What aggro cap?


Archy

 

Posted

Dam quote thing
how do you get perme elude??
isent tehere some recharge cap somewere ?

if not please post your built


 

Posted

[ QUOTE ]
Dam quote thing
how do you get perme elude??
isent tehere some recharge cap somewere ?

if not please post your built

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You cant get it yet but with i11 the downtime can go down to 40 seconds unbuffed.10 seconds with buffs.And i am fairly sure that when epic sets for defense and the rest of the powers are introduced it will be possible.Now if there was a way to overcome the end crash would be great


 

Posted

Too bad the 'zone to evade crash' only lasted shortly

Thats quite a while ago though.


50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore

Sign the petition, dont let CoH go down! SIGN!

 

Posted

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Too bad the 'zone to evade crash' only lasted shortly

Thats quite a while ago though.

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Lol!I can see it already! "ELUDE CRASH!!!" runs to zone,all level 1's sitting by entrance die!...


 

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Too bad the 'zone to evade crash' only lasted shortly

Thats quite a while ago though.

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Lol!I can see it already! "ELUDE CRASH!!!" runs to zone,all level 1's sitting by entrance die!...

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Bah level 1s get no debt, cant be an issue


"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"

 

Posted

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Too bad the 'zone to evade crash' only lasted shortly

Thats quite a while ago though.

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Lol!I can see it already! "ELUDE CRASH!!!" runs to zone,all level 1's sitting by entrance die!...

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Bah level 1s get no debt, cant be an issue

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Yeah but running from PI hospital to mission can be


 

Posted

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Too bad the 'zone to evade crash' only lasted shortly

Thats quite a while ago though.

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Lol!I can see it already! "ELUDE CRASH!!!" runs to zone,all level 1's sitting by entrance die!...

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Bah level 1s get no debt, cant be an issue

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Yeah but running from PI hospital to mission can be

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If they cant make the run they dont deserve to leach


"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"

 

Posted

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What are we talking about here? Exemplaring? I thought this is about aggro cap.

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We are talking about aggro cap, then you start discussing about what i9 bring to us and explained us about your enhancement sets tight build of yours that is able to support the weight of the agro cap lifting and I answered you that builds like that can't compare to those without sets after exemplaring. Remember, one of the major things to come is Ouroboros, it lives from exemplaring and it's normal to be on the center of every discussion. Everyone's mind goes there while discussing builds from now on.

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It has to do with you stating what makes me think that we can achieve pre ED values.

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It seems that I am not in position to compare, as I wasn't here pre-ED, so do you care to give us specific numbers of *every* aspect of a character, one pre-ED and one post-sets so me and the rest reading us, can understand better?

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Who said anything about needing support.The point is that this feels like a pre ED tank considering i can herd the aggro cap in a 6-8 man spawn and just go afk with hoarfrost on auto while i stand there with level 52 mobs (excluding psi mobs ofc).I dont need anyone to cover me which is kinda my point.

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Do you speak about *your* tanker or all kinds of tankers? If you can achieve all these only with only one powerset and not the others, then you better ask devs to lift aggro cap only from specific powerset only.

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After reading this i cant help it but laugh.What does ourobros and low level pvp zones have to do with aggro cap.Unless you wanna tell me you herd in pvp too.Also wth Ourobros has to do with aggro cap.

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Although I explained above, I have to once again tell here that tight builds like yours, might suffer badly without their sets running after exemplaring. The discussion is lifting the aggro cap that is back again after you've been exemplared even one level below your most precious sets?

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Herding IS NOT for all missions you know and all situations.In fact sometimes it sucks.

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Check out other posts of me, we totally agree there.

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Like that time i heard you told team to wait went to herd and you got locked down at the other side of map and started yell to attack.

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I hear a lot of things too about many people, that doesn't mean that I know all the facts or that I will comment specific persons' play style at public fora, so if you have some problems about what you hear about me, you might want to discuss them personally with me instead of saying here generic things that you have "heard".

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Yeah i know this is an MMO but you seem to fail to understand what we talking about here which i dont blame you since you dont really have the comparison between pre ED,ED era and IO's.

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Once again I totally agree with you and believe I am not the only one that can't grasp it. Feel free to enlight us with numbers instead of just describing what your build can do.


 

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Everyone's mind goes there while discussing builds from now on.

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You are joking right? Everyone's mind is going to Ourobros system when talking IO's and aggro cap?Ourobros system is a supplementary system to acquiring missed content.

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It seems that I am not in position to compare, as I wasn't here pre-ED, so do you care to give us specific numbers of *every* aspect of a character, one pre-ED and one post-sets so me and the rest reading us, can understand better?

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Not really,i cant be fussed to do this.But you can do your research and discuss it when you know more.

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Do you speak about *your* tanker or all kinds of tankers? If you can achieve all these only with only one powerset and not the others, then you better ask devs to lift aggro cap only from specific powerset only.

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Erm.+HP powers share the same recharges.Its possible to perma it on all.Hasten close to perma is also possible.

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Although I explained above, I have to once again tell here that tight builds like yours, might suffer badly without their sets running after exemplaring. The discussion is lifting the aggro cap that is back again after you've been exemplared even one level below your most precious sets?

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Why on earth we talking about exemplaring here?Also like i said sets work from level 32 and on.Considering also that IO's are better enhance value than SO's that makes them superior even when exemping.

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Once again I totally agree with you and believe I am not the only one that can't grasp it. Feel free to enlight us with numbers instead of just describing what your build can do.

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What numbers do you need exactly?


 

Posted

Here is a PvE ice/energy tanker build for i11.Sorry cant post code for this yet.

Here are some basic figures:

Hoarfrost 105 seconds recharge 120seconds duration.

Hibernate 34 seconds recharge with 1800% regen

Hasten 128 seconds recharge 120 duration

Energy absorption 17 seconds recharge 45 duration thats nearly 3 times perma stacking which gives an added 10% almost defense per stack.

Defense figures you can see.

energy transfer 107% damage 90% acc 90% recharge with a 5 second recharge.

total focus 99% damage 6.8 seconds recharge

Taunt 3 seconds recharge.95% slow through chilling embrace.

And this is not THAT optimised for pve and not as good compared to what figures are possible with Invul/Stone.

Also here is a bonus breakdown:

+2% DamageBuff
+1.58% Defense(Fire)
+1.58% Defense(Cold)
+3.13% Defense(AoE)
+0.9% Max Endurance
+79% Enhancement(Accuracy)
+81.3% Enhancement(RechargeTime)
+1.5% Enhancement(Slow)
+189.7 (10.1%) HitPoints
+MezResist(Held) (Mag 8.25%)
+MezResist(Immobilize) (Mag 4.4%)
+18.5% Recovery
+66% Regeneration
+8.82% Resistance(Fire)
+8.82% Resistance(Cold)
+5% RunSpeed
+2.5% Debt Protection

PS:Also 3212 HP with accolades.




 

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It has to do with you stating what makes me think that we can achieve pre ED values.

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It seems that I am not in position to compare, as I wasn't here pre-ED, so do you care to give us specific numbers of *every* aspect of a character, one pre-ED and one post-sets so me and the rest reading us, can understand better?

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Here's a practical demonstration by a Fire/EM tank. Fire/Fire could do it quicker. Personally I am glad those days are gone as it often seemed the only teams going were PLing teams with tanks (except Ice which sucked) herding up an entire map then either killing the mobs themselves or having a blaster nuke the lot. It may have been fun for them but it was exceedingly dull for the rest of the team.


Octavian Vanguard
@ohmsEU and @ohms 2

Badging character: Bimble on the Union server, Badgehunter.com and City Info Tracker.

 

Posted

Yep, I can see the rest of the team is standing back watching/leeching. Thanks for digging this up. Now it isn't so hard to understand that too much power in one hero leads to nerfing the usefulness of teams and archetypes thus making the process of leveling a tedious task of rinse/repeating. Good think that devs understood that early enough.

@TG: Your build seems impressive if you stay at lvl50 for ever. About Ouroboros: It seems that you doomed it form the beginning. You see it as a tool to get badges and powers and not as an excuse to team up with others that is lower level than you... About hushing me while I am speaking about exemplaring: There other ways to extend a level's 50 life, that doesn't include PvPing and grinding. Also there is a reason why, at comics, the hero isn't overpowered. Who read a comic where the evil is doomed for sure from the beginning?


 

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6Yep, I can see the rest of the team is standing back watching/leeching. Thanks for digging this up. Now it isn't so hard to understand that too much power in one hero leads to nerfing the usefulness of teams and archetypes thus making the process of leveling a tedious task of rinse/repeating. Good think that devs understood that early enough.

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This i agree with you but it seems we disagree on the part that this is still the best solution.Devs should remove aggro cap or make it able to selectiveley remove it through enhancements.Also they should incorporate added difficulty to the game where maybe only there aggro cap is lifted or lift aggro cap enhancements work..As it is now max difficulty is nothing for teams. Add level 53-55 mobs in the end game allow spawns that yeah will be a high challenge in the end game.Make mobs a bit more smart.Incorporate chance to resist taunt so that mobs will stray from herds and add most importantly aggro index in heals and aoe's that rises rapidly.This would allow the fun of messing with aggro cap with very high risk and lots of fun.


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About Ouroboros: It seems that you doomed it form the beginning. You see it as a tool to get badges and powers and not as an excuse to team up with others that is lower level than you...

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I consider Ourobros to be a great addition to the game but is a supplementary tool for getting content you missed as well as great for adding some extra challenge through parameter setting for missions. Its not however in the same league as AV arcs,RWZ content and STF imho.

Anyway my proposal is this:

- Smarten up mobs,introduce chance to resist taunts,introduce extra aggro through heals that mobs instantly turn to.Give added abilities to mobs and AV's..Aoe fear,confuse,taunt of tankers etc.Insane regen and hp is not smartening up.
-Introduce extra difficulty levels
- Aggro index to heals and aoe that rise sharply. For example heal other a small aggro index,heal other a medium to high,AB an insta huge aggro spike as well as the rest targeted heals.This would open a whole new tactical element in game where devs could introduce even critical procs in heals that generate even more aggro and so on
-Lift aggro cap through advanced difficulty setting,or through enhancements.

Hopefully through the acquisition of CoX IP from NCSoft devs will use some of the cash inflow for game development on same really nice things.


 

Posted

Most of what your looking for is already attainable. Just be the noob in a big team of bad builds on the highest setting and then you can inflict what you want to see in results on yourself and the team.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

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Most of what your looking for is already attainable. Just be the noob in a big team of bad builds on the highest setting and then you can inflict what you want to see in results on yourself and the team.

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I am sorry but this is a totally wrong and misleading comment.

- Heals dont generate aggro really. Unless of course a targeted heal goes off first which is not the case i am talking about.

-Mobs and AV's are definitely not anything complicated since the idea of added difficulty for the devs so far has been added regen and Hitpoints.

- The results of smartening up mobs and adding extra difficulty is for actually stressing AT's in PvE which atm doesnt happen

- Sorry but i am talking added challenge for good players and not playing like a noob so the comment is totally out of place since we aint talking about noobs and bad teams obviously.


 

Posted

I agree tbat decent teams need a challenge. Not to be able to herd whole maps with complete ease like used to be possible, it was dull for most of the team, just something that provides a challenge.

I love playing in good teams, but I'd like things to be harder on the highest settings. The difference between what a pick up team of inexperienced players with weak builds and little communication, and what an experienced team with good builds, complimentary characters and decent communication can do, is far far wider than the difference between heroic/villainous and invincible/relentless.


 

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Most of what your looking for is already attainable. Just be the noob in a big team of bad builds on the highest setting and then you can inflict what you want to see in results on yourself and the team.

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I am sorry but this is a totally wrong and misleading comment.

- Heals dont generate aggro really. Unless of course a targeted heal goes off first which is not the case i am talking about.

-Mobs and AV's are definitely not anything complicated since the idea of added difficulty for the devs so far has been added regen and Hitpoints.

- The results of smartening up mobs and adding extra difficulty is for actually stressing AT's in PvE which atm doesnt happen

- Sorry but i am talking added challenge for good players and not playing like a noob so the comment is totally out of place since we aint talking about noobs and bad teams obviously.

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If you want aggro as a defender then attack before all is taunted. Find yourself popping break frees and have team thats using vengeance on you. Its not hard to blast.

Don't talk to me about AVs and GMs, I can name alot of their attacks and tell you what they do. They all do something different because they are all meant to be different. They do resist effects and they do attack with different secondary effects. Regen and hit point playing has stopped Rads being so much of the in-thing for the sake of removing tedium and more balance.

As far as smartening up mobs goes: add perception, then the amount that can come to team at once can be any figure, defenders should get aggro. All characters are capped at a sensible level considering attacks and balance. If their is 8 ppl on a team then the total level of possible aggro to team could well be 136.

By playing as a n00b in the team you make the game more challenging for yourself and the team. In fact the game is more challenging than it needs to be almost all of the time. Thats not saying everyone is a n00b but for the sake of speed and fun, risks are taken. A lot of people play not knowing the full dynamics of the game which keeps things interesting, the days of me running around going "OMG how did that happen?" were better days.

I don't give any of my tanks tough or weave just to live at a psuedo higher setting when on invincible than those that "need it". Want things harder? Turn them toggles off. I also like to see if pure builds are capable of doing things and find that half whats considered "the must haves" aren't strictly true. Orobous system will for most people have a more challenging game on offer for those that choose it.

I personally want more perception, it'll make many people cry, a team would more likely get attacked by more than 17 meaning defenders get attacked anyway. I'd also like to see attacks not turn corners in getting to people. No action time to taunt because it is just a shout which can be done whilst mobile. People take PL to avoid hard gaming its like "oh no I can't go thru that again". People also avoid teaming with others the harder the game gets. I had asked for a higher setting than invincible a long time ago, no one in every team will be fine on one but a harder setting will probably make all those that "need" easy mode sets to team with to be a good player more abundant.

Want to be seen as a great player? Firetank, 6 blasters, 1 stormie and the STF. Go do.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

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Don't talk to me about AVs and GMs, I can name alot of their attacks and tell you what they do. They all do something different because they are all meant to be different. They do resist effects and they do attack with different secondary effects.

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If the current state of AV's and GM's make you think that they are all so different i advise you to play some other games to see some real proper encounters that involve a lot more tactics.The current AV's GM's are [censored] easy and in fact i can tell you people who soloed GM's after ED and i am pretty sure they can do it [censored] easy atm with inventions.

Regen and hit point playing has stopped Rads being so much of the in-thing for the sake of removing tedium and more balance.


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As far as smartening up mobs goes: add perception, then the amount that can come to team at once can be any figure, defenders should get aggro. All characters are capped at a sensible level considering attacks and balance. If their is 8 ppl on a team then the total level of possible aggro to team could well be 136.

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Huh?Lol.Add perception?First of all this is sucky solution for indoor maps.Works only in open maps.And what the hell how you come up with the number 136 lol.Also why defenders get aggro lol this is just inconsistent.

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By playing as a n00b in the team you make the game more challenging for yourself and the team. In fact the game is more challenging than it needs to be almost all of the time. Thats not saying everyone is a n00b but for the sake of speed and fun, risks are taken. A lot of people play not knowing the full dynamics of the game which keeps things interesting, the days of me running around going "OMG how did that happen?" were better days.

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Sorry but i laugh at this.Cant be serious.

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I don't give any of my tanks tough or weave just to live at a psuedo higher setting when on invincible than those that "need it".

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Huh.Yeah because tough and weave make it so much more difficult.

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Want things harder? Turn them toggles off.

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Lol....very progressive thinking.

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personally want more perception, it'll make many people cry, a team would more likely get attacked by more than 17 meaning defenders get attacked anyway.

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Perception is not a solution imho.Doesnt add any smartness to mobs.They will just come in and die like sheep.

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Want to be seen as a great player?

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Not really i want to have more fun in game with some added difficulty.

And that shall be my last post in the thread thanks for the interesting chat all hope the devs pick something up from this.


 

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As far as smartening up mobs goes: add perception, then the amount that can come to team at once can be any figure, defenders should get aggro. All characters are capped at a sensible level considering attacks and balance. If their is 8 ppl on a team then the total level of possible aggro to team could well be 136.

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Huh?Lol.Add perception?First of all this is sucky solution for indoor maps.Works only in open maps.And what the hell how you come up with the number 136 lol.Also why defenders get aggro lol this is just inconsistent.

[/ QUOTE ]17*8=136

Mobs have long perspection range, so several mobs aggro on the team. Tank(s) can only hold 17 mobs, the rest go for the other members of the team, including defenders (even though healing generatess aggro, mobs will still go for you unless you're invised if there's nobody else to attack).

But yeah, that wouldn't work on indoor maps unless you removed LoS requirment from mob spot aggro, and that'd just be silly.


 

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If the current state of AV's and GM's make you think that they are all so different i advise you to play some other games to see some real proper encounters that involve a lot more tactics.The current AV's GM's are [censored] easy and in fact i can tell you people who soloed GM's after ED and i am pretty sure they can do it [censored] easy atm with inventions.

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They are different. A couple will fear you. One will end drain you. Some will hit you with a damage type you cant resist too well if at all. If they all did the same thing the game would be boring. Players power sets are different so we all have different things to be challenged by and can go through the game more than once in a slightly different manner and mind set. Challenges can be created by the player base yet they're not because lets face it, people just want to mow the lawn. Being teamed with other people that make a team make up in which they can just treat every single faction in exactly the same way - "run in and mash keys". If a challenge actually comes their way and they'd go grab the character they can do it easiest with. This is how and why you can't already tell the difference between the AVs and GMs. Find people to make up a highly sub optimum team and then go do the AVs and GMs. In a mission where someone says "I'll get my ____" just say no and look to do it differently.

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Huh?Lol.Add perception?First of all this is sucky solution for indoor maps.Works only in open maps.And what the hell how you come up with the number 136 lol.Also why defenders get aggro lol this is just inconsistent.

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In indoor maps getting 30 on the team at once takes one or two fairly survivable people to get too close to other groups and is done in PuGs all the time. If you want defenders to get hit just ignore any form of tactics anyone is trying to set and grab more than what the team can control for a lengthy enough period.

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Sorry but i laugh at this.Cant be serious.

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It wasn't all too serious no. Be stupid for a moment to cause overwhelming problems and then get serious. I think its great to play with people who have an understanding of gaming dynamics but by playing without people who have an understanding of gaming dynamics the game has added difficulty..so join a PuG. A lot of people are run in and mash keys. If your the tank being all proper roleplay and concerned for peoples survival the key mashers are likely to ignore your advice on how you are going to handle the aggro, gain more than they can handle from that death room, die,then applaud you for being the last one standing but then eventually hate you for their power debting. Go team with those people

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I don't give any of my tanks tough or weave just to live at a psuedo higher setting when on invincible than those that "need it".

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Huh.Yeah because tough and weave make it so much more difficult.

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I hope for your sake your being sarcastic and agreeing with me otherwise your confusing.

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personally want more perception, it'll make many people cry, a team would more likely get attacked by more than 17 meaning defenders get attacked anyway.

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Perception is not a solution imho.Doesnt add any smartness to mobs.They will just come in and die like sheep.

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I am sorry a group perfectly visible enough to us should see us back and be smart enough to attack us while we can be outnumbered. What are you fighting? Greys? Dont you know that attacks can only effect upto 16 at a time? So in a group with a pull of 30 its pot luck to what happens next. Defenders, Controllers and Blasters are easily dropped. They have no mezz protection and would be sitting targets. Then the rest of the wall falls down. A cavern trial would be harder because not only do you fight one group you could end up fighting plenty more and so would have to be progressive but at least its realistic.

I don't do fun anyway.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.