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Posts
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Quote:Also, in using the combos you are occasionally giving up something. You might be giving up a little damage to do a secondary effect. Or you may be completing a combo by using a single target attack instead of the pbaoe that might be more useful in the current situation. In a close enough for horseshoes sort of way the set is balanced within itself for with combo vs no combo, so it's not as hard for it to also be balanced externally with other sets.Okay. So... Trying again to get this:
DB, if you don't use combos, is a decent set which is within the broad range of effectiveness of CoH melee attack sets.
DB, if you use combos, is a decent set which is within the broad range of effectiveness of CoH melee attack sets.
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11% more damage hit 10% more often if you're not softcap acc with the pets. Maneuvers is the worst, but even with no other def powers, it's still 8-9% less damage if you have both defense pet procs.
But more importantly, what else are you going to use those three powers for? you can basically cap anything useful in them with 4 extra slots. It's a place to put one more LotG. Your own attacks are crap, so the best powers buff your pets or debuff/control the bad guys, and there are only so many options that do that. So, really, it's either them, some worthless attacks, or a second travel power. -
My Demon/poison is 50, and it does fine. The weakness isn't so much lack of AoE debuff, it's lack of AoE heal (even though they can be the same). Even with ED capped resist in the T2 and all the pet procs, demons feel kinda squishy.
But, really, for all their AoE goodness, demons do best when they are all pounding on one guy to stack the -res so everyone can take advantage of it.
Poison is no weaker with demons than it is with any other set - it's just that it's a lackluster set for anyone.
What it does do is make things like the Honoree fight in the alpha thread easy, because you really can shut down one EB while the demons wipe out the other guy. And, really, the demons don't need that much help taking out anything smaller - the prince with HoE and the cloud will kill a spawn on his own. -
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Also, the "I do not want bosses" only applies when solo. If you have a second person, you will always have the possibility of having bosses.
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Quote:Not unless you put them on goto passive. On anything else, the first one to "goto" doesn't even stay there long enough for the other 5 to get there. He'll just run off on his own. "Goto" apparently means "tag that spot for a millisecond and then move".I tell them "Goto" and they stay there for a good long while. Sure there is an occasional bot to move forward, but it's easy enough to tell him to come back.
I have spammed it 30-40 times in a row and never seen a single one ever make it to the spot 3 feet away. -
Quote:I do that and I don't need to do anything special to jump between them. CoX doesn't lock your pointer to the limits of the cox screen, so you can just move the mouse over to the other screen and start clicking. When coming back, you need to click on the CoX screen once before you can start clicking on other things to reactivate it, but nothing more than that.If so, how do you set it up? Can you have CoX on your main monitor, and have a regular desktop on the second monitor> And if so, how do you jump between the two? I'm looking to have mid's open on the second one, and the boards so that I can look things up while I play. Is this possible?
Any and all help appreciated. Thanks.
Really, it's one of the less bothersome games for switching between the screens - it doesn't even force CoX to minimize when you click out.
No need for windowed mode or anything special at all. -
Quote:If you have a whole team in range of the crit area, then that's not a dogpile, that's an orgy. Squishies are going to die to random AoEs if they are close enough to be in that area. So, unless you are in some persistent melee-only team, I don't believe you. And if you're going to play that kind of optimal situation cherry picking, then you should be comparing it to a damage capped brute, who will again make the stalker look pathetic. Having 7 other people dry-hump you to max your crit is a tad less common than having a kin on the team somewhere.In a typical dogpile on the AV, my Stalkers have the whole team in the range of their +critical aura. The results are very noticeable to me, and I play very high DPS builds across melee ATs. I know how my high DPS Brutes and Scrappers contribute in those situations, and my Stalker is extremely competitive.
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Yes, there is. It's call an average scrapper or brute. Stalkers are inferior to both when it comes to sustained damage. Stalkers can take out a boss faster than anyone else, but anything harder than that passes the torch to the people who can keep up that high damage for more than 3 seconds at a spurt.
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But you were the only one who got one on that particular defeat. For normal drops it's one roll (per category) per team defeat - 1 purple roll divided by 8 members, 1 temp power roll per 8 enemies, etc. For shards it's one roll per character per team defeat. One defeated 50 minion can make 1 purple, but it can make up to 8 shards.
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And I'd like a belly slider so my Vegas Elvis character doesn't look like a body builder. But the simple fact of the matter is that they have limited development resources, and need to focus on the more popular options. Making the slider go lower would be nice, but it's got an opportunity cost.
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Quote:For a troller, recharge will probably give you better mitigation unless you are already near the def cap. Same thing for a resistance based melee character with decent knockdown. Or if a resist tank is near the cap but not at it for resist, but far away from the defense cap, then even a couple of points in resist will be much better mitigation.But point per point, def seems to provide better mitigation in most situations.
For a lot of characters, hitting the defense cap isn't a "what will I pick up with this extra slot for a new set bonus", but instead something the entire character must be built around - including strange power choices that negatively affect the character in other ways. -
The accuracy of the fire rain is 2.0 for placing the area of the AoE, but the chance to hit each target is based on a different accuracy. This should be true for most placeable powers.
The range on the teleport is the point blank range of allies who are affected, not the distance you all travel.
If they consider it a bug at all, it is a display bug. But really it's just an artifact caused by having two relevant values that need to be displayed for the same display value. -
You need the science pack. that lets you use the special tailor in the shops that lets you change base form and size.
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This is an arc about a individual character seeking more personal power. There is even dialog that only one person gets to see in the arc. That "it's an MMO" argument is complete crap in most of the game, but is particularly ******** on this one mission.
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Quote:In reality a build that is good for soloing AVs is also good at killing/tanking/debuffing single hard targets whether solo or in a group. A good farming character is going to be good at handling groups in 0/X8 and +1/X8 (or more) when in a group as they are when solo.I think what's hyped in general is performance versus AVs and on farms. Almost as if the rise from lvls 1-50 isn't a significant part of the game. Or THE game, until very recently.
This isn't a game where good builds are entirely situational. A good AV/GM killer or farmer will still be plenty useful on a team. -
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So, inherent fitness is allowing me to drop one set bonus of each position on my fm/sd. I have the beginnings of a hecatombs, so I can drop one of my touch of death sets.
Does it make more sense to start the set in fire sword or greater fire sword. Fire sword would be up more often so the proc would mean more, but GFS could use the extra recharge to have a better attack up more often.
Anything I'm missing that makes the decision easier? -
Quote:Aggro management is useless, ally buffs effectively non-existent, no crowd control to speak of, and ally heals that are less effective, slower, and harder to use than self heals.Champions Online tried that, and essentially the only viable way to build your character is essentially as a Ranged Damage Scrapper. Because there is no reason why you'd do anything else.
I don't think you can blame the lack of variety on power flexibility so much as overall bad game design. -
Quote:It's a poor one. It affects the general level of inf in the game by a really minor amount and effectively keeps prices higher by destroying supply at a much higher rate than money available for demand.One purpose of making Enhancements semi-permanent is that provides an influence sink.
And purchasable respecs don't help much, since they still represent the same annoyance level of doing a respec, and they only remove the WW cut and the crafting cost. Sell respecs for a flat 200 mil from a vendor and make the process less painful and that would be a real inf sink since all the inf spent would be sucked out of the economy instead of just shifting it around amongst players. -
I've found that those who use knockback poorly tend to also kill things slowly. Sure the baddies might be dead when you get to them, but that's only 9 minutes after they would have been dead without the knockback because you're running back and forth over 9 layered caltrops.
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Quote:I haven't been playing my bots much, but for my demons, the goto command does absolutely nothing. I had several instances where they wouldn't even finish running back to the designated spot before running off again. And for teleporters, they would start running off to attack them, I would issue a goto command, and they would finishing running off and hit the guy once 3 rooms away before even thinking about running back, only to bounce out there again after tagging the goto circle for a millisecond.I have an occasional protector bot or drone run into melee range, but it's nothing a goto command can't fix.
Compare that to how I used to be able to park my bots and run off to pull something to them while they nicely stood there waiting for the kill. -
My defense capped bots are no squishier than before, but if they run into melee range all the time, all those nice cone attacks I have hit one guy. Ranged pets have powers designed to work at range. If the AI is screwy, it makes their powers not work correctly.
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