joebartender

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  1. Quote:
    Originally Posted by Hindenburg View Post

    did you mean to use lvl 20 IO's? lvl 22 enhancements would work at 17 so..is there a arc that's lvl 17?
    With the exceptions of Purples and PVP IO's you only keep the set bonus for 3 levels under what you have slotted in the power.

    You do get to keep and use powers from 5 levels over the level that you have exempted down to.
  2. Never paid to be pl'ed up. I do however know that the rate is normally 10-20 mil a level. So 500mil to 1bil inf to reach 50.

    If the person getting pl'ed is smart enough to roll tickets when capped they are going to come out ahead of the cost at level 50. Most likely by a wide margin.

    With that in mind I don't so much look at it as charging to pl as the person running the farm saying I'm doing all the work give me a modest percentage of the returns.
  3. Quote:
    Originally Posted by Jibikao View Post
    I am sure this has been answered but yes, venom grenade belongs to the Soldier branch so Bane will need to draw a rifle out, which means yes, weapon redraw. But Venom Grenade is worth it even with delay.

    But if you take Poisonous Ray specifically to compliment Venom Grenade, then yeah, you will notice a lot of delays. I am not a fan of weapon draw and that's one of the reasons I dropped Poisonous Ray.

    Yes, Placate is skippable if you ask me. I took it but only with one slot. I recently found out that Placate gives you 10% tohit buff. It didn't occur to me before because I always run Tactics.
    20% tohit buff actually. I like to be able to use it to reset hide and get another huge Stealth strike out of Crowd Control on a packed up mob but ymmv
  4. joebartender

    DM/DA AE Mish?

    This thread on lowbie self pl farm maps has some good advice on how to set up your own and also some arcs that others have already posted up to be used.

    http://boards.cityofheroes.com/showthread.php?t=263212
  5. Quote:
    Originally Posted by Deus_Otiosus View Post
    Unfortunately being able to go spiritual is highly dependent on secondary.

    That chain is something like 5+ EPS with 30 or 40% End Rdx Slotting.
    Taking Ageless for your Destiny choice would make going Spiritual for Alpha a lot less painful with that high an EPS chain.
  6. Quote:
    Originally Posted by Malice_A4Thought View Post
    Check out the things available via the flashback system in Ouroboros - a *team* can be just one
    This does you no good for trying to solo ITF, STF, LRSF, Apex, Tin Mage and any other tf in the game that isn't the old Posi TF since that was added to Oro when the updated version was put in game.

    You can do story arcs and some quasi TF's that you can at least make difficult by forcing them to spawn AV's and upping the spawn size since they follow the story arc spawn rules and not TF spawing.

    There is really no reason for the devs to not give us the ability to start a TF solo. People seeking a challenge shouldn't need to gather up 7 other willing souls to start and need 1 other person to be kind enough to log off their toon until your finished with it.
  7. Quote:
    Originally Posted by Captain_Photon View Post
    Jeez, you go away for a year and a half and they go and revamp the game on you.

    So... what's the rationale behind the daily cap on alignment-mission tips? Is there one, besides "arbitrarily make it take longer for a character to navigate the alignment system"? If that's the case, it rather reminds me of that fake BBC station-ID that used to appear on Monty Python's Flying Circus. "This is BBC One. We interrupt this programme to annoy you and make things generally difficult."
    It is also in place to slow the rate at which you can earn alignment merits which are vastly superior to reward merits in their return on investment. 2 A merits will net you a LotG +7.5 recharge among other pricey goodies.

    I do wish they would at least let me keep running tip missions even after i have capped as I find them much more entertaining than story arcs or radio/paper missions.
  8. Quote:
    Originally Posted by Person34 View Post
    I have an idea that someday I will create a /FA brute, I like the visuals of the armor and the board here has a ton of threads saying how amazing its damage is. I am probably going to end up pairing it with WM or maybe the upcoming broadsword, I haven't decided yet. I don't pay much attention to the /FAs I group with on trials, but got to group with a claw/FA in GV the other day and the outcome was eye-opening...

    First few missions were just coucil mobs, and this /FA guy literally melted the map. He had the fire judgement and we must had plowed through the map in 2-3 minutes. What is funny is he seemed largely untouchable, and when I asked how /FA was he mentioned that having 45% S/L was was made the set so successfull for him. I thought to myself "ok... making one of these TONIGHT!".

    Then we hit a malta map and the dude died probably 10 times. The gunslingers and robots were a nightmare for him, my elec/elec stalker was having more luck with just shadowmeld on tap for defense. It was great watching the first time he reznuked them, but the map seemed to take 15 minutes to complete... about opposite of what the council's performance was.

    Then we hit a carnie map and he quit about 2 minutes in. He was getting absolutely shredded here. Yeah carnies are a tough group for a lot of folks, I know, but watching the psi damage and end drains killing him repeatedly was alarming: he'd reznuked once and then after he retoggled he was dead again.

    So, I guess my question here is can a /FA brute be successful outside of council maps and AE farms? I was grouped with a guy who was IOed to the gills and he still had trouble with a majority of the mobs we encountered in paper missions. It seems the intent for a lot of people is to create them for farms, so am I going to hate using one for general PvE play? Thanks guys.

    EDIT: Grrr, gonna be making one tonight and try and find out for myself. A better question would probably be "what groups should I just absolutely avoid?" lol.
    No /FA is not just good for pushover farming.

    Solo any group with large amounts of Psi damage can put a major hurt on you if you jump into a mob unprepared. Carnies, Arachnos, Rikti, and Praetorians come to mind. Malta can be a pain if you don't pay attention to where the sappers are and or use consume in a proactive manner.

    None of these groups at +0/8 upto +2/8 with bosses however are a serious challenge if you have built for a good mix of S/L def, moderate recharge and made sure to get the most out of your resistance shields.

    The rest is just paying attention to each spawn and making sure to take out the biggest threats as quickly as possible. Being willing to use the inspirations that will be raining down on you is also a big plus.

    On teams with 1 buffer/debuffer you will likely only have to use your self heal once or twice a mission against even problem mobs. On a team with 2 buffers/debuffers you won't even bother to keep the heal in your action bar.

    I have had my SS/FA since the day CoV launched and I still get amazed at the thing that you do when you add just a moderate amount of damage mitigation to a damage machine like /Fa
  9. Quote:
    Originally Posted by EvilRyu View Post
    I got 3 builds I am thinking of KM/SD, SS/SD, and EM/SD. The what I am looking to do is kill bosses extremely fast with this build or to put out big numbers against AVs. In each case I know fury takes a minute but I am good at getting fury started. I am not looking for DPS but more so who will kill the boss/eb/av in the fewest hits with the attacks as they recharge.
    So the goal is to kill the boss/eb/av in the fewest button presses and not the least amount of time?

    Not trying to be a smart *** just wanting to make sure I have the goal correct.

    If that's the case I would guess the EM since you can go BU Gloom TF Gloom ET and put out a huge burst of damage.

    With 3 in range of AAO, 50% fury and BU thats going to hit for over 2200 damage. I don't think KM or SS can put as much damage into as few clicks as EM can.
  10. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Well, I'm wondering why I can clear AE maps on +3/x8 in less than 5 minutes solo when it takes 10+ minutes on teams.
    Are the other team members helping or are they dead on the floor and only there to be venge bait?

    Solo your getting every single insp drop that comes down the pipe. On a team thats getting watered down from the others getting their share of the drops.

    Other people in an AE mish also tend to spread the spawns out and screw up your target saturation unless they know where to die.

    All these factors can add a lot of time to an AE run.

    Solo I can clear +2x8 in 50 seconds on a team that goes just a bit over 5 min...
  11. Quote:
    Originally Posted by zesty View Post
    Back after a long hiatus, my first 50 was this brute, can't try him out yet as I am redling the client - but was wondering what I can expect to see? I retired from CoX a few months before the energy melee nerf so all I know is that ET and TF have been changed.
    EM/ELA was my first 50. I loved that toon to death.

    Then ET was changed to take 7 days to animate. Haven't enjoyed him since then. I try each new issue to get him back out and do some new content with him. Maybe even drop a billion or so inf on the build trying to tweak it back into being fun.

    The truth is, no matter how much time and effort I put back into him nothing is going to make it as fun as it used to be to hit BU+TF+BS on boss 1 and ET+Gloom on boss 2 and know that they were out of the fight.

    I would suggest rerolling as Kinetic Melee/ELA. You get a fun build up power that is great on fury chasing brutes. Your attacks do -damage which is awesome on a Res based set and that is in addition to most of the attacks also doing stun or kd. You get a pbaoe that has the same radius as Whirling Hands but doesn't suck. A nice little ranged attack instead of Stun. in short KM is just about what EM should have been.
  12. Quote:
    Originally Posted by Test_Rat View Post
    We are losing the heal buddy.
    No you lost the little paltry heal from the end recover power and had it replaced with +def

    You gained the massive heal, plus regen and plus recovery from Energize in place of conserve power.
  13. Quote:
    Originally Posted by Neogumbercules View Post
    I have Ion on my brute. It's good but it has a couple of problems the others don't:

    If the initial target dies on the first contact, your chain dies before it has the chance to do anything

    The long animation sometimes led to me corpse blasting when a teammate, and sometimes even my own damage aura, killed my target. Again, that prevents the chaining from going off.
    This.

    I like Ion in trials, the bosses stay up long enough to always make them a viable target to bound Ion off of and the power will actually bonce quite far with the right spacing of targets.

    On the other hand I went and made Pyro to replace it because I got so tire of having my targets die in any other type of content and wasting the power and it's long animation time.

    Void's a nice middle ground and being as you live in the thick of things with a brute anyway it is easy to hit as many targets as are available. The -damage of the power is also nice.
  14. Quote:
    Originally Posted by DarkBlaster_NA View Post
    Hello! My first topic i think, im not asking for a build for these two, but rather the best begining/middle/end moves to destroy fire MOBS with, Like attack chains, When to use the heals, what kind of insps to use when needed. Stuff like that :P
    Can't voice any non generic advice for the scrapper as scrappers just never clicked for me and I stick with brutes.

    As for the SS/FA let me ask this:What is this for? Just farming a fire ambush for tickets?

    If thats the case then the planning is really simple.

    Max damage before you run in. If your paranoid pop 4 purples also but I find it's overkill if your ticket farming. If I'm pl'ing then I'll keep a few purples running.

    Keep your salvage window open so you can see when you have hit your 750 for the map, that way you can click the glowie and get out minus extra kills that you didn't need.

    Since your going to be target saturated all the time just use the highest dpa AOE that is available at any given moment.

    Can't really say what thats going to be for you since you didn't post any builds but honestly even if you just hit the AOE that is recharged and make sure to max out targets with your Judgement you will do fine.

    Use any time that you don't have an AOE ready to cycle your inspiration combine keybinds of choice. I like to use Microcosm's set from his guide here http://boards.cityofheroes.com/showthread.php?t=125603 but find something that works for you.

    Using that method I can enter at damage cap and stay there until I leave the map.

    I can max out tickets in around 100 seconds on my SS/FA using that plan and he is much better built to TF than to farm.

    Never need the heal, it just takes up space when I'm grinding out cash.

    Now if you want to turn it up to +4x8 to PL or something you will most likely want to keep 2 purples running and use KoB on bosses to speed things up.

    At +4x8 I tend to use the heal at about 1/2 health but I'm not built to farm either. With the type of recharge that I see in most farm only builds I'd fire it off when I had an AOE gap since the power can animate while I cycle my combine commands.
  15. Quote:
    Originally Posted by Residentx10 View Post
    I focus on the the shards not the threads. The threads are easier. But in my world, the cost to craft alphas has gone up. I have to have more to craft high level alpha slots now. I'll post pics shortly. I'm going into the game now.
    The tier 4 Alpha Slots still cost a Favor of the Well, a piece of common incarnate salvage,a piece of uncommon incarnate salvage and any two tier 3 Alphas of the 4 in the set.

    That hasn't changed once ever.

    You can still make any common shard based component for 4 shards or earn them from a TF/Raid/Buy with Vmerits.

    You can still make any uncommon for 8 shards plus the right common or just 12 shards outright.

    You still get your notice from the WST or you can still make them for 88 shards and some inf. The Favor of the Well still runs about 208 shards if you don't wish to run the WST two weeks in a row to get the Notices to just craft one with just 32 shards.

    What part of the cost involved has gone up?
  16. Quote:
    Originally Posted by Giant2005 View Post
    You are obviously trying to build some kind of jack of all trades/hybrid that can farm as well as do regular content. A hybrid will suck at both.
    This is patently false. It is fairly trivial to get a SS/FA Brute to the point where you can play main tank in a team environment, cap tickets in an ambush farm in 2minutes or less, earn 90-120million an hour in inf in the same farms if your killing +3x8 with bosses,run the demon farm for purples and with the addition of a lore pet you can even easily solo AV's in a timely fashion.
  17. Quote:
    Originally Posted by Seril View Post

    Though, I don't know how much time it took away running back and forth to craft new grenades.
    Don't run off to craft them. Use the "Crafters Cafe" AE mission that has a functional crafting table inside to save time.
  18. Quote:
    Originally Posted by Traegus View Post
    this confuses me, even with the addition of the end game content, the "GAME" is still the journey to 50, if the combo you mention is THAT BAD from 1-50, wouldn't that mean it's NOT a great combo to try?
    The "GAME" is what ever you desire it to be.

    For you the game is 1-50. For others 1-50 is the waste of time required to be able to play a toon that doesn't suck.

    I would think most folks fall somewhere in the middle but either viewpoint is valid since it is after all your own personal enjoyment we are talking about here.
  19. Quote:
    Originally Posted by Bill Z Bubba View Post
    Glad to see the responses in here.

    I would be interested in hearing the argument for keeping shards as is. What problems would arise right now if the devs decided to move forward with a straight swap out?

    All shards are converted to threads.
    All common shard components are converted to a random common thread component.
    All uncommon shard components are converted to a random uncommon thread component.
    Repeat for rare and very rare.

    Replace every instance of shards/shard components in the drop tables with threads/thread components.

    Remove all references to shards in Incarnate Power creation.

    What problems would this cause?
    I'm all for this Billz. Anything that makes a system as user friendly as possible seems like a great idea to me.

    I would also like to see the types of incarnate salvage get condensed down to just Common, Uncommon, Rare and Very Rare without all the variations in each level that serve no purpose.

    We can't trade this salvage to anyone else, we can't sell it on the market and we can't even send it to other characters on our own accounts. So why have 4 different types of very rares?

    At incarnate launch I couldn't even sidegrade this unwanted salvage into something useful if I happened to get an unneeded item during a Masters run. Having the different types of salvage for flavor purposes when the items don't even have flavor text is just a waste and a needless complication of the system.

    Just condense them down to their basic level and keep the same cost for conversion. 20 Threads makes a common, 60 threads or 3 commons upgrade to an uncommon and so on.
  20. joebartender

    Lfg

    Quote:
    Originally Posted by GavinRuneblade View Post
    I agree. Seems like an odd decision.

    Also, I don't understand the change that made it more likely to include more than the minimum needed to start. In my mind, it should be set to always attempt to fill to max unless it is a closed league. And "join in progress" should pop you into any league with an opening that is not closed.

    but many people proposed both of these and the Dev's clearly didn't agree. So Meh. We'll see if they modify it in the future.
    I really had high hopes for the LFG when it was 1st announced. Sadly these hopes have been dashed over and over and over.

    As you have pointed out here join in progress should just let you get sucked into any open league that has a free spot.

    I attempted yesterday again to use the LFG tool on Infinity just to test out if the current changes had made much improvement. 60 minutes later I was still waiting in the queue and never once reached enough member for the game to attempt to start a trial.

    I really think at this point that the LFG is a lost cause. If the devs could find some way to use the old Arena match posting tech to allow leaders to post up a trial/tf forming at X time with Y slots open I think it would be used much more often than what we have now.
  21. Quote:
    Originally Posted by pbjtime00 View Post
    Hello,
    I like healing people. That's why I'm a healer. Combat is not my forte.
    I don't want to sound like I am telling you how to play, because however you get the move enjoyment from the game is the way you need to play.

    I do think that the sentiment you have stated here is not likely to earn you much praise or teammates in the long run and will really lessen your playing experience here in City of Heroes.

    Heals are of little value in City of Heroes. Team buffs and enemy debuffs that proactively limit incoming damage are just far and away better at keeping a team alive and speeding through content than heals.

    As a defender you have half of your power sets devoted to damage. Don't short change yourself by not paying attention to your secondary or fool yourself into thinking your doing more for the team by being a "pure healer".

    Aside from the dps you contribute most of these attacks will have a secondary effect that is beneficial to the team. These sets also tend to feature a utility power that will take a troublesome mob out of the fight and keep them off of the teams back.

    It sounds like you started in Praetoria for your latest character. While I much Prefer the storylines in Praetoria to Primal Earths I tend to find low level teams more plentiful on the Primal Side.

    Lastly I am not sure which server you are on but doing a chat channel search for your servers global teaming channels and joining a couple of them will make it much easier to find the kind of teams that make the levels fly by.

    Hope you enjoy your time here in CoX
  22. joebartender

    Momentum

    Who is to say that momentum won't end up being a bar that fills similar to fury or domination with different plateaus at which the speed of the animation and damage increase?

    So that at 33% momentum you have a +25% damage and animaitons that are .33 seconds faster and moving up to 50% that.

    I could also see it taking a trivial number of attacks to reach moderate momentum, perhaps 3-4 and then scaling up much like the changes to fury a few issues back.

    Since the devs have stated that Titan Weapons won't be making it into issue 21 I don't even think the closed beta testers have an idea of how the set is going to play yet.
  23. joebartender

    Lack of Alpha

    I have had a lot of luck doing this on a new 50.

    1. Run the WST on a kill most team.

    2. Run an ITF speed or kill most whatever is forming since even on a speed run there are what 700 kills?

    3. Run 2 BAF's and One Lambda

    That mix of content usually puts me right at tier 3 of the alpha of my choice and takes around 3 hours on a weekend afternoon.

    I actually prefer the Lambda but it is easier to get all the different parts of a MoBaf and that nets me extra componets to work with.
  24. Options> General> Misc> Enable Tool Tips.

    Hope that fixes it. Just tested that turning them off will hide the info you are trying to see.