofheroes.com/showthread.php?t=219534

    The starting point for running Ultra Mode Options in Low are the AMD RadeonHD 4850 and Nvidia Geforce GTS 250. These have the respective theoretical throughput rates of
    • 10,000 MegaPixel / 25,000 Megatexel
    • 11,808 MegaPixel / 47,232 Megatexel
    For the AMD architecture then, cards that will run Ultra Mode Graphics Options include:
    • RadeonHD 4730**
    • RadeonHD 4770***
    • RadeonHD 4850
    • RadeonHD 4850x2#
    • RadeonHD 4860
    • RadeonHD 4870
    • RadeonHD 4870x2#
    • RadeonHD 4890
    • RadeonHD 5750
    • RadeonHD 5770
    • RadeonHD 5830
    • RadeonHD 5850
    • RadeonHD 5870
    • RadeonHD 5970#
    • RadeonHD 6850
    • RadeonHD 6870
    • RadeonHD 6950
    • RadeonHD 6970
    • RadeonHD 6990

    **I've never actually seen a 4730 for sale. On paper it has the shader and texture power to execute the OpenGL 3.0 calls in the 1280*720 resolution range.
    ***As far as I am aware the 4770 was only sold with a 512mb memory configuration. The card also had a 128-bit memory bus. While it's not far off from the 4850 in terms of theoretical power, the memory configuration places this cards target resolution more for 1280*720
    #Crossfire is not yet supported for OpenGL 3.x or higher rendering targets.


    For the Nvidia architecture these include:
    • 8800 GT^
    • 8800 GTS*
    • 8800 GTX*
    • 8800 Ultra*
    • 9800 GT^
    • 9800 GTX
    • 9800 GTX+
    • 9800 GX2
    • GTS 240
    • GTS 250
    • GTX 260
    • GTX 260 216
    • GTX 275
    • GTX 280
    • GTX 285
    • GTX 295##
    • GTS 450
    • GTX 460
    • GTX 460 SE
    • GTX 465
    • GTX 470
    • GTX 480
    • GTX 560
    • GTX 570
    • GTX 580
    • GTX 590##

    *the Geforce 8800 series has the shader and texture power to execute Ultra Mode Code, but memory counts of 256mb and 512mb of local video memory really cuts into the ability of the cards to render Ultra Mode in high resolutions
    ^The 8800 GT and 9800 GT are the entry level models. They both did have a 1gb model made, but I think practical performance is going to place these cards closer to the 1280*720 resolution mark for reliable performance.
    ##SLI for OpenGL 3.x and higher targets is operational as of recent Nvidia driver updates


    The list of mobile cards that can render in ultra mode is significant shorter:
    • Mobile RadeonHD 4850
    • Mobile RadeonHD 4850x2#
    • Mobile RadeonHD 4860
    • Mobile RadeonHD 4870
    • Mobile RadeonHD 4870x2#
    • Mobile RadeonHD 5830
    • Mobile RadeonHD 5850 GGD5
    • Mobile RadeonHD 5870

    #Crossfire is not yet supported for OpenGL 3.x or higher rendering targets.
    • 9800M GTS
    • 9800M GT
    • 9800M GTX
    • Quadro FX 3700M
    • Quadro FX 3800M
    • GTX 260M
    • GTX 280M
    • GTX 285M
    • GTX 460M
    • GTX 470M
    • GTX 480M

    As a note since a couple of Quadro's are in the last mobile list: Workstation Graphics Cards may not execute the game properly.
  9. Quote:
    Originally Posted by Spiritchaser View Post
    Can anyone recall if there has ever been a dev comment on porting Broadsword to Tankers?

    I'm sure there has been debate, over the years on the value and or suitability of the parry power with tanker mods, but does anyone recall any kind of official(ish) word on such?
    I think the only official word that ever came down was... "not yet"

    That being said, David N. had something... interesting... here: http://boards.cityofheroes.com/showp...&postcount=878

    Quote:
    Large scale weapons: noted. This kind of thing fits incredibly well in the super-hero genre, and we're definitely quite interested in the idea.
    I suspect that when / if a broadsword is brought to tanks it will be a two-handed claymore or BusterSword type weapon with the appropriate stances and animations.

  10. Quote:
    Originally Posted by Jibikao View Post
    The only power under Pools that I don't understand is Whirlwind. I've seen it in action at Blackmarket when people are bored.

    Can you use other powers while Whirlwind is on? It seems like you are stuck in that spinning animation? What is the point of Whirlwind?
    Knockback.

    Basically it supposed to serve the same purpose as powers like Repel, Repulsion Field, or Force Bubble. It would buy somebody in melee time to get out of melee and to safety.
  11. Quote:
    Originally Posted by GibsonMcCoy View Post
    Well one of the great things about formatting with Windows 7 is it makes a folder called WindowsOld and saves your old stuff.
    Uh.

    NO!

    Formatting consists of Erasing the Drive Completely.

    Microsoft Windows will only save previous installation data in Windows.old if you install WITHOUT... repeat... WITHOUT... formatting the drive.

    Quote:
    I don't know if it would do that going from Vista to 7 though.
    This is one of those: don't bother, their the same damn thing.

    The only reason(s) you'd want to crossgrade (now) from Vista to Win7 are as follows:
    • NT6 is not compatible with a legacy application and you need the virtualized NT5 Mode.
    • You want the updated User Interface
    • You have a Vista Basic Edition and it's going to cost you the same to unlock all of the stuff that's included in the install but turned off.
    That's pretty much it. Keep Windows up to date and from a Kernel, DirectX, and Driver viewpoint, the stuff that actually matters, Vista and Windows 7 are the same exact operating system. No difference.

    Now, this doesn't mean this will always be true. At one time Windows 2000 and Windows Xp were synched with same kernels, same DirectX, and same driver modules. Then Microsoft killed Win2k Service Pack 5, forcing users who wanted to stay up to date on patches and software changes to purchase a Windows Xp license for software they already had bought at least once before.

    This history is a concern with Vista / Win7. It is very likely Microsoft will stop releasing service packs for Operating Systems with Vista identification, but continue to maintain updating that same exact code on operating systems with Win7 identification.
  12. Quote:
    Originally Posted by AOL_Eats_Babies View Post
    By tough situations I meant team wipes, double/triple pulls gone bad or heavy psi or fire damage. In situations like that lasting 90 seconds is a lot harder than lasting 45 seconds.
    ... ... I know what I want to say, but I'm not sure how to say it.

    The basic problem you have is this: You have raised expectations that the developers have no intentions meeting.

    The developers do not WANT every defensive armor to be god-like and unstoppable in combat conditions. Ice armor is DELIBERATELY weak to Fire and Psionic damage. Tanks, by and large, ARE NOT SUPPOSED to be undying machines.

    Tanks, by and large, ARE DESIGNED to take aggro and manage damage BETTER than other archtypes. This does not, and has not, and will not, ever mean that Tanks will be completely invincible to any and all combat situations, NOR SHOULD IT MEAN that Tanks SHOULD BE completely invincible to any and all combat situations.

    Now, before you start whining that Stone Armor: Granite proves this design wrong, keep in mind that Stone Armor: Granite has a nasty native damage debuff, a nasty recharge debuff, and no Psionic Protection. In addition the developers admit that the rest of the Stone Armor set is under-performing level per level compared to other armor sets SPECIFICALLY BECAUSE GRANITE IS SO OVERWHELMINGLY EFFECTIVE

    So here's what you can do with your whining that you can't be Tank-Almighty: Stuff it in a rubbish bin.
  13. je_saist

    Opengl struggle

    Quote:
    Originally Posted by kangaroo120y View Post
    However don't blame Open Gl. If anything OpenGL is more efficent (or at least it used to be) than DirectX. I quite like the openGL standard and find it interesting that the mobile market is picking it up. Perhaps that comes down to efficency again, perhaps you have more info on that Je Saist.
    According to game developers John Carmack, and Gabe Newell, there is no performance difference between OpenGL and DirectX as of DX11 / OpenGL 4.1.

    Part of this is because the specifications of which each API are more clearly defined, and there is less room, or need, for proprietary extensions. Part of this is down to maturity. Microsoft hasn't been sitting still on graphics technology and they made up performance ground while OpenGL languished under SGI. Khronos deserves credit for catching OpenGL back up with DirectX.

    As to why OpenGL is surging... the real fact is market percentages. Microsoft's market-share outside of OEM computers is... zero. Outside of Microsoft Windows and Office Microsoft has never posted a profit for any other project. The Home and Entertainment Division, responsible for the Xbox branding, only appears to be profitable as Microsoft wrote off several billion as non-recoverable operating losses.

    The high-growth technology markets these days are in smart-phones, tablets, and low-power laptops... where architectures like MIPS and ARM reside... markets that are dominated by *nix-type operating systems such as BSD_Mach / IOS and Linux / Android. For the average publisher, OpenGL is the only way they can target these high-growth platforms.


    Now back to the Original Poster
    Quote:
    News flash! The game only runs Ultra mode if you use obsolete drivers on the ATi side
    Hmm? Okay, ignoring the 11.1 alpha, the 11.1a hotfix seems to have fixed these issues.

    Quote:
    and nVidia has made it clear openGL support isn't where they want their resources right now.
    Fair enough. I can't argue this point. I don't think Nvidia will have a choice in supporting OpenGL... not after their announcement that they were integrating Fermi with ARM and entering the central processor business. Nvidia's insane if they think Microsoft is ever going to have a market in the ARM world.

    Quote:
    10-20 FPS is unacceptable on a modern card in this kind of game. Ultra mode was nailpolish on a pig. This game is outrageously inefficiently written, even with the ultra update.
    Specifics on your hardware would help.

    Also, again, some operations such as Ambient Occlusion use a lot of performance but may or may not have a visual benefit. Sometimes graphics features are like that.

    Quote:
    when a modern quad core processor with a top of the line video card can't run any ultra settings at ALL without consistent frame drops, SOMETHING IS BROKEN.
    That sounds like a problem with your computer, not with the game. We'll be glad to troubleshoot those issues.

    Okay, I really don't have time to finish this. Class is going back into session, and I have to learn more about pastry sanitation.

    Cookies soon!
  14. Quote:
    Originally Posted by Local_Man View Post
    Players have speculated that Praetoria will eventually have additional content past level 20, but that is speculation at this point.
    War Witch has confirmed that because she has a say in it, Praetoria will be revisited for future story content.

    At this time the indications are that there will be no more Resistance / Loyalist content added to the game. You will have to leave Praetoria. You will have to decide to become a Hero or a Villain.

    The suspicions at this time are that future Praetorian content will be focused on the Resistance City of Sanctuary, and that content will be flagged for the Villain, Rogue, Vigilante, and Hero factions.
  15. Quote:
    I disagree slightly with Je Saist's assesment that you "have" to compromise your build to get early PermaDom. It is definite doable without too much of a sacrifice. Especially now that Fitness is inherent, which frees up 2 - 3 available powers for LOTG mules.
    Point conceded. Inherent fitness does mean activity between dom bursts is easier to sustain... toss a miracle unique into Health and a single stamina recovery.

    I also had another thought. I could fit another LoTG 7.5% mule into the build I made by dropping Boxing / Tough / Weave, and taking Stealth / Grant Invisibility. That would be pushing ~98% recharge by 36, and into ~104% by 37.

    Quote:
    Originally Posted by TankShock View Post
    Ok, I'm definitely missing something. Are you guys counting Hasten for your PermaDom?
    Yes.

    Quote:
    My calculations are that you need a global of 105-110 for Hasten to go Perma, which then makes Dom perma as well. Under 100% Global and your Hasten will occasionally drop, which is more of a MostlyPermaDom.

    I'd be more than happy to find out I'm wrong. And I'd definitely be interested to see how lvl22 gets Perma.
    Basically if you have a recharge rate of 140% with Hasten, you can double stack Domination.

    If you have a recharge rate of 160% with Hasten, you can generally keep Domination coming back around.

    So once you start hitting around 70% base recharge you'll be closing in on perma with Hasten up.
  16. je_saist

    Opengl struggle

    Quote:
    Originally Posted by Addicted View Post
    In all the market there isn't a Single GPU that can max. this games settings on a 24" + monitor without fierce struggle. This is astonishing to me, since this is a "dinsosaur" of a game.
    You might have had a point here aside from one little factor: Ultra Mode. Pretty much any add-in GPU for sale today can max the "dinosaur" settings of the game with no problem.

    Ultra Mode introduces a completely new rendering structure.

    Quote:
    Why even list some of the settings if they really can't be utilized?
    Have you ever tried to design a user-interface?

    Have you ever tried to design a user-interface that hides components that could have a hidden state to the end user?

    Well, let me direct you to some people who have: http://www.kde.org/ http://www.xfce.org/

    The fact is this: all of the settings in the game are exposed because it is the simplest way to handle the structure of presenting coherent and recognizable data to every player. When developers try to hide system components, options, or settings, based on detections of what the user has, such systems create issues on the back-ends of troubleshooting, bug filing, regression testing, and every other aspect of development.

    Don't take my word for it. Go hop on the KDE and XFCE mailing lists and suggest those guys start hiding program options and settings based on whether or not a user has a certain level of hardware detection.

    Quote:
    Perhaps it's the manufacturer, might I need an additional 3 Gtx 580's?
    Or maybe it's because some of the things the developers implemented are computationally heavy for the potential graphical benefit they may or may not contribute.

    Quote:
    Maybe they don't update this type of platform much anymore?
    Again, you almost had a point here. Nvidia has been backing off of OpenGL support, and AMD's performance OpenGL support is... adequate. Single card performance is generally equivalent with DirectX, but multi-gpu support is... abysmal. Commercial use of OpenGL for video games is rising, mostly on the strength of the *nix platforms BSD_Mach / IOS and Linux / Android. Whether or not the mobile revolution will have an impact on the typical PC market also switching to OpenGL, well, is yet to be seen.

    Quote:
    Please help fight the struggle. PLease contact Nvidia or ATI for more efficient drivers or something or to get Paragon Studios out of their ______________________ <fill the blank>
    Well, I'm always for more gamers telling vendors to support Open Standards.

    Quote:
    Don't accept 10-20 fps..
    Okay, putting the brakes on you again. For starters, some of the ultra-mode options are fairly CPU intensive... not GPU intensive. If you couple a RadeonHD 6890 against an AthlonXp, you aren't going to get high frame-rates in Ultra Mode no matter what you do.

    The fact is, even a RadeonHD 5770 can push Maximum Shadows, Maximum Reflections, and Ultra Water in 1920*1200 with ~4x anti-aliasing and maintain a playable frame-rate, providing it's coupled with a decent enough processor.

    Some of the performance killers for City of Heroes are Ambient Occlusion and Bloom... both of which are questionable as to whether or not they actually improve graphical fidelity: http://boards.cityofheroes.com/showthread.php?t=219534

    Quote:
    I hear that new super stuff hero game glides performance wise and is visually stunning
    Don't dance around the topic. Just say, Sony Online Entertainment DC Universe Online. Nobody is going to shoot you.

    Again, you almost had a point here... except you didn't.

    DC Universe Online is not in the same genre as City of Heroes. It is a completely different type of game that needs to be compared to quasi-MMO's like Phantasy Star Online or Borderlands. Trying to compare it to a full-blown MMO like City of Heroes tells me one thing. You haven't ever actually played DC Universe Online.

    Anyways, something to keep in mind is that DC Universe Online is built atop the Unreal Engine, and there's already complaints being lodged that textures aren't as sharp as they should be, and that the game has a neon edge to models that just won't go away. In other words, it looks like a game that was built with the Unreal Engine.

    Is DC Universe Online visually stunning? Oh hell no.

    Is it graphically comparable to any other game?

    Again, no. No other game has tried to do what SOE is doing with the Unreal Engine and using it in a contiguous and persistent map configuration... well aside from early Huxley demo's. For what it attempts to do DC Universe Online is impressive.

    Ignoring for a moment the completely different genres of City Of Heroes and DC Universe Online, should DC Universe Online's highest rendering mode in Windows be compared to the highest rendering mode in City of Heroes?

    Well, let me ask this: Would you say that Gears of War should be graphically compared to Super Mario Galaxy? Would you say that Legend of Zelda: Twilight Princess should be compared to Call of Duty: Modern Warfare 2?

    I hope that answer would be: NO
  17. Quote:
    Originally Posted by TankShock View Post
    I've seen a few people talking about PermaDom for a mid-30's toon. I don't see how to do that, even if you totally pimp out for recharge. Am I misunderstanding, missing something, or is it just idle bragging?
    Slotting enough recharge for perma-dom by 35 can only be done on a few select builds and generally requires sacrificing all other aspects of being a dominator in exchange for recharge. Case in point:

    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 48 Magic Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Fiery Assault
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting

    Villain Profile:
    Level 1: Mesmerize -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9)
    Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(15)
    Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(5)
    Level 4: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(21)
    Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(23), Mlais-Acc/EndRdx(23), Mlais-Conf/Rng(25), Mlais-Acc/Conf/Rchg(25)
    Level 8: Mass Hypnosis -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(27), CSndmn-Acc/EndRdx(27), CSndmn-Sleep/Rng(29), CSndmn-Acc/Sleep/Rchg(29)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Telekinesis -- Empty(A)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 16: Maneuvers -- LkGmblr-Rchg+(A)
    Level 18: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(21)
    Level 20: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-ToHit/Rchg(31), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(33)
    Level 22: Vengeance -- LkGmblr-Rchg+(A)
    Level 24: Boxing -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(34)
    Level 26: Tough -- Empty(A)
    Level 28: Weave -- LkGmblr-Rchg+(A)
    Level 30: Terrify -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(34), DarkWD-ToHitdeb/Rchg/EndRdx(36), DarkWD-ToHitDeb/EndRdx(36)
    Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(36), Mlais-Acc/EndRdx(37), Mlais-Conf/Rng(37), Mlais-Acc/Conf/Rchg(37)
    Level 35: [Empty]
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Stamina -- Empty(A)


    As of level 37 this particular build would have 96.3% base recharge. Factor in the 3 slotted Hasten and this particular mix will likely be perma'd.

    However... I'd have absolutely no endurance reduction on maneuvers or weave. I would also only have attacks slotted for damage; Mesmerize, Flares, and Incinerate.

    Is that trade-off worth it? Almost no damage and not much in survivability? Well, that's up to the player to decide for themselves.
  18. right off hand it looks like you upgraded your Nvidia drivers.

    Try dropping back a version or so and see if the problem continues.
  19. Warden: the developers have been very explicit that there are no Diminishing Returns planned for any PvE content.

    It was indicated during the Going Rogue testing period that one of the reasons the developers were implementing Tier 4 inspirations was to give players without maximized IO builds the situational opportunities available to players with maximized IO builds and unlocked Rare and Very Rare Alpha Slots, such as soft-capped defense and the [Ultimate] level shift.
  20. Quote:
    Originally Posted by Master-Blade View Post
    I use the 5770 and the version I've seen work the best so far for CoH has been the 10.9 version. It seems most (if not all) of the issues people have with contact lists and other related crashes seem to go away after rolling back to 10.9
    I can verify not all on the 5770. I have not been able to duplicate, replicate, or simulate the errors reported on the 10.10, 10.11, or 10.12 drivers across Windows NT5 and Windows NT6 with RadeonHD 5770, 4850, or 4650 graphics cards. 11.1 alpha was the first Catalyst driver that I've been able to reproduce any kind of problems with.
  21. A little bit more information about what you are doing and how this error, as well as system information, would be helpful:

    http://boards.cityofheroes.com/showthread.php?t=219502
    http://boards.cityofheroes.com/showthread.php?t=231628
  22. Quote:
    Originally Posted by kinaki View Post
    Not the Windoze defragger, but the utility used just for the game files.
    As far as I am aware City of Heroes has never had a defragmentation utility, so there isn't one for just the game files.

    You might be getting the Cryptic / NCSoft City of Heroes game confused with Valve Software's Steam Platform Service which DOES have an option to defragment the cache files stored on the computer.

    Valve's Steam Defragmentation Utility is NOT an official utility for City Of Heroes.

    Now, if you are looking for a way to defragment your files and you don't want to use Microsoft's defragmentation utility because it makes a whirring sound most often associated with Hoovers or Electrolux's, look up UltraDefrag: http://ultradefrag.sourceforge.net/
  23. I'm not set up to test right now, what with moving to Florida, but Catalyst 11.1a had some pretty major OpenGL regressions on sub HD 6000 series cards. The Catalyst Crew forums are flooded with bug reports and other random crashes on non-HD 6000 series cards.

    Hotfixes are reportedly on the way, but from what I can read, it seems like Catalyst 11.1 should be avoided unless you have an HD 6000 series graphics card.