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Posts
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Quote:Whether it's white, yellow or orange, I like the idea of it cycling back into players' hands rather than it dumped and lost forever to the vendor. More than once at mid-level my characters have searched for cheap, but sporadic, recipes that were hard to come by (often for frankenslotting, sometimes for near-full low/mid tier sets), while willing to pay well more than vendor prices for them. As a marketer - and a character slotting them - even a quarter or half a mill inf for valuable 25's is sometimes well worth it.It's also not 'wrong' to buy recipes for really cheap, and then vendor them... Not the most efficient method of generating inf, but if you don't have much to start your other inf generating activities... (just leave at least 5 on the market... someone might need one eventually.)
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This actually belongs in The Market & Inventions forum.
And if you check it out a bit, you'll arrive at the answer to your question. -
Quote:Well, those 66-month salvage/recipe/auction-house slot bonuses look awful nice for anyone actively using them! As a recent 9-month member, I'll have to wait a long while for those.lame! why are the veteran rewards so lame? like, who cares about extra salvage slots? someone has been playing and paying for 60 odd months and they get this...
To me, veteran rewards are like everything else in this game that drops in my lap. Some of it is quite useful, even valuable; some of it isn't so useful but it's still kinda cool; and some of it is something that I'm sure someone else would like or use even if I probably won't (like those Greek alphabet costume additions).
Combined with all the other free goodies handed out now and then, I'll take what I'm given. -
Quote:Confirmed. Here's the thread: http://boards.cityofheroes.com/showthread.php?t=136868I loved that post.
Someone around here has a quote in their sig from another forum poster, saying something like "Racing to 50 in CoH is like racing to the end of your vacation." Purples are supposed to be like that too. When we have no more goals to achieve, why are we playing?
Quote:Level 50 doesn't unlock fun. Level 50 will be about as much fun as levels 1 through 49.
Unlike some other games for which the level progression is the means to unlock a different game, in CoH racing to 50 is like trying to race to the end of your vacation. -
Quote:I have a very reliable computer designed for gaming and have not had any problem playing CoX with it over the last 9 months. Only recently has there seemed to be some 'hiccups' (system freeze ups, not lag) now and then during play. I opened up the Reliability and Performance Monitor for Windows Vista to track memory (and CPU/disk/network) usage.Pull up the Task Manager and see if /reloadgfx is actually doing anything (significantly) for you anymore. I tried /reloadgfx and it's *no longer* reclaiming memory for me, just like /unloadgfx.
Upon loading CoX and bringing one character into Talos, the memory usage was almost at exactly 1.00Gb. I then did some market searches, and it rose slightly. Then I went to Atlas, the RWZ (and picked up an exploration badge I'd been meaning to get) and then back to Talos via Ouro. During this time, memory use had crept up to 1.33Gb.
Upon returning to Talos through the Ouro portal, the system went wonky as I froze up for a bit on the Talos hilltop. The toggles froze up off and on intermittently several times and then after about 10 seconds, the system settled down and I was able to move. Checking the diagnostics, the memory use had not increased, but there was a memory fault spike right when that had happened.
Trying /unloadgfx (and /reloadgfx) didn't do much, if anything. It dropped from 1.33Gb to 1.32Gb, too small a change to determine if it had any affect, a change which could also be the result of typical system fluctuation.
Then I quit to login (leaving CoX up) and the memory dropped slightly to 1.31Gb. I logged in a different character in a different zone and the memory use went up to and remained at 1.33Gb, even after zoning to Atlas, Ouro and back to Talos. This time there was no hiccup upon the Talos hilltop coming from Ouro. Again, as before, /unloadgfx and /reloadgfx had little or no effect.
I'll run this diagnostics test again later tomorrow and turn the report option on. Perhaps that might be of use to determine what the memory problem might be. -
Quote:Yes, this is probably the least desirable characteristic of teleport - the inability to TP exactly where you want in a number of situations. Moving across a map is not a problem, TP'ing high up well off of the ground, pointing at the sky ahead, then approach the mission door from above it at an angle. But in a tactical situation like where you want to TP mid-air in the middle of a room, it's not possible - there's no reference point to aim the TP location. So, in reality, you're limited to only being able to go to those locations with a reference point to aim your TP target reticle.Accuracy. Yes, you can teleport right to a spot, but that spot must be something that can be pointed at. If you wanted to teleport on top of something, you can only do it if you can adjust your camera angle or pull the camera back far enough to see the spot and cursor it. With range enhancements, you can easily overshoot your mark and have to teleport back down again. If someone is running away, it'd be nice to be able to teleport to them, but you have to instead try to target the ground ahead of them and time it so that you'll arrive there when they hit that spot. These aren't major things, but they make Teleport not feel like what you'd expect. To me, endurance is one of the least of its issues.
It's also, as some have mentioned here, not smooth ("klunky"), with a hover delay between and/or after each TP jump. Of 7 of my characters, only one has a TP and that was more out of the desire to practice and experiment with the TP power rather than any specific concept or tactic in mind. It took quite a bit of practice to learn how to use reasonably well (and using a 't' keybind to keep it simple).
Also agree that endurance is not an issue - at least for most characters - even with minimal slotting. You can move across an entire map constantly TP'ing without running out of endurance, and it's not often you'll be constantly TP'ing around during the course of a battle or fight in a mission map. -
Grats on the single-sale cap! Ching-ching!
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Someone just sent me a negative rep for "double posting w/o apology" without identifying themselves.
Well, I'm not going to apologize, because there is no double post. The two consecutive posts I made earlier - like 3 weeks ago! - are replies to different posts.
I don't know who's having a bad hair day, but make it evident who you are when you hand our your negative reps before you make any more false assumptions. Thank you. -
Quote:Given the activation time of teleport, with enhanced range it is by far faster than any other travel power across the map. (Effective speed = distance / activation time)Each of the Costs of a travel power is weighted against multiple factors. Lets go over the base stats for a minute.
Teleport has a base endurance usage of 13 endurance, and at 50, a range cap of 300ft+98%, so just under 600 feet...
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Super speed is the fastest travel power, and one of the riskiest...
Teleport's advantages are that it can be used while immobilized or slowed....
All of these different factors, and others, contribute to the endurance costs of each travel power. For what Teleport does, and offers, as a travel power... it is in balance with the other available travel sets.
Superspeed is excellent for both strategic and tactical movement (and my preferred method where vertical movement isn't an issue) and I suggest instead that it is actually among the least riskiest movement powers given it's inherent enemy -perception effect. A low-level character with superspeed doesn't have to worry about getting whacked on the way to/from missions.
I agree that the endurance usage in teleport is reasonably balanced. With a pair of Space and Time Manipulation IO's (which give a nice set bonus by itself, even the trio if you can splurge the slots), endurance is not an issue, even when crossing an entire map.
Finally, flight isn't just for map movement. It is a highly (pun intended!) viable tactical combat power. I have a DM/SD scrapper who throughout her career regularly took on foes like those flying Rikti heavy suits in mid-air. A flying scrapper, imagine that. Fun play! -
Quote:And sometimes you don't even need to move on. It seems that some niches are there to stay, with or without competition.Simple...Long enough to make a nice profit and then move on.
With five upper-level characters actively working the market, two at 2b+ blueside and three at 1b+ redside, none have switched niches in the last two or three months.
If anything, the only thing that keeps me from switching niches is my own laziness to look for a more lucrative one.
(To the original poster: Keep doing what you're doing. You're picking up quite a bit, more than 10m each, on a relative slow mover. Follow your instincts, don't get greedy, balance the recipes in and crafted items out, and let it flow.) -
Quote:Call it a "balanced" solo and team build (no second build, at least not yet). This character plays a fair amount of solo, but also duo/trio with friends, as well as missions with full-sized pick-up groups. Playing solo at +1 or +2 (with Boss) hasn't been much trouble. In a trio with a PB and scrapper last night we rocked even at +2/2.Is this primarily a team build or a solo build? That makes a difference.
I'm guessing that it is a team build from your comments about Steamy Mist. With Steamy Mist and Super Speed, you can actually skip Superior Invis -- I did on my Ill/Storm. I pretty much leave Steamy Mist on all the time and toggle off Super Speed if endurance becomes an issue. The SM+SS combo gives you full invisibility in PvE, and it doesn't suppress the defense or resistance. That would free up another power choice if you want it.
The other choices depend on your playstyle. I like Hurricane, but only use it in select situations. I use it a lot more solo than on teams. The ToHit debuff is substantial, and if you can use it to trap foes in a corner or in a Cul-de-Sac, it is wonderful.
Flash is a standard PB AoE hold -- exactly the same (except graphically) as Fire's Cinders and Ice's Glacier. It has a 20% Accuracy penalty (like most AoEs), a short duration and a long recharge. It makes a good "panic button" power and sets up AoE containment, but you don't have any AoE damage powers until the APP powers. I generally recommend not taking it until AFTER Spectral Terror because you don't have any back-up AoE control until then. But then, Spectral Terror is overall better AoE control, so you don't really need Flash then . . . Flash is an optional power and a lot of people skip it. It really needs to have good enhancement of Accuracy, Hold and Recharge to be useful. I would suggest you wait on Flash until 28 or 30.
Os Boost is nice to have. Another optional power, but on teams, I like to be able to un-stun and heal teammates in an emergency. It is also nice to have to heal your Phantasm when you get him.
I'm not a big fan of taking other pool powers. The stuff you can get in your primary and secondary is generally better than those extra pool powers. . . . and more fun, too.
My suggestion? Take Steamy at 24, Spectral Terror at 26, Hurricane at 28 and O2 Boost or Flash at 30. If you respec and drop Superior Invis, you can take Flash AND O2 Boost.
Thanks for your comments, which give some clarity into how the powers interact together. You're right, I'm leaning towards SM, although I wonder how the visual effects affect other players. I recall being on one team with a poorly-played constantly-toggled hurricaner and I couldn't hardly see a thing, including the floor I was moving around on - something I'd like to avoid for the sake of the group. Hopefully, SM doesn't affect the other team members' visibility, as it's the kind of power that I'd want up as often as possible.
From reading your comments, I may have 'wasted' a power with superior invisibility, yet it's also one reason why I've gotten this far in the earlier levels as easily as I have. I may re-spec it out upon taking Steamy Mist (SM), considering that SS and SM together already provide more than enough cover for a controller. Again thanks for your comments! I appreciate your knowledge and understanding of the difficulty in mid-level ill/storm power selections.
(p.s. After reading your comments and careful consideration, this character took Steamy Mist at 24.) -
With somewhat standard IO slotting such as T&SM it's not a problem to move across maps. TP is definitely the fastest of the lot, although it takes some practice. Because I choose TP as a travel/tactical power on a few characters, I skip hover/fly, which are not necessary if you TP quickly enough (which, as you indicated, is helpful with binds).
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"You're ready for security level 24!"
And still he can't decide as an illusion/storm controller.
He is already well built for illusion with spectral wounds (5 slotted with entropic chaos), blind (4 slotted with basilisk's gaze), superior invisibility (franken 4 slotted with 2 GotA and 2 kismet to boost D and end-red), deceive (double slotted with Malaise's illusions), and phantom army (4 slotted with Call to Arms). Storm-wise, he has gale, snow storm and freezing rain, all 2 slotted primarily for effect and endurance reduction. He already has hasten/superspeed and the full fitness set (hurdle, and triple slotted health and stamina).
The choices seem to be:
1) Hurricane - a defining ill/storm power, but is it overkill at this level?
2) Flash -wow, a PBAoE blind?!
3) O2 boost - very useful to help a team partner
4) Steamy mist - an even better team power with group D and damage resistance
5) Another pool power such as leadership, or leaping, or fighting... (several good choices here)
Which would you pick? He's still with the Luminary trying to decide.
The best choices seem to be: 1) Flash - already invis'ed to go into the midst of them, there goes a minion mob or 2) Steamy Mist - wow, what this does for a group or 3) well... wait a another 2 or 4 levels for the other good choices! Tough call.
Your thoughts?
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Quote:At 24th level, I went with a set of 4 of Call for Arms (A/R, A/D, A/D/R, E/D/R). Although the numbers obviously lower at this mid-level, it makes them really effective. And the +2.5% recov, +1.5% health and 6.25% rech set bonuses for 4 are really nice (and cheap). Whether it's with ER or CfA, it's sweet indeed.At lvl 50 I find the best slotting to be Expedient Reinforcement Acc/Rech, Acc/Dam, Acc/Dam/Rech, End/Dam/Rech combined with Soulbound Allegiance Dam/Rech, Chance for Build Up.
After ED's effects, that slotting gives 74% accuracy, 95% damage, 95% recharge, 21% end reduction and a 16% chance for build up with each attack Phantom Army uses.
In addition, that slotting gives the following set bonuses: 5% status resist, 3% global damage buff, 6.25% global recharge, and 16% regen.
It's pretty sweet. -
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Quote:What actually stacks is the range (distance) at which enemies detect your presence through perception. http://wiki.cohtitan.com/wiki/Perception and http://wiki.cohtitan.com/wiki/Limits...and_PerceptionMy question is about my arch/MM blaster but in a more general way. I'm wondering if i stack stealth from the concealment pool with a celerity stealth IO will i be able to enter the middle of a group and cast aim/concentration/RoA/drain psyche and psychic shockwave in relative safety as a massive alpha without detection. I could lead with Flash freeze from the epic pool as well if needed. I know that superspeed combined with a stealth IO provides adequate "invisibility" but I am not a fan of using SS.I know my after RoA drops they will be alerted to my prescence but I'm hoping a scatter effect of sorts happens first.
When coupled with the slow effect from flash freeze, am i better off leading with PS and finishing with RoA?
Is this viable?
Thank you in advance.
For most bosses and minions, a double stacked stealth means you can walk up to them and thumb your nose. Some enemy types, though (Cap snipers come to mind, among others), have better perception ranges where even a double stacked stealth/invis won't prevent them from seeing you.
Keep in mind, though, once you cast an offensive power, you're "seen" (i.e. targetable), regardless of what stealth/invis you have (rather, had, despite screen appearances) up.
(Edited to add: I think the point at which you're "seen" in the case you describe is at the time when you cast your RoA. As I understand it - and have experienced it - powers that only affect - or make use of - only yourself and/or your teammates will not make you targetable. Any power that affects or actively makes use of the enemy will make you targetable.)
Also keep in mind that "Stealthy opponents can be affected by powers even when they can't be detected. They simply can't be targeted." which means you're still subject to any AOE damage in the vicinity you're in.
Hope this helps. I use this tactic a lot with a bot/traps MM (including "toe bombing" with trip mines), a peacebringer to land a built-up double-strike in human form, as well as keeping my emp/elec defender (with limited-range radius auras, buffs, and leadership) in very close proximity with my team in the midst the enemy without getting shot at. I've had enemies literally run into me without their noticing my presence.
(FWIW, I almost always try to get a Celerity or Unbounded Leap +stealth or equivalent to slot into sprint or perhaps another movement power as soon as possible, with or without the Concealment pool power, a pool power which might not even be necessary after obtaining the IO. It gives a lot of safety in moving around the map and missions and provides first-shot tactical possibilities.) -
Nice guide! I just stumbled on this.
As someone who has been playing almost a year now almost exclusively with pick-up groups, I can say you nailed it. You give some pointers that I hadn't tried or experimented with yet, particularly with the search window. It's kinda funny... I tried the method of using their character name just last night (as you said, "people love to hear their own name") and it worked like a charm.
Super guide, perfect comic, and thanks!
(ed. to remove 'reference' from 'perfect comic reference'. Thanks to Westley for the comics thread link - hilarious!) -
Just in case anyone doesn't want to run through a few links, from official sources...
Brace yourself for the apocalypse as our annual Halloween Event returns to City of Heroes® ! Legions of Zombies, Werewolves, Jack-o-Lanterns, and other foul denizens are preparing to descend upon Paragon City and the Rogue Isles. This year they're bringing even more powerful allies! The apocalypse is deadlier than ever as mysterious monstrosities are joining forces with the Eidolons, Shivans, and others. Paragon City and the Rogue Isles could be in terrible peril, and only the greatest Heroes and Villains can turn back the tide.
- Starts: Tuesday, October 20, 2009 at 8:59 a.m. PST (11:59 a.m. EST)
- Ends: Tuesday, November 3, 2009 at 11:59 p.m. PST (2:59 a.m. EST) -
Quote:Yikes! DXP just happened and I'm not even prepared or masked for Halloween!I tend to do what Archie does. I don't make a ton of influence but I do make enough to get what I want. If you follow what is said in this forum you can do much better that I do. BTW, looks like triple digits this weekend here in Phoenix, I guess it's underwear again this Halloween. ;P
And next, there's candy canes!
(edited to add: To borrow an expression by Nox and shared by Oya: This is an enjoy-the-ride game. "2b" is only a number, not the goal of the game.) -
You said it right there. Good marketers find niches that they don't have to constantly monitor. Attention means online time and the less time, the better.
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Quote:Imagine the surprise of some members of a single-digit level team I was with when, with most of us just starting to try out our new characters, entered the sewers... The first tell-tale blackened blast shot came our way (actually my way - ouch!).They're mercenaries. They're also, potentially, turning into full Nictus. They're there to hunt you.
Personally, I end up seeing them in "odd" groups as being "I see them that way, through their form/camoflage/illusion." Easier than making a Nictified model of everything else (though, admittedly, it wouldnt' work that way with clockwork - no body to actually take over.)
Someone: "OMG, we're fighting Nictus!!"
In spite of what I had read in Paragon wiki, I hadn't realized my presence on any team whatsoever would draw them out, thinking it would only be on Kheldian (i.e., Sunstorm) arcs, or at worst, missions I started.
My PB: "Whoops! It's me they're after. Let 'em have it!"
Well, after the initial panic (or at least puzzlement by some), we got to business and took them out. And the next ones, and the ones after that... -
Quote:Grats on 50!Leveled Ink Girl, MA/Inv Scrapper, Liberty, to 50 last night around 11pm. Did the Cim north wall and while I did run out of end twice, I never died.
Kick surgeon, back off. Surgeon won't follow so get back to him and kill him. Use terrain to space the 10+ out. Flight was key.
Much thanks to everyone.
I was surprised you went with my suggestion to try the Cim wall and you used the same scrapper tactic I did on the surgeon to make the job easier!
Again, grats, and happy hunting! -
Quote:Pretty much this. After 9 months of play, I have 7 characters, all of whom I enjoy playing. And they're all different - a rad/rad corruptor, an emp/elect defender, a DM/SD scrapper, a bots/traps MM, a DB/PD corruptor, an ill/storm controller, and... lo and behold... a (tri-form build) PB. Two are up to 50, three more in the upper 30's or mid-40's and the last two, including the PB, are now in the mid-20's.You're all forgetting that the concept of fun, at least in MMOs relies on the ability of the game to offer different levels of complexity in both actual gameplay and attribute min/max activities. Some ATs are bound to be easier to build and easier to play while others are tougher to build and tougher to play. Some people will enjoy the easier-to-handle ATs while others will enjoy the tougher ATs more. What's more surprising is that the same people may on different occasions play a tougher ATs and later on switch on to the easier ATs just for a change of pace.
Which one I play will depend a lot on my mood - and desire (or non-desire) to stretch complexity limits. If I want to play simple straight-up fighting, the DM/SD scrapper fits the bill nicely. If I want to play something a little more complex with a lot of firepower, the bots/traps gets the nod. If I want to play something yet a bit more complex yet, experimenting with various strategies and tactics, the PB may get the nod.
As a relatively new player, not yet having played even half of the available archetypes, much less the multitude of power sets, I take what's given and run with it. We're given a framework and it's up to us to mold a character from it. A PB is challenging to play, with a whole host of choices to make even in the build design & slotting, as well as a wide array of options during the course of play. For me, anyway, it's this learning process through play and experimentation that is half the fun of the game.