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Everything posted by skoryy
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I did some testing in Peregrine Island, and I found the issue. The good news: The damage bonus does take effect! The not so good news: The 2.5 second delay on the damage bonus doesn't start on activation, it starts on the hit itself. This results in a delay between the end of Arcanatime and the bonus kicking in. If you have your next power queued up right after Eagle's Claw, the bonus won't affect it! Edit: If you're going EC->SK->CAK->SK, you still get that bonus on the CAK and second SK. So its more a matter of timing than losing the bonus. Now that I've seen it in action, I vaguely remember something about this being an issue back in live?
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Its a Penny Yin, not a LRSF. I hopped in to get a quick few levels beating up Freaks on my new tank, not to worry about team comp or 'git gud'.
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I was on a Penny Yin run at +2 the other day and I couldn't finish that TF soon enough. A total chore complete with a party wipe to Clamor.
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I wouldn't know. The game was such a slog even at lower levels that I never made it to endgame before going back to Guild Wars 2. Hence my comparison to running early or mid-level TFs at +2. You're just adding hit points and reducing DPS, its not a challenge it just makes the content longer.
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Increasing the difficulty is where I'd go back to playing Guild Wars 2, so no, its not 'exciting and interesting' for everyone. The consensus has been that increasing the difficulty should be optional. There's even a forum poll saying as much. You already have the option to run regular TFs at +2. If few are running them there, then maybe you should ask yourself why few want to. I mean, I'm sorry that Wildstar didn't pan out, but we're not here for y'all to make HC its spiritual successor.
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Yup. Farming is great. Everyone having to farm to keep up, not nearly as much.
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The fixed-price items that cost, what, 10 mil at most? Really? Really? And y'all have the temerity to call everyone else facetious. Good gravy.
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Again, the prices in the AH on pretty much everything have been going down since the patch. Its now more enjoyable today versus a couple months ago for others.
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This thread again? I got all four purple sets I needed to finish up my perma-PA build in around a month of casual playing. Prices on the AH have dropped since the patch. Farm, TF, MSR, PI, what have you. Just play the game and you'll get the goods.
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The thing is, City of Heroes hasn't been that game for a long long time. I remember reading the forums back in live, and someone bragged about completing TFs with a team of all TA/A defenders. Tanker Tuesdays have been a thing for years. The game's charm since at least the introduction of IOs has been that you don't need a dedicated tank or healer or defined roles. Play the character you want to play and the game won't hold you back. I'm sorry that's not what you want, but that's what the game is.
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A fun night out patrolling with the coalition.
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He did it all for the nookie?
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Here's my Rad/StJ if you want some more ideas. She's not softcapped to defense, but I've found that between all her resists, Particle Shielding, and Barrier, she really didn't need it: Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Agent Trinity: Level 50 Science Tanker Primary Power Set: Radiation Armor Secondary Power Set: Street Justice Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Hero Profile: Level 1: Alpha Barrier -- RctArm-ResDam(A), RctArm-EndRdx(3), RctArm-ResDam/EndRdx(3), RctArm-ResDam/EndRdx/Rchg(5) Level 1: Initial Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/Rchg(7), KntCmb-Dmg/EndRdx/Rchg(7) Level 2: Heavy Blow -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(9), SprMghoft-Acc/Dmg/Rchg(9), SprMghoft-Dmg/EndRdx/Rchg(11), SprMghoft-Acc/Dmg/EndRdx/Rchg(11), SprMghoft-Rchg/Res%(13) Level 4: Proton Armor -- RctArm-ResDam(A), RctArm-EndRdx(17), RctArm-ResDam/EndRdx(19), RctArm-ResDam/EndRdx/Rchg(19) Level 6: Fallout Shelter -- StdPrt-ResDam/EndRdx(A), StdPrt-ResDam/Def+(21), GldArm-3defTpProc(21) Level 8: Super Jump -- Empty(A) Level 10: Radiation Therapy -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/Rchg(23), NmnCnv-Heal/EndRdx/Rchg(23) Level 12: Beta Decay -- ShlBrk-%Dam(A), AchHee-ResDeb%(25), ShlBrk-DefDeb/EndRdx/Rchg(25), ShlBrk-Acc/DefDeb(27), ShlBrk-Acc/EndRdx/Rchg(27) Level 14: Gamma Boost -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(29), NmnCnv-Heal/Rchg(29) Level 16: Combat Readiness -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(31), RechRdx-I(50) Level 18: Particle Shielding -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/Rchg(31), NmnCnv-Heal/EndRdx/Rchg(31) Level 20: Rib Cracker -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(33), SprGntFis-Acc/Dmg/Rchg(33), SprGntFis-Dmg/EndRdx/Rchg(33), SprGntFis-Acc/Dmg/EndRdx/Rchg(34), SprGntFis-Rchg/+Absorb(34) Level 22: Taunt -- PrfZng-Dam%(A) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(34) Level 26: Ground Zero -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(36), Erd-Acc/Dmg/EndRdx/Rchg(36), Erd-Dmg(36), ScrDrv-Acc/Dmg/EndRdx(37), AchHee-ResDeb%(37) Level 28: Spinning Strike -- Rgn-Dmg(A), Rgn-Dmg/Rchg(37), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(39), Rgn-Dmg/EndRdx(39) Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(40), ShlWal-ResDam/Re TP(40) Level 32: Meltdown -- Ags-ResDam/Rchg(A), TtnCtn-ResDam/Rchg(40) Level 35: Shin Breaker -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/Rchg(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), AchHee-ResDeb%(43) Level 38: Crushing Uppercut -- Hct-Dmg(A), Hct-Dmg/Rchg(43), Hct-Acc/Dmg/Rchg(45), Hct-Acc/Rchg(45), Hct-Dmg/EndRdx(45), Hct-Dam%(46) Level 41: Boxing -- Empty(A) Level 44: Tough -- RctArm-ResDam(A), RctArm-EndRdx(46), RctArm-ResDam/EndRdx(46), RctArm-ResDam/EndRdx/Rchg(48) Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48) Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(13), NmnCnv-Regen/Rcvry+(15) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15), PrfShf-EndMod/Rchg(17) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 50: Assault Radial Embodiment Level 4: Ninja Run Level 50: Agility Core Paragon Level 0: Freedom Phalanx Reserve Level 0: The Atlas Medallion Level 50: Mighty Core Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Longbow Radial Superior Ally Level 50: Barrier Core Epiphany ------------
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4300 players a week agree the balance is good, so why?
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But why?
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Ooh. Some interesting choices there, you really shouldn't need the ToE proc thanks to Particle Shiekding. I'll take a look on Mids' when I'm not working later.