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Glacier Peak

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Everything posted by Glacier Peak

  1. Pics or it didn't happen
  2. Much like many on these forums, back in the day I became proficient at typing not because of Mavis Beacon, but due to the necessity of communicating while in combat in City of Heroes. When there was REAL risk - as in your character stopped leveling because you had so much debt, the only respec in the game was offered at the end of a ridiculous trial when build-gimped, and you had to pay actual money in addition to sinking your own time in to the grind. Now there's no risk, so I don't have to type fast or coherently. To answer your question, I do use Discord occasionally. While playing CoH.
  3. Nope. Exact same speed as any other server.
  4. Grab one of these from the S.T.A.R.T. vendor instead: Return to Battle: If you are defeated, you may return to battle empowered by the effects of several types of large inspirations! After each use, you may not use this effect again for another hour. Note that Return to Battle is unaffected by Recharge Time changes. Renewal of Light: If you are defeated, activating this power will restore you so you may continue the battle. The restoration blasts nearby foes with an explosion, knocking them down and disorienting them. You will revive with about half of your hit points and endurance. You will be invulnerable for a brief time and protected from xp debt for 20 seconds.
  5. @Mender Derek @Mender Silos They're always watching. For all time. Always.
  6. Math... ah that explains why I struggle!
  7. Here's the details: https://cod.uberguy.net/html/power.html?power=incarnate.hybrid.support_genome_9 The only healing component I see in the entry is below: "(0.08 * Melee_Ones)% Heal Dmg, Smashing Dmg, Lethal Dmg, Fire Dmg, Cold Dmg, Energy Dmg, Negative Energy Dmg, Psionic Dmg, Toxic Dmg, Confused, Afraid, Terrorized, Held, Immobilized, Sleep, Accuracy Strength (all affected targets) for 10s"
  8. There is conflicting information, that's why my understanding is too. Looking at the Homecoming wiki: Patrol Experience "For every 24 hours a character spends logged out, they accumulate 1 bar of Patrol XP, with a maximum of 10 bars. If a character has a number of Patrol XP bars that exceeds the number they need to level up, this extra experience carries over to their next Security/Threat Level." But both you and my in-game example below says otherwise: Sublimator had a full bar of Patrol XP and was then logged out for 37 days. There should at least be 3 additional levels worth of Patrol XP accumulated - (though my understanding is it scales with Level so the higher the character, the less it fills). Based on this in game example, however, it appears Patrol XP stops once the XP bar is filled (though a Level's worth of Patrol XP may spill in to the next level).
  9. I was under the impression that Patrol XP continues to fill up the XP bar regardless of whether its full. Am I mistaken?
  10. I noted back in early February they made the change, good stuff!
  11. Patch notes: "Hidden" Changes: Mask Presence and Cloaking Device can now stack with other stealth toggles (similar to Hide for Stalkers) Bane and Night Widow's stealth radius is now 55' in PvE and 500' in PvP (no change for Fortunatas) Critical Damage from Hidden for Bane attacks now do 100% scale damage (previously 67%) Critical Damage from Hidden for Night Widow branch attacks now do 100% scale damage (previously 67%). This affects Slash and Eviscerate, only Placate's cooldown reduced to 35s.
  12. Mastermind players can also drag an Ultimate inspiration on to their Henchmen for a temporary level shift. Assuming the player has the inf, it's a nice boost when fighting in regular content.
  13. That's right! I just remembered - five years ago the Homecoming team updated the Masterminds' Henchmen AI to give a strong preference to selecting targets that are within 50' of the owner. This helped melee-oriented Mastermind Henchmen stay in Supremacy range more often, while still allowing them to move and effectively engage targets outside the range.
  14. Oh my, 60ft is certainly a lot closer than I realized for Supremacy - outside of Melee range, certainly, but not 80ft that I assumed. What's the farthest ranged attack from a Henchmen I wonder. Leadership buffs are not forced onto players of any Archetype - players select them based on trade offs. I'm curious what are your expectations of Masterminds in a solo or team environment? Perhaps I could better understand your position if I knew.
  15. Correct, I said that. Blasters are absolutely supposed to be in melee AND range.
  16. Masterminds are not meant to be in melee range during encounters. They send their Henchmen in to attack enemies, absorb alpha strikes, and when they inevitably defeated, the Mastermind can resummon them from a distance or from relative safety.
  17. It doesn't sound like there is any problem to solve. If a player is on +4/8 solo, the content should be difficult.
  18. I main a Cold Domination Corruptor and have enjoyed the convenience of AoE buff effect for the shields since they were introduced. The only other buff, Frostworks, is still a single target application, but it's not recharging in 1 second either so that's okay.
  19. Where would you put it under on the forum?
  20. Here's a layout of damage resistances of each Henchmen by powerset. Clicking the name will take you to the specific page entry on City of Data that also shows Defense and other Henchmen status resistance. Beast Mastery Howler Wolf: +18.675% Dmg Res (Smashing, Lethal, Cold) Howler Wolf: +18.675% Dmg Res (Smashing, Lethal, Cold) Howler Wolf Alpha: +18.675% Dmg Res (Smashing, Lethal, Cold) Lioness: +29.88% Dmg Res (Smashing, Lethal, Cold) Lioness: +29.88% Dmg Res (Smashing, Lethal, Cold) Dire Wolf: +29.88% Dmg Res (Smashing, Lethal, Cold) Demon Summoning Fiery Demonling: 12.45% Dmg Res (Cold, Toxic), +26.145% Dmg Res (Smashing, Lethal), and +37.35% Dmg Res (Fire) Cold Demonling: 12.45% Dmg Res (Fire, Toxic), +26.145% Dmg Res (Smashing, Lethal), and +37.35% Dmg Res (Cold) Hellfire Demonling: 12.45% Dmg Res (Fire, Cold), +26.145% Dmg Res (Smashing, Lethal), and +37.35% Dmg Res (Toxic) Ember Demon: +12.45% Dmg Res (Cold), +37.35% Dmg Res (Fire), and +24.9% Dmg Res (Smashing, Lethal, Toxic) Hellfire Gargoyle: +12.45% Dmg Res (Cold), +24.9% Dmg Res (Fire), +31.125% Dmg Res (Smashing, Lethal), +37.35% Dmg Res (Toxic) Demon Prince: +19.92% Dmg Res (Cold), +7.47% Dmg Res (Fire), +17.43% Dmg Res (Lethal, Smashing), and +19.92% Dmg Res (Toxic) Mercenaries Soldier: Unknown Soldier: Unknown Medic: Unknown Spec Ops: Unknown Spec Ops: Unknown Commando: Unknown Necromancy Zombie: (2.7 * Melee_Res_Dmg)% Dmg Res (Smashing, Cold, Negative Energy, Psionic, Toxic) Zombie: (2.7 * Melee_Res_Dmg)% Dmg Res (Smashing, Cold, Negative Energy, Psionic, Toxic) Zombie: (2.7 * Melee_Res_Dmg)% Dmg Res (Smashing, Cold, Negative Energy, Psionic, Toxic) Grave Knight: +27% Dmg Res (Smashing, Cold, Negative Energy, Psionic, Toxic) Grave Knight: +27% Dmg Res (Smashing, Cold, Negative Energy, Psionic, Toxic) Lich: +33.75% Dmg Res (Smashing, Cold, Negative Energy, Psionic, Toxic) Ninjas Genin: None Genin: None Genin: None Jounin: None Jounin: None Oni: +52.29% Dmg Res (Fire) and +26.145% Dmg Res (Smashing, Lethal) Robotics Battle Droid: +18.75% Dmg Res (Lethal, Cold, Psionic) Battle Droid: +18.75% Dmg Res (Lethal, Cold, Psionic) Battle Droid: +18.75% Dmg Res (Lethal, Cold, Psionic) Protector Bot: +25% Dmg Res (Lethal, Cold, Psionic) Protector Bot: +25% Dmg Res (Lethal, Cold, Psionic) Repair Drone: +26.145% Dmg Res (Lethal, Cold, Psionic) Assault Bot: +31.25% Dmg Res (Lethal, Cold, Psionic) Thugs Thug: None Thug: None Arsonist: +26.145% Dmg Res (Fire) Enforcer: +26.145% Dmg Res (Lethal) Enforcer: +26.145% Dmg Res (Lethal) Bruiser: +6.549% Dmg Res (Fire, Cold, Toxic) and +26.145% Dmg Res (Smashing, Lethal)
  21. Sounds good. On my Night Widow I got a decent increase in recovery, an additional 200hp or so, around 15% res to all minus Psi, and all it took was respecing in to Pain Tolerance and dropping Assault from Leadership. The 15% damage boost is made up from the increase in damage from Slash and Eviscerate.
  22. I didn't test these in beta, but with the Night Widow updates, I've managed to move around slots and squeeze an additional 200hp, additional recovery, more damage in Slash and Eviscerate, and around 15% res to all (except Psi) on mine with no trade offs. That's a pretty sweet update! I'll be playing my Fort build next to see if I want to respec.
  23. As the title says, on behalf of the community I'd like to say thank you for your time, patience, and passion supporting this game. I assume you worked on other things than just costumes, but that's where I saw most of your interaction on the forums. Just like I said when Piecemeal moved on, I also wish you success in your next endeavor!
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