Fitness to become inherent in i19


abnormal_joe

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
My biggest concern on this for most of my Tankers is finding the slots to go into the three new powers I'll be taking. I'm already slot-starved on a lot of characters.
It would be nice if we started getting the three slots at level 25 instead of 31. Then by 50 we'd have three more than now.

I don't think that would be game breaking, but I don't expect it to happen either.



.


 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
It would be nice if we started getting the three slots at level 25 instead of 31. Then by 50 we'd have three more than now.

I don't think that would be game breaking, but I don't expect it to happen either.



.
That's not a bad idea, really.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Rowdy View Post
What's next, inherent travel powers?
I call mine Ninja Run. Bet that and the raptor pack, I've already dropped real travel powers from a lot of my builds. W/I18's boost to Sprint and I19's inherent Swift/Hurdle, I'll be running at 60mph+ w/full vertical mobility w/o any bonuses (my Stone tank build for speed does 72MPH w/Ninja Run, Sprint + Swift; SS's cap at 50 is 92.5MPH).

Anyway, I've been messing w/my various builds, and I think basically for my tanks, in lieu of Fitness:

-Fire/EM - Hasten's back in, keeps S/L def cap w/Maneuvers
-Stone/Ice - Dunno, fit in Crystal & Brimstone? Tough & Weave (on a Stone, I know...)? He already has capped S/L out of Granite...
-WP/SS - Again, already has capped S/L, so... Med pool? Hurl?
-SD/Axe - Hasten & Med pool, yay. Maybe I can fit in Energy Torrent...
-Dark/Mace - Again, dunno. Prolly BU & epic attacks. Not like Dark Armor needs Med pool...
-Invul/Fire - Can combine my "offensive" (w/Hasten & Fireball), and "defensive" (w/Maneuvers, caps ranged & FCEN def) builds in one.

As for slots, this makes those Incarnate slots more & more desirable. Like they weren't already...


An Offensive Guide to Ice Melee

 

Posted

i know for my fire/fire/pyre tanker, this means.....depending on the slots situation, adding FE and maybe combat jumping and Maneurvers or stealth. That would basically add 5 more defense to a build that has upper 20s defense....he would be unreal with more damage with FE.

well at this time, it might be better to put any previous glimpse or hopes/projections on previous Alpha information on hold.

I believe Castle and the link, stated larger system changes were coming in 20......

One can only hope on this new "inherent" is just part of a new system. I am hoping the new inherent system works with the orgins. This "new inherent", might be just something along the lines of "character attributes" like endurance recovery rate, regen rate, base accuracy rates, resistance to debuffing, baseline run/jump speed, etc.....hopefully a baseline dexterity (ie defense) and constitution (baseline resistance). I am hoping, that using other games as a template, a mutant might have a baseline regen, recovery etc, a natural then would have a different baseline regen recovery....we finally get the origins to mean something. I hope that is what it is.

we might need to hold off on previous alpha information, i guess alot of this was planned. If we are gonna get that level of change coming, all our previous alpha info may be way off. anyway, we are only seeing glimpses at this point.

Can't wait, was just in process of making a new tanker and all sorts of new toons for this expansion pack....ugh!


 

Posted

Quote:
Originally Posted by Fire_Storm View Post
i know for my fire/fire/pyre tanker, this means.....depending on the slots situation, adding FE and maybe combat jumping and Maneurvers or stealth. That would basically add 5 more defense to a build that has upper 20s defense....he would be unreal with more damage with FE.

well at this time, it might be better to put any previous glimpse or hopes/projections on previous Alpha information on hold.

I believe Castle and the link, stated larger system changes were coming in 20......

One can only hope on this new "inherent" is just part of a new system. I am hoping the new inherent system works with the orgins. This "new inherent", might be just something along the lines of "character attributes" like endurance recovery rate, regen rate, base accuracy rates, resistance to debuffing, baseline run/jump speed, etc.....hopefully a baseline dexterity (ie defense) and constitution (baseline resistance). I am hoping, that using other games as a template, a mutant might have a baseline regen, recovery etc, a natural then would have a different baseline regen recovery....we finally get the origins to mean something. I hope that is what it is.

we might need to hold off on previous alpha information, i guess alot of this was planned. If we are gonna get that level of change coming, all our previous alpha info may be way off. anyway, we are only seeing glimpses at this point.

Can't wait, was just in process of making a new tanker and all sorts of new toons for this expansion pack....ugh!
I really, really, REALLY hope they don't tie stats in with Origins. If one origin is tougher than another, it's a much better Tanker than the others, and all of a sudden you never see a Tanker that's not Technology in origin. If one does more damage, then Blasters will choose that.

Make origins meaningful? Sure, I guess. Tie them to stats? No thank you.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

I really wouldn't like it if they tied elements of ingame performance to your origin. At the moment, I am free to make any character concepts I dream up with whatever powersets suit them best with no repercussions. If you tie stuff like variations in base regen/recovery/defense/resistance/etc to origin, that forces me to limit the possible character concepts in favor of jacking up the stats most appropriate to my AT/powersets, pick origins completely counter to my concept and then ignore them, or accept worse stats for no reason other than my imagination happened to dream up a character that didn't neatly fit the mold. No thanks.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

There's already a few very minor advantages to certain origins. If you're Trick Arrow, magic or tech origin will let you light your Oil Slick. If you're natural, both the Nemmie Staff & Blackwand will do more damage, istead of one or the other. I've rolled my last few toons as natural, stretching the concept a bit on one of them, to get the slightly extra bonus damage useful for low levels. If the advantages were any greater, I'd pretty much toss concept out the window and roll whatever was most advantageous (or just fit my concepts around whatever the best origin was). So yeah, another vote against, since I like varying up my toons' concepts.


An Offensive Guide to Ice Melee

 

Posted

Quote:
Originally Posted by dave_p View Post
There's already a few very minor advantages to certain origins. If you're Trick Arrow, magic or tech origin will let you light your Oil Slick. If you're natural, both the Nemmie Staff & Blackwand will do more damage, istead of one or the other. I've rolled my last few toons as natural, stretching the concept a bit on one of them, to get the slightly extra bonus damage useful for low levels. If the advantages were any greater, I'd pretty much toss concept out the window and roll whatever was most advantageous (or just fit my concepts around whatever the best origin was). So yeah, another vote against, since I like varying up my toons' concepts.
To be fair- only the first of Nemesis Staff or Blackwand gets the origin bonus. If you have the vet reward that grants both, you still only get one that hits really hard.


Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.

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Posted

My IOed WP Tank will not really change with this, since she doesn't have Fitness anyway and does not exemplar any more. My low-level Tanks are currently on hold so that I do not pick up more powers prior to the change.

My old INV/SS, on the other hand, will be almost totally rebuilt thanks to this, since his build will not be so tight and there are some powers I wanted that I can now fit in. Said character is not really IOed yet, so what stuff he does have slotted will be no real loss.

My L21 Fire/Dark in Praetoria will probably be restarted, as his picks would be vastly different than what they are now and I wouldn't lose anything by doing so. More generally speaking, I will be able to build my Tanks to exemplar more effectively since I will be able to cram in Fighting Pool in the low levels without losing much, if anything.

Also broadly speaking, I will likely be taking Leadership on some of my Tanks since I will have the picks and they don't need much, if any slotting unless I choose to do so. That, or Air Superiority will make a return since I am a big fan of Fly as a travel power but usually take SJ instead given how valuable CJ is.

I will probably still have two builds on most of my tanks: one for top-end solo use and the other for teaming/exemping, with the latter carefully planned to have as many of the bonuses as possible by L30-35 (my SD/DM is already being built this way, so her build will not change much).

One thing I will definitely be doing is taking the damage aura early where applicable. Having tried some experiments with them I definitely want the added early damage, since it allows me to concentrate on a Lt or Boss while the minions melt away and saves a LOT of endurance in the process despite the cost to run the various auras.


 

Posted

Quote:
Originally Posted by Smersh View Post
To be fair- only the first of Nemesis Staff or Blackwand gets the origin bonus. If you have the vet reward that grants both, you still only get one that hits really hard.
Ah, I missed that part. I guess I should recheck which I took first on my new toons.


An Offensive Guide to Ice Melee

 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
It would be nice if we started getting the three slots at level 25 instead of 31. Then by 50 we'd have three more than now.

I don't think that would be game breaking, but I don't expect it to happen either.



.
Ive been saying this for years.. MORE SLOTS !!!!!


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

They need to make this happen like tomorrow Ive already got my builds planned out !!!!


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

What's the projected release date for I19 and these changes?

One common thought emerging in this discussion has been the taking of the Leadership Pool....which has been largely ignored by Tanks and many Alts. This could develop into a major trend which would TRANSFORM team play BIGTIME.


 

Posted

Quote:
Originally Posted by Rangle M. Down View Post
According to information coming out of the City of Heroes PAX panel last night, the fitness pool is going to become an inherent when i19 goes live. You'll still be able to add slots to it like you normally would, but now you'll be freeing up power selections that you may have taken to get stamina, etc. According to the information, characters already created will need to be respec'd to gain this change. So be aware that this is coming down the pike when you're looking at your builds.

I know my Fire/Fire/Pyre tank will be the first I'll change. I was already planning to respec the toon with the changes to FA, but I'll be holding off a bit longer. Unless I change my mind I'm planning on adding in Taunt, Temp Protection (for a mule spot), and more then likely Rise of the Phoenix to replace the three powers selections that the fitness pool took up. (Combat Jumping also looks tempting as does Hasten, but we'll see.)

How will this change your tank(s)?

Huge benefits to tankers. When I first heard this i immediately though of tankers. My Dark tanker with take the damage aura now, because i will be able to take phys perfection and be able to have on eight toggles (yes u read that correctly). My invul scranker will now be able to get weave, i never got it because i wanted a lot of attacks (scranker) and never needed weave, but always wished i had it to convert greatness into uberness. Those two are just off the top of my head, when i sit down and think about this seriously. WOW


 

Posted

Quote:
Originally Posted by Tired Angel View Post
Just reading the original post about the Inherent Fitness Rangle posted and it made me think of another change to my tankers which is when I actually take my agro aura.

If the health/stamina inherents are available at lvl 2 (if I understood the post Castle made correctly) then I won't feel the need to delay taking my agro aura (e.g. Blazing Aura) until either just before or after Stamina at 20 because it is such an endurance hog!
This is awesome. Too many toons to respec now... but well worth it I think. Poor Mids.


YMMV---IMO
Ice Ember

 

Posted

Don't get me wrong, I think this is great, but I want more slots too. Be nice if they gave out a few slots as a vet bonus.


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Posted

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Originally Posted by Golden_Ace View Post
Don't get me wrong, I think this is great, but I want more slots too. Be nice if they gave out a few slots as a vet bonus.
So, not only do vets get all the good costume parts, City Traveller, Sands of Mu, Staff/Blackwand, and free respecs, but extra slots, too? Not everyone here is a veteran, you know. I'm getting my trenchcoats in a week, and you shouldn't have to have played since launch to get the best performance out of your AT and sets.

In short, vet rewards are about making life easier for veterans (filling out the attack chain early, getting travel powers ahead of time, and being able to make a "post-SOs" respec without going through a trial), not about improving high-end performance. Extra slots would have enormous impacts on optimised builds, and would be a terrible vet reward.


 

Posted

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Originally Posted by Johnny_Butane View Post
With the Alpha Slot, you can be build for this.
For example, you can shave a slot off of Hasten or Conserve Power if you get the Alpha power with RechRed. I point to those powers because they don't take IO sets, so if you have them you can allocate the slots elsewhere and see no loss.
Maybe. Remember that the Incarnate slots, as we last saw them, don't exemp.



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Posted

Quote:
Originally Posted by AnElfCalledMack View Post
So, not only do vets get all the good costume parts, City Traveller, Sands of Mu, Staff/Blackwand, and free respecs, but extra slots, too? Not everyone here is a veteran, you know. I'm getting my trenchcoats in a week, and you shouldn't have to have played since launch to get the best performance out of your AT and sets.

In short, vet rewards are about making life easier for veterans (filling out the attack chain early, getting travel powers ahead of time, and being able to make a "post-SOs" respec without going through a trial), not about improving high-end performance. Extra slots would have enormous impacts on optimised builds, and would be a terrible vet reward.
I have to agree with Mack on this one - I think slots as a Vet reward wouldn't work.

And, personally, Im not to worried about needing extra slots for the three extra powers that will now have available. I was looking at the build for my Fire/Fire tank and because it is such a tight build I have actually slotted Boxing as an attack because otherwise I only have the one quick recharging attack to use while my harder hitters are charging. With the extra powers now I take Boxing to I can get Tough, not slot it, and still be able to take a proper attack which I can slot.


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Posted

Quote:
Originally Posted by Golden_Ace View Post
Don't get me wrong, I think this is great, but I want more slots too. Be nice if they gave out a few slots as a vet bonus.
No.

No more system changes/tweaks being given out as vet rewards. City Traveler was a mistake. They should have removed the prerequisites for all the pool powers, not just for the travel pools and not just for a select few players.

Just about everyone wants or could use more slots, not just an increasingly small number of people. The devs have said that an increasingly small percentage of players will ever realistically see the newer rewards.

If you're suggesting they handle it like the Free Character Slots, then yes that would reach more people, but then where does it end? Should 72 month vets get six more power slots? That seems a bit much to me.

If they did give us extra slots, they should just give them to everyone and keep the number of slots fairly low. Three, maybe four, max.


.


 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
No.

No more system changes/tweaks being given out as vet rewards. City Traveler was a mistake. They should have removed the prerequisites for all the pool powers, not just for the travel pools and not just for a select few players.

Just about everyone wants or could use more slots, not just an increasingly small number of people. The devs have said that an increasingly small percentage of players will ever realistically see the newer rewards.

If you're suggesting they handle it like the Free Character Slots, then yes that would reach more people, but then where does it end? Should 72 month vets get six more power slots? That seems a bit much to me.

If they did give us extra slots, they should just give them to everyone and keep the number of slots fairly low. Three, maybe four, max.


.
I find myself agreeing with Johnny a lot in this post.





I'm scared.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
I find myself agreeing with Johnny a lot in this post.





I'm scared.
Me too. What is the world coming to??


 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
I find myself agreeing with Johnny a lot in this post.





I'm scared.
Put your fear on standby until Castle and Arcanaville come in here and start agreeing with me.



.


 

Posted

Quote:
Originally Posted by Rangle M. Down View Post
According to information coming out of the City of Heroes PAX panel last night, the fitness pool is going to become an inherent when i19 goes live. You'll still be able to add slots to it like you normally would, but now you'll be freeing up power selections that you may have taken to get stamina, etc. According to the information, characters already created will need to be respec'd to gain this change. So be aware that this is coming down the pike when you're looking at your builds.

I know my Fire/Fire/Pyre tank will be the first I'll change. I was already planning to respec the toon with the changes to FA, but I'll be holding off a bit longer. Unless I change my mind I'm planning on adding in Taunt, Temp Protection (for a mule spot), and more then likely Rise of the Phoenix to replace the three powers selections that the fitness pool took up. (Combat Jumping also looks tempting as does Hasten, but we'll see.)

How will this change your tank(s)?
enlighten me to these changes to Focused acc please


Ignoring anyone is a mistake. You might miss something viral to your cause.

 

Posted

Quote:
Originally Posted by MrHassenpheffer View Post
enlighten me to these changes to Focused acc please
I think he means Fiery Armour.