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roleki

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Everything posted by roleki

  1. That may be my problem there: I have a pretty high stack of global accuracy (47%), but no global ToHit. To that point, I just read that the Kismet buff is +6 global ToHot, not accuracy... is that correct?
  2. I could easily see where a Blaster can do without Miracle, but unless that slot is getting me a global recharge or defense bonus out of another power, I would have a hard time cutting it.
  3. I did some more testing last night and saw a few more hits, but nothing like @Frosticushas there. I'll stick with it in hopes the RNG gods smile on me again someday. Meanwhile, aside from my PT proc issue, I am floored by how effective the /Poison secondary is in melee. The combination of -ToHit and -Res is sneaky good; I can't wait to roll a Fire/Poison and see how that melts things.
  4. @EmperorSteele Ugh, if that's how the Healing proc works, that's awful. When it hits, I get 50HP back, or a little bit better than 2s of regen. Boo! As for Poison Trap, I'm not anywhere I can check for exactness, but the one non/proc was either Damage/Endurance or just Damage out of the purple PBAoE set, then 4 damage procs and a -Res I think. No alpha yet, I'm still working through to unlock it, was thinking of going for Musculature or Cardiac specifically because I have so many oddball procs in the build (FF+Rech, Achilles, etc). I'm not expecting Seismic Smash numbers out of Poison Trap, but I should expect more than ~40 damage right?
  5. So I've rolled up a Mind/Poison and so far I am digging it, but... Looking around the forums, I see lots of people lauding Poison Trap as a proc mule, so I six-slotted mine with 5 procs. I rarely see even one of them fire off, let alone multiples. Do the procs fire off again in the lingering mist, and I am just not letting things stay alive long enough to see it? Also, I had put the Call of the Sandman Heal proc in Mass Hypnosis, but it also rarely fires (or should I say, I hit a mob and yes, I heal 50 points of damage, but was expecting multiples). Do healing procs not work the same as damage procs?
  6. Gasp! CJ might be a useful super power, but SJ is a legit SUPER power. Nobody ever exclaimed Superman was "...faster than a speeding bullet, stronger than a locomotive, able to resist Immobilization with a small defense bonus and fine maneuvering adjustment capabilities."
  7. I prefer playing my en/en as ranged, just because the cast/activation times of /en melee are so abysmal in comparison to what the primary can do in that time. That said, comic book blasters have always been primarily blappers: Iron Man is a blapper, so is Captain Marvel. I am sure there are more 'ranged-only blasters' but the only one I can think of offhand is the Human Torch. Bottom line being, almost everyone in comics who blasts, also blapps.
  8. If you make good use of Obliteration and Attuned Touch Of Death sets, you can stack up some impressive Melee defense, S/L defense, and S/L resistance numbers. Add the Resistance to Fire from /Fiery and you've got yourself a decent, inexpensive farmer that can walk in both the S/L and the Fire farms. My Rad/Fires are built around Obliteration and Touch Of Death; I'm sure there are builds that could run circles around them at farming, but mine do alright for what I want to do, which is level up alts and keep the drops coming.
  9. The Supergroup Registration Form is 27B/6, a reference to Terry Gilliam's Brazil.
  10. I wouldn't say they are "inspired by" or "cribbed from" any of the various incarnations of it, but I intentionally design and name all of my characters as if I expect to run into The Tick and Arthur at some point while I patrol The City. It amuses me to be on a PuG full of "DeathmanX" and whatnot with my diminutive smirking Tootboy, whose backpack emits occasional puffs of "smoke" vented out of his containment suit.
  11. Get accolades, badge it out, tweak your build for maximum X, create an alternate build, Ouro into interesting arcs, run TFs/Raids, explore AE, farm up inf for alts, try your hand at PvP, run PI radio teams like a madman... There's all sorts of stuff to do once you think you've done everything. I don't think anyone can say they have done EVERYTHING CoH has to offer.
  12. That's SuperJump, for me. Whatever math they did to smooth the ascent and descent, it's just perfect. Just like on Live, as soon as I was able to take a travel power in HC, I grabbed SJ and bounced around for a good half hour, probably smiling like an idiot the whole time.
  13. I love the idea of Teleport as a power, but there's no reason it needs to have THAT dramatic of an endurance hit in a PvE zone. You shouldn't have to de-toggle to have stamina enough to make it across a city zone. It's decidedly unfugging heroic.
  14. Track the general attribute "Inherent" and that's your Fury. I'll do more testing tonight, see if I can track what was described above on my dudes.
  15. 20-100 a DAY? How many converters were you burning through? I only use converters to make marketable stuff out of crap like Air Bursts and Essence of Curarii, stopping when the result would sell for 1.5M+, and I still burn through 30 or 40 converters just to reach that meager goal. Unless there's a trick I am missing, you must have churned through thousands of those little guys!
  16. That said, the law of supply and demand is not working QUITE as it should on HC. For example, the selling price of a LotG +Rech has steadily crept from about ~4.5M to ~7M over the last two or three months. The +Rech is so ridiculously overpriced that even the LotG bits nobody uses have gone from 2M to 4.5M, presimably just to convert them over. Thing is, there are easily 1500+ copies of LotG +Rech at the AH, and only 300 or so of the End/Rech or whatever. In either case, supply far outpaces demand, but the prices keep going up. It's almost like somebody has a stake in keeping the price high, to maybe subsidize the dozens of converters they burn through trying to get the system to poop out a LotG +Rech?
  17. I don't know if I'm 'doing it wrong' or what, but I took Flash on my Ill/Dark *and* I had slotted Blind with 4x Gladiator's Net and both the Lockdown and Decimation procs, the idea being, if something turns its eye on me, I want it stopped, now. My dudes do a fair amount of damage without me, so I run more towards mitigation on Ill/Dark. As far as Ill/Dark advice goes, I concur with pretty much everything everyone here said. You'll want PA *available* as often as possible, so look at powers/sets that can easily add bits of Recharge. For example, if you take the Flight travel pool and Superior Invisibilty, you can get an easy 22.5% +Rech just from throwing LotG into Hover/Afterburner and SI. I took Fireball or whatever from Flame Mastery just so I could fit a Ragnarok in it and get an extra 10% +Rech there. It's like that. Another thing I would echo is: don't hold Howling Twighlight back waiting for a teammate to die. It's too good a power to be wasted like that. Also, work it so that Soul Absorption is at/near the top of your combat chain... it's not a heal, it's a +Regen that is drastically more effective the more bodies it hits. Last thing, Tar Patch/Spectral Terror. Spectral Terror is waaay underrated as a form of soft control, remember to use it often BUT be prepared to chase things around if you don't have a Tar Patch down to keep them from just booking outright. Overall, you could do much worse than Ill/Dark as your first controller, but don't take your experience with Ill/Dark as an example of how a 'typical' controller runs. It's a weird beast among weird beasts.
  18. Now that I have had time to think about it, it occurs to me that I am bound to see weird results with anything dealing with endurance and recovery, on account I have Superior Conditioning/Physical Perfection and Stamina all slotted with PShift procs and Miracle/Numina's/Panacea procs in Health, then Ageless Core Epiphany on top of all that. For all I know, one, some, or all of those could have occasionally hit one after another after another and given me weird numbers in my Attributes window. I will say that, slotted in my damage aura, the notification text for when the +End/+Regen only appeared in the combat logs every 10s.
  19. I just hated the aesthetics Redside, and the one villain AT that held any appeal to me (MM) was a major disappointment in execution. Don't know what I was expecting, but, not THAT.
  20. Easy, easy... nobody stole anything. I *copied* it.
  21. The proc in the Damage Aura seems to hit every 10s; it seemed to work out better for the +End/+Regen proc than for the Fury proc, and it *seems* the duration AND the proc check are both 10s for that End/Regen proc. You'll have to forgive me because the way they display Endurance Discount in the Combat Attributes window is a little funky, but: I have 114 endurance and walk through the door with a -10.10 endurance discount. Once I hit a mob and the proc fires, I go to a -15.17 discount. Ten seconds later, I go to a -19.70 discount. Ten seconds later, I go to a -23.77 discount. Now, here's where it gets weird. If combat with my first 'supermob' goes on forever, I'll stay at a -23.77 discount until the last of the mob is dead. But if I hit -23.77 then flit off to rile up one mob, then flit into another and hit THAT mob, I get a brief spike to -30.79, then almost immediately -33.53, then a spike to -36.62, and all the way back down to -23.77 where I will stay until everything is dead. All that wild movement takes place over a period of about 5 seconds. Another odd thing (to me, but maybe the Fury mechanic explains it): With the Fury proc in Burn, if I faceroll through combat I'll start at 89 Fury or so, pop to 93, MAYBE hit 96, then settle in the 92/94 range as I go through my attack chain. But if I just stand there mashing Burn every 6.4s, I hit 100.00 Fury for about 4s, drop, to 97/98, hit 100 again on the next Burn, and repeat. It seems like the less I do, the more Fury I have? That seems... off.
  22. Nope; takes Universal, Accurate/Defense Debuff, and PBAoE. As for results, I was going 'by-eye' but I'm consistently seeing mid-90s Fury with the Fury Proc/set in Burn, and pretty steady 4x Endurance Discount stacked with that ATO slotted in Atom Smasher. Decent improvement in the Fury department, about the same results I was getting out of the Endurance Discount when it was in an ST attack. I could probably proc more often if I slotted them in the two low-end ST attacks, but I think I liked where these are sitting because my attack chain has always been Fusion -> Burn -> Atom Smasher -> Devastating Blow -> Fiery Embrace -> Burn... then resorting to STs if something was still left in front of me. When I put the ATOs in ST attacks, I tend to break stride just to fire those off.
  23. @Bopper No go on the ATO in Irradiated Ground, it doesn't accept them; am going to try them in Blazing Aura and either Burn or Atom Smasher and will check back in.
  24. From the dawn of time, only, people seem to forget that it was much, much worse back on Live. In those days, people would sell inf on eBay outright. Then AE came along and everything at Wentworth's went off the charts. HC doesn't have that problem, despite popular reports that say otherwise.
  25. That makes sense too, or maybe leave everything at 1.00x as it is now, then for 'rarer' content, scale rewards accordingly? What I was thinking when I made the suggestion earlier is, how would I get players to naturally gravitate back to contacts and TFs "... like we used to" and still put a bump out for people who prefer to do 'X' and only 'X'? So that's where that came from; I would NOT favor anything that discouraged people from doing what THEY do outright, but I am fully behind something that would incentivize trying (gasp) Other Things. ETA: not advocating so violent or drastic, but IMO ED improved the game immensely because it ALLOWED us to try enhancing secondary effects and still get our beat on. It was wildly unpopular and people still bristle when it is mentioned, but, maybe the in-game economy is due a tectonic shift of similar scale?
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