Jump to content

Erratic1

Members
  • Posts

    2890
  • Joined

  • Last visited

  • Days Won

    13

Posts posted by Erratic1

  1. 16 minutes ago, Techwright said:

    It's a good look for something deceptively simple in its composition.  Use of the ankh symbol was surprising, until I realized there are no zodiac signs in the costume creator, a remarkable oversight for images with a lot of potential.  (Maybe that can be added, devs?) 

     

    Have you yet run into anyone in-game who doesn't get the name reference?   I've been running the Aged of Aquarius for a while now and have been surprised multiple times by those who've no idea what he's referencing.   Makes me feel...well...aged.

     

    I looked for zodiac symbols and not finding any decided the ankh was as close to theme as I was going to get. Of course if they had zodiac symbols I'd want a character with 12 costumes.

     

    As for people not getting the reference, yeah it makes one feel old. Have a co-worker who had no idea who Paul Simon is. Not even going to get into the movies he's never seen.

  2. 4 hours ago, Grizlee said:

    Yeah, I wasn't sure how to focus. I used the over-all AT as the guide. It seems to lean resistance, so I leaned with it. I tried to get the defenses as high as possible while being resist focused. I'm not a tanker/brute player, as such, so I'm not sure if that was the correct deduction. I did make a concerted effort to get Melee Defense as high as possible. It made sense to me being a Melee AT. As a Blaster/Corr/Dom player predominantly, having a ranged Def that low .... was hard 🙂

     

    Bio does an unusual split, leaning into Smashing/Lethal resistance with Fire/Cold/Energy/Negative Defense. That is not to say you should utterly ignore F/C/E/N resistance or S/L defense, but rather it is easiest to push the noted resistances/defense to cap. Importantly, it leans into being a hybrid set, so to get the most mileage out of it you also need to learn when best to use you ablative shield, heal, and regen/recovery boost--though you are a bit freer in not deeply investing in any of them.

  3. Indomitable is a low population server and getting TFs going sometimes feels like the work of pulling teeth. So often I go with fewer than I'd like. Case in point, the Posi 2 I started earlier with 3 people--two widows (including myself) and a controller (Dark/Dark). And yet we did incredibly well up to the penultimate mission when the other widow had to go. But the controller and I figured we'd see what we could do with just the two of us. 

     

    We had two wipes in that penultimate mission due to exploding cadavers, but we were pretty sure we could keep going. We did and made it to the final mission....

     

    We stealthed the initial bombs, made it inside, and confined our fighting to what had to be fought. Wasn't too bad. Again stealthed the bombs out back and for the final bomb, had the fight. No problem.

     

    Then came Vahzilok.

     

    Really wondered if we could do him. Only way to know was for me to leap in. Got him to about half but I was out of inspirations and managed to get myself dead twice (rezzed once by controller) with him at half life. So off to the hospital I go while she keeps him occupied. Made it back and he was back up to 3/4ths. Start working him down but there is a full heal. Figured we would keep going. 

     

    Again I blow through my inspirations and periodically now I am having to step back, kneel, and then rejoin the fight. But we keep working it. Then he leaps off the bridge, the filthy cheater!

     

    So we fight him below along with more of his minions. But I get low on life and have to fly up to bridge to recover. Of course he follows.

     

    His mistake. We get back to working without his minions pounding on us. Still, I have to back and kneel...and he's so close. Just kept praying he would not full heal.

     

    And then he was down!

     

    No IO sets...heck, I don't even slot enhancers until level 23, so no enhancements on my part at all. And we put him down.

     

    So some PUGs are just incredible.

     

     

    • Like 11
    • Thanks 1
    • Thumbs Up 3
    • Microphone 1
  4. 23 minutes ago, Rylas said:

    For <30 tanking, I've gone Melee defense (you convinced me, @Erratic1, to give it a go).

     

    Oh...I wasn't trying to do that. There are definitely trade-offs. But it has been working (or at least not not working) for me. Please let me know how it works out for you.

  5. You should be able to solo +1 stuff without IO sets.

     

    Not sure how using IO sets is min-maxing while not using them is somehow pure of intent, but you can start into IO sets at least 25 levels earlier. So swap when inclined, you have the resources, and have a plan in mind.

  6. 1 hour ago, ZemX said:

    Derp.  I meant to say "the former".  Or rather "NOT the latter" because there's more than just resistance you can add to a resistance-based toon.  But adding defense is, in my opinion, a waste of slots.   You are either accepting that you'll be dropped by defense debuffing enemies or, if you can survive them, you are basically proving you didn't need the added defense in the first place.

     

    For a given amount of health, regen, and resistance there is an amount of incoming damage which will eventually bring health to zero with higher rates of damage doing so more quickly. Having increased defense shifts that threshold for the amount of damage necessary to see defeat upward. So against opponents which do not debuff defense you are better off.

     

    Let's posit defense is absolute worthless versus defense debuffing opponents. You're no worse off against them than you'd have otherwise been short of whatever other survival investments you could have made. If your powersets do not bring you high regen, IOs aren't getting you there. Nor are you getting substantial hp gains. Defense, of some sort, is omnipresent...you just have to configure it for the most part.

     

    The place your argument goes wrong things the leap from if you did not need defense to survive debuffing enemies to that suggesting you did not need it against non-debuffing ones. If Cimmerorans debuff me with their spears, there is still 90% resistance to their Lethal attacks. A non-debuffing foe targeting a lower resistance is less of a threat when it has to overcome defense.

  7. 19 minutes ago, Maelwys said:

    Note the bit "Previously, attacks checked for defense typings of any damage types involved in the attack. For example, most Ice Blast attacks are  Cold/Smashing and when checked against a player's defenses, it would look at both Cold and Smashing defenses and use whichever was highest." so if an enemy attack has any smashing or lethal component at all then chances are that smashing or lethal typed defense used to work against it...

     

    Used to, so no longer does now that they are only checked against by Cold as damage type. So going S/L defense does not help any longer and going Positional does not hurt. 👍

    • Thumbs Up 1
  8. 1 hour ago, Sovera said:

    The patch note when it happened went over which mobs had this changed in each faction.

     

    Think I found it:

     

    Quote

    DEFENSE CHANGE
    Arachnoid claw attacks now prioritizes toxic defense
    Arachnos tarantula mistress claw & Claw shred now prioritizes toxic defense
    Arachnos toxic tarantula all damaging attacks now prioritize toxic defense

    Knives of Artemis poison dart prioritizes toxic defense

    Arachnos fire taranutal burning claws now prioritize fire defense
    Carnival Seneschal torch attack now prioritizes fire defense

    IDF heavy troopers rockets prioritize fire defense
    Nemesis LT lance Rifles & Jaeger explosions now prioritize fire
    Rikti Magus fireball prioritizes fire
    Potentially a lot more depending on how broad the grenade change is

    CoT Ice Casters now prioritize cold with two attacks
    Council/5th column riflemen cryonic shots now prioritize cold defense
    Crey Cryo Tank attacks (Except Freeze Ray) now target cold defense
    Talons of Vengeance Spirtiualist & Prophetess & Oracle & Sibyl (ice) now prioritize cold
    TOV Keres Deaths' Embrace now prioritizes Cold (prev. also negative)

    CoT Succubus blackclaw now prioritizes negative energy defense.
    Council Vampyri Shadow Punch now prioritizes negative defense.

    Council Galaxy Gravimetric Snare & Gravity Well now prioritize negative defense
    TOV Keres Enervating bolt now prioritizes Negative (prev. also cold)

    GRENADE CHANGE
    Longbow potentially very effected by grenade/rocket rework, nearly the entire faction has a grenade attack (They're already basically just lethal/fire outside of bosses though)
    Council/5th column grenade rework, possible rocket launcher rework
    Crey Crisis Unit grenade launcher rework, possible rocket launcher rework
    Malta tacop/engineer/op officer effected by grenade rework.
    Titans affected IF grenade rework affects rockets (Right now they do straight lethal)
    Nemesis Snipers maybe effected if storm rifle is treated as 'a grenade'
    PPD Enforcer affected by grenade change

     

     

    Highlighted the ones where Melee positional would serve you better than Smashing/Lethal typed. Rather obviously things like Council machineguns and Cimmeroran spears (which I hope are S/L) would be better served with S/L defense.

  9. 45 minutes ago, Sovera said:

    That majority of the attacks still have a S/L component. What changed 'recently' was that some of the attacks of some of the mobs of some factions had the S/L component removed from E/N attacks. This was done to curb the S/L defense meta, but it was not a sweeping change. The patch note when it happened went over which mobs had this changed in each faction.

     

    I will need to go back and check that then. Capped Melee has been working fine for the character but then you figure a lot of what comes that way would be S/L anyway. Not sure what exactly would be delivering F/C/E/N/T/P via mele (well, maybe Behemoth demons could do F with their swords).

  10. 8 minutes ago, Rylas said:

    The ol' Type vs Positional debate. 🙂 I base it on AT. Blasters? Go ranged and stay out of range. Most powers have a positional attribute, so in that instance, you're pretty safe going for Positional. Melee ATs? I go typed, because 1) range still hits you and 2) a majority of attacks are tied to a smash or lethal. Shields and SR being a separate issue.

     

    I think your information may be a bit out of date about the majority of attacks having smash/lethal components. That got changed.

     

    As for positional vs typed, I wanted to minimize things in melee hitting me regardless of type. Yeah, there is ranged S/L damage, but I am not generally worried about that as it is not hard to get things to come to you and I am at capped S/L resistance (E resistance too, which made the screenfuls of Mu I fought recently with the character on a Scirocco arc laughably easy). 

     

    What I would like to pull off someday is something like capped resistances and soft-capped Range. Then I'd be set.

     

     

  11. 2 minutes ago, TheMultiVitamin said:

    Though making an offspring of one of my characters sounds so interesting, that's a cool idea I didn't even think of.

     

    My original character in Live was a Radiation/Electrical defender. Many years later, after I was no longer playing the original (for reasons we'll skip past), I made a character who was her son as a Dark Melee/Electrical armor brute, corrupted in the womb by the dark magics used by one of the foes his mother had fought before knowing she was pregnant. 

     

    Even took the brute around the alignment wheel via morality missions (as opposed to Null) to represent him falling to the corruption and redeeming himself (had to get those Patron powers some way). 

  12. 1 minute ago, TheMultiVitamin said:


    In my casing, it's that they have story to them. They're not just for leveling and farming, but they have plotlines and the like. I play my characters as RPed as I can so SF/TF's having story means, narratively, it'd be weird if my character did them more then once. Of course that's me being pedantic as all hell but that's just how it is for me.

     

    Well, there is no singular "right way" to play the game. But as I noted, you are going to run out of content at some point. There are a finite number of different bank and radio missions on top of story arcs and trials. Boy, there is something that is going to be interesting...only going after Hamidon once, win or lose because narratively, you could win or lose and whatever happens is whatever happens. Let me seriously warn you about going after Lord Recluse because I have seen that one fail more than once.

     

    OTOH, you could always recreate a powerset combo as the offspring of the previous hero, determined to take down the things that their parent could not handle. 

  13. 3 minutes ago, TheMultiVitamin said:


    In terms of Radio Missions and the like, those are fine to do more than once because they're meant to be repeatable to do the Bank missions. Same with Alignment/Morality missions.

     

    Bank missions repeat. You fight a limited set of opponents on them. Are you going to stop doing them and radio missions after you have done every Bank mission which exists?

     

    And if the notion is that Radios are fine to repeat, then what makes SF/TFs less fine?

     

     

  14. 3 minutes ago, TheMultiVitamin said:

    Was unaware of the SF/TF's giving good stuff to sell, mostly cause I just do those once each for the story for that character and that's it, thanks for the advice!

     

    SF/TFs reward you with merits (double for the weekly once per character per week). Merits are your short path to influence and the things bought with influence. Repeating them is seriously the norm. 

     

    Though I do have to wonder how far a character could go doing no bit of content more than once. Even radio missions repeat. Only doing something once and never doing it again...strikes me as really limiting.

  15. 7 minutes ago, ZemX said:

    In general gameplay? The latter.  Think about it this way... that defense is gone entirely against defense debuffing enemies because you have no DDR.  If you can survive them, you can survive the ones that DON'T have defense debuffing.  But that doesn't necessarily mean building more resistance.  Maybe more recharge or slow debuff resistance?  Whatever it is, I like to build things up that I'll always have available to me.  Getting my defense zeroed after I spent slots building it up just doesn't feel good.

     

    This is confusing. You say soft-cap S/L with slightly resistance is better but end by suggesting it doesn't feel good to be DDR debuffed, which is a counterpoint to the latter being better.

     

     

  16. 1 hour ago, Warshades said:

    Based on the resist numbers you have, this looks more like a pure resist set (electric armor maybe?) in which case I would probably focus on resists alone.

     

    Definitely Electrical Armor judging by the Negative, Toxic, and Psionic numbers.

     

    While Electrical Armor does not have any DDR, I would probably still go for the second build because not everything you fight has Defense Debuff (or at least that is what I am doing with my recently 50 Energy Melee/Electrical Brute and I have no complaints so far, though instead of capping S/L Defense I capped Melee Defense).

     

  17. On 10/2/2023 at 12:30 PM, Yomo Kimyata said:

    I *believe* that Power Transfer proc only works once per activation, i.e., you're not going to see it proc on ten opponents and get 50% of your health back.  I would love to be corrected if I'm wrong.

     

    A bit of a necro, but just to have it on the record....

     

    The proc does fire in Lightning Field and the number of targets drives up the likelihood of it firing. I tested by leaping into groups of Super Arachnoids in Grandville. But it does not fire that often and you need to be in a crowd to really notice it.

     

    However, stick the proc in Stamina and Holy Hannah...it goes insane:

     

    2024-11-16 00:21:03 You are healed by your Power Transfer: Chance to Heal Self for 74.96 health points.
    2024-11-16 00:21:13 You are healed by your Power Transfer: Chance to Heal Self for 74.96 health points.
    2024-11-16 00:21:23 You are healed by your Power Transfer: Chance to Heal Self for 74.96 health points.
    2024-11-16 00:21:33 You are healed by your Power Transfer: Chance to Heal Self for 74.96 health points.
    2024-11-16 00:21:43 You are healed by your Power Transfer: Chance to Heal Self for 74.96 health points.
    2024-11-16 00:22:03 You are healed by your Power Transfer: Chance to Heal Self for 74.96 health points.

     

    That is with it slotted in only Stamina. It missed firing at 21:53. Still, 450 health back in a minute. On a build with no self-healing or one which is slow, it seems like a real plus.

    • Thumbs Up 2
  18. 3 minutes ago, UltraAlt said:

    Is playing City of Heroes about enjoying and exploring the superhero genre or is it about "steamrolling" content/"Hulk smash!"?

     

    Almost certain some would not see those things as incompatible. And certainly others would not see a need for the clear derision packed in the question.

    • Thumbs Up 1
    • Microphone 1
  19. 3 minutes ago, Without_Pause said:

    AoE which sets up mobs being contaminated? I know many dislike cones in the game. I have it on my Rad/bio Brute, but I honestly could do a new build on it, but I lack the energy to redo a build which I've essentially moved on from. 

     

    I don't dislike cones a priori. But Proton Sweep does not cover a particularly large arc at 75 degrees. With 12 o'clock directly ahead of you, 60 degrees would be from 11 to 1. 75 degrees being 25% larger makes the range go from 10:45 to 1:15. And Proton Sweep only has a 9% chance at contaminating what it hits.

  20. 8 minutes ago, Without_Pause said:

    I'm not sure if there are ever too many AoE attacks to take, but some might not be worthwhile. 

     

    Has anyone yet found a reason to take Proton Sweep from Rad Melee?

  21. 1 hour ago, Sovera said:

    Powers that are useful. Build-up for example (never skip, take early, slot early, it's your opener), but powers that give a breather by knocking enemies away.

     

    Hmmm...I almost never take Build Up on Brutes, and when I do its late with little investment.

×
×
  • Create New...