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Posts posted by Biff Pow
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17 hours ago, gamingglen said:
Are you (not just the person I'm responding to) people that stupid? Someone already explained that you get 80% XP from Freaks compared to other mobs. Add in the 20% rez average of Freaks, the XP is the same as other mobs. (notice: 80% + 20% = 100%... simple math, people). gad...
Yeah, this is a hostile post, but I'm effin' tired of people telling me that Freaks are double XP. They are not. They are annoyingly annoying.
Well first, the 80% isn't really accurate, but more importantly, it doesn't apply to Bosses, which is where the real xp is.
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I like the Freaks, they're easy and a lot of xp. I usually gain an entire level just from the first mission of the Freakalympics arc (rescue and lead out three hostages, lots of ambushes.) And you can usually avoid their heals if you time your attacks right (on Minions and Lts. anyway.)
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I was JUST fighting Freakshow, and my strategy for them is to have the right combo to avoid their heals. At level 27, I can beat +1 minions with a simple Jab, Punch, Haymaker (Haymaker always last) with Rage running. I hit Lts. with KO Blow and they can be finished off before they recover from the hold. The Tank Bosses are tougher, but sometimes I luck out with a well-timed KO Blow. Super Stunners are a pain though, I try to jump away as a I throw my final shot to avoid their rez, but that doesn't work very often.
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The good news is Super Strength Tankers now get Rage at 24 and Footstomp at 30, so that long haul with only single target attacks is a little shorter. I deal with endurance through the 20s with Inspirations, which isn't too hard because End ones are generally the only ones a Tank needs. I would add IOs as you level up instead of waiting until level 50 (buy attuned if you can afford it.) Two slots of Unbreakable Guard give a 2.5% End discount, in all five resist powers it's pretty noticeable.
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I had +40% Damage on my Inv/SS Tank for awhile, so +120% with Rage. 15% of that came from Assault, and 10% from the Assault Hybrid, so it was pretty easy. I could have probably added another 20% if I really built for it (by breaking up the Might of the Tanker ATOs, for example.) It's fun and definitely noticeable, but eventually I dropped Assault and settled at a passive +20% Damage (for a nice even 100% with Rage.)
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This change also makes all your Primary and Secondary powers available before the Epic pools open up, no awkward overlap.
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Dark Melee and Psychic Melee both have a "mystic" feel, and Electric Melee if you're going for a Shazam/Thor type.
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Earlier power availability is cool- makes leveling up more interesting with more options available but still the same number of enhancement slots.
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Not having to worry the Psi Resist IOs has made slotting pretty straightforward:
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The mindset was money. One path was free content (I think shards) and the other premium paid content (threads). Something like that, it's been a long time, but that's why there's two systems.
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Getting that Prismatic Aether drop for the "Save Atlas Park" arc is some nice free money that will pay for SOs for a long time. I wonder what their price will settle at.
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Buffing Invulnerability was hilarious but I'll take it. I was able to drop all my Psi Resist IOs and still end up with higher numbers than before.
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2 hours ago, Vanden said:
But you slotted Jab, bro. You slotted Jab.
Because it gets a ton of use for the first 40 levels.
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I'm a big fan of knockdown as mitigation. If a set doesn't have kb/kd, I'll add it where possible with IOs (Avalanche, Kinetic Combat, etc.) It also just gives attacks a more powerful feel, more "super".
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Maybe the "Chance for Knockdown " IOs (Kinetic Combat, Avalanche, Ragnarok) could be changed to Chance for Knockdown/KB to KD like Overwhelming Force.
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Can we call it the Aggrorithm?
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I'd just like to see Damage enhancement worked into more sets, so you don't (for example) have to choose between a set that adds Damage or a set that increases Hold duration. There should be a set that does both.
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13 hours ago, Supertanker said:
Smash (cone attack, Energy Transfer animation)
Oops, I meant the Total Focus (and Thunder Strike) animation. It has Super Strength feel to it.
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My Super Strength for Scrappers:
Punch
Haymaker
Smash (cone attack, Energy Transfer animation)
Build Up
KO Blow (or different name, should be weaker version)
Confront
Handclap
Hurl
Footstomp
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4 hours ago, Ukase said:
In relative terms, the inf earned is trivial. You'd have to do a lot of volume sales to make it worth your while. It's far more profitable to actually use the salvage than to sell it.
It helps starting characters buy and upgrade SOs early.
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Tier 9 Whip attack could be just shooting a pistol instead
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Then sell your Uncommon Salvage. Easy money.
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If you really want to add more AoE damage to Super Strength- instead of Handclap I'd make Hurl a Ranged AoE, just because it looks weird throwing a big rock into a crowd and only hitting one guy.
What would you change or add in a City of Heroes sequel?
in General Discussion
Posted
Everybody's in the same city. Splitting the player base into three different worlds was a mistake.