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Everything posted by cohRock
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Thank you everyone for the info. I had thought that Opportunity Strikes! would be more direct. It's more of an "opportunity available soon, maybe now." It is curious that the whole team is informed that this fired. Would I care if I saw a teammate received it? I don't think so.
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My psi/will Sentinel is slotting the Opportunity Strikes archetype-specific set in his cone attack, Psychic Scream. He'll eventually have the set 6-slotted and every element upgraded to its superior version. The first element he slotted was the set's proc. When it goes off, big red text scrolls up from the center of the screen, "Opportunity Strikes!" I'm pretty sure that one of the things causing it to trigger is how many foes have been hit by that attack, because when he's hitting lots of foes at once, it can trigger consecutively. For one or two foes at a time, I might fire the attack 5 or 6 times before it triggers again. So being in a cone (or some sort of AoE) is advantageous. Now that's great and all, but now I must profess my ignorance. I don't really know what it does when it triggers, nor to how many foes at once. When normal Opportunity is triggered from the first or second attacks of the primary set, a targeting circle appears beneath the affected foe. But with the proc, there is (are) no red circle(s), even when just one foe was hit by the attack. Was everyone damaged by the cone on that triggering event affected? Which effect(s) is/are applied, -def, -res, or +dmg? How long does the effect last? Can it stack on itself? Is the effect consistent or affecting each foe randomly? Will the effect be enhanced when the proc becomes superior?
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I'm playing a level 47 psi/will sentinel named Headroom. (His brain is visible in a big jar above his shoulders.) He's in a mission fighting Crey. He approaches Security Chief Owen, who says to his men: His desire was not met, but it's nice to be wanted. 🙂
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We pretty much all know that Enhancement Diversification (ED) begins limiting the effectiveness of enhancements beyond two of the same type in a single slot. For the most part, this means putting more than three damage enhancements, say, in a single power is a waste. One case of global enhancements is via the Incarnate Alpha Slot. Since this is effectively like sticking a level 50 SO in every power the alpha buffs, I'm pretty sure that its effectiveness is also limited by ED. More general global boosts exist, such as toHit from Tactics and damage from Assault. Enhancement Set bonuses offer many global boosts as well. My guess is that these buffs are not limited by ED. Is this correct? A related case concerns prestige attacks such as Sands of Mu. If your character has global accuracy, toHit, recharge, and/or damage, I believe the effectiveness of Sands is boosted, right?
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None of my characters ever soloed a task force before today. I did Positron 1. It took about 100 minutes, and he died twice. The blaster is seismic/plant. I'm posting here rather than the blaster forum because most archetypes may be able to do this. It's not as hard as you might think. I'll note that Posi 1 does not have an AV, however. Here are some of the things I learned: Since the TF started at level 11, it remained 11 to the end, although my guy was able to buy level 15 DOs once he reached level 12. Throughout the first mission, he was unslotted. He could train and slot normally, and effectively reached level 14 by the end. He was at +25% extra xp. He ran the TF at 0 difficulty. The first two missions were +2 foes, but he went to +1 after that, mainly to speed things up. At level 11 and low difficulty, there were no Circle of Thorns spirits, neither the small nor big ones. I hate those because they really mess with one's ability to hit foes. There were a few madness mages throughout, as well as eidelons and the big boss clockwork. At +1 foes, there were never more than 3 foes in a group. Running a TF by yourself gives you time to read clues and understand fully what is going on. With big teams, things move so fast, one cannot absorb the underlying story. This is not something I plan to do a lot. I'm not sure if a mid-teens blaster could take down the AV at the end of most TFs. But now I've done something I never did before.
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Part of the issue is simply expectations. If you believe that any tank or brute should be able to solo a +4*8 mission or farm, then yeah, regen is weak. If you believe such a concept it sort of silly on its face, then other protection sets are over-powered. I'm sort of in the middle. A sweet spot for a well developed brute or tank to solo might be better thought of as +2*5. Or maybe +2*7 for a tank -- it would just take him forever. Note that a 50+3 brute or tank doing incarnate content is running +4 missions that are actually just +1 to themself. So Dark Astoria missions, for example, might be a place where we are already at a sweet spot.
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Should a 50-foot Stealth Power Be Augmented?
cohRock replied to cohRock's topic in Arachnos Soldier & Widow
Verified correct. At level 32, he achieved full access to all 200 feet of his stealth radius. -
I can't say it is one of the worst, but it fails in the "bang for the buck" rating -- Acrobatics. For 0.26 end/sec, it offers: 7 points of knockback protection 2 points of hold protection 48.44% hold resistance Armor sets offer significantly more types of mez protection at a cheaper end cost. I don't expect a pool power to be so thorough, but either the end cost should be lowered or it should offer minor other buffs as well. Historically, Acrobatics had a larger purpose. Prior to the introduction of sets, it was the only general way to protect someone from knockback if their native power sets did not offer the protection. For example, without Acrobatics, Fiery Aura tanks and scrappers would often be blown off their own Burn patches, and the foes followed them out. I.e., without Acrobatics, Burn was awkward to use at best. That all said, in the present time, we have sets. These offer knockback protection via set bonuses, and now Acrobatics is one of the least chosen powers because it was not modified to match the new reality.
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ill/time buffbot; would you want to team with this guy
cohRock replied to cohRock's topic in Controller
Is ill/time so unpopular that no one is interested? Have I mastered a perfect build, and everyone is too awed to respond? 😉 Or is my post too odd to bother with? BTW, I didn't mention Superior Invisibility before. It is awesome. He took it at level 8, and his nominal 200-foot stealth radius was capped at 80 feet. The cap has been growing by 5 feet/level, and at level 22, it is now 150 feet. I haven't tested it yet, but I've been told that's enough that even snipers won't see him. -
Should a 50-foot Stealth Power Be Augmented?
cohRock replied to cohRock's topic in Arachnos Soldier & Widow
The 5 ft/level adds have continued apace. He is level 22 now, with an active 150-foot stealth radius. He's ahead of those lame snipers now, with their puny 149 feet. 🙂 -
Master Perusalist is currently a level 12 illusion/time controller. This is the first of 90 characters to take powers from the Experimentation Pool. Let's just say he won't be "damage forward". Be that as it may, perhaps he could eventually become a powerful asset to most teams. What do you think? I'll post a preliminary build below for anyone wanting to examine the down&dirty, but here is a summary of some of my design decisions. bypass Spectral Wounds and take Toxic Dart instead. It does 25% more damage, and its damage doesn't vanish after 10 seconds. bypass Maneuvers and Tactics, instead depending on Farsight to buff our defense, toHit, and perception. An upside is that its defense is significantly stronger than Maneuvers. This choice also removes the end load of those two toggles. Downside is that not allies will always be buffed; just those within 25 feet of me when it goes off every two minutes. bypass Time's Juncture. This is an expensive debuff aura toggle, but between Phantom Army and Spectral Terror, my hope is that it won't matter that foes have their normal recharge, toHit, and damage. They'll be too busy either shaking in their boots or shooting at foes they can't hurt. buffing an ally with Temporal Selection and Experimental Injection should make even a squishy into a frontline power-house buff self recharge with Hasten, Adrenal Booster, and Chrono Shift, as well as various procs and set bonuses buff ally recharge with Temporal Selection and Chrono Shift minimize end load by only having the battle toggles of Hover, Superior Invisibility, and Mind Over Body self protection via Mind Over Body, Indomitable Will, Farsight, and Superior Invisibility, as well as the procs for extra global defense (6% extra) and global resistance (8-18% extra, depending on current health) Any suggestions and contrary ideas welcome. | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1424;611;1222;HEX;| |78DA5D535B6EDA40141D83290192865702219837856030211BA8D434ADA2961629F| |947169D24965C1BD9464A3EBB91BE9BFE75115D41BB903EA42E80DE30C7BC2CD0B1| |EF9C73EE9D7B67FAD78F37BF3D7DF39049F1635377DDE1B16D798E6D9ADC09F5F54| |B63C4E849F475D7E34E69C09D89AB9B86EB85295A5D507D95766A9A13D7B02D3F50| |5EE23C9A5C5C68E7C66B3EECEB96319E98BA47CCC4A975C51D6E799AFF121BD8E4F| |4C4342EAFBCE4ECFD9C9B7C6C3BDE4C909E854EAEC7DC212F4B04A3B3E0D998F357| |E993B131D206775518A3A1A8FC264BF596E9FF5E6278A632CB1128320BD405DE530| |436802DE0DBF45C23F91AB92BF01DAD49F093CAF053C1A9C117980546A87941A109| |04A1A95605F60A02EBC4092167083937E0FB8912862591330CFD06740D60EB1F654| |8C9ACF34CE007AA3302BF087CBAA8E7458BB198580BC6B0B6E96369B5F697C4DD02| |770B75DD5756B106FC4839B7B1CF6DD49944DFBAE8F917DA47027E09F825D5D5FE7| |7FC7D935F0A7E2970D3584BC3AF427DDB0167076BBB6B18234E467058067DBFA53A| |F6A0DB83770E35E7A0FB4CF9F70527B48FB53CD6F2E87B01DF657CD78E049E51DF1| |4F82BEA2AB700CE57AAA108FF226A28214F09DC127A525EC31F34E60AFA58F1CF94| |BA8A35D4744BFBA8E3CCD6C17DA0AE21E6DDC0FC7F927F1367AE09CD417B0D8F881| |4A1796524315BCAA3A22615FB6943DB469E76116785241AB81AB85D600FDC1E66FC| |9D7A7988F91DC28F7EFE1D9DE617EF6C765FB3327BBE1CEB08CD409EDF5D26619FB| |FA20CC105EFF772AC29627F16B10043AFA2C038F0EF3207FE51601C38BD7BD8EEFC| |404EFF03815FB566| |-------------------------------------------------------------------|
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I enjoy playing CoH a lot. The advantages of it being a well-run commercial game is updates on a regular schedule, and a focused blueprint of where the game could go in the future. I would also feel like I am actively supporting something I like a lot.
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While you asked for something "totally different", there is a ranged choice I haven't seen mentioned. You could try a Sentinel. This would give you armor and mez protection like you have been playing (but not as strong), and, like blasters, the secondary power sets all include some form of significant endurance boost, which is something you aren't necessarily used to as a melee player.
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Should a 50-foot Stealth Power Be Augmented?
cohRock replied to cohRock's topic in Arachnos Soldier & Widow
I checked on a new controller who had just turned level 8 and chose Superior Invisibility. So the cap might get higher as he levels up; I don't know. The cap can be seen in the Base tab of the Combat Attributes window. It is my understanding that the numbers shown here are "real" for the current time viewed. I don't think they get out of date as a set of numbers stored in a separate text file might do. ADD: He's 10 now, and the cap is at 90 feet. So it does scale as the character levels up. -
Should a 50-foot Stealth Power Be Augmented?
cohRock replied to cohRock's topic in Arachnos Soldier & Widow
I didn't realize that about Dominators. Thinking a bit deeper, this might not be a matter of stupidity. Some powers, such as Ice Control's Arctic Air, have a -Stealth effect, which Mids documents at -35 feet. So in the case of Superior Invisibility, the Illusionist can laugh at this effect, because 200 minus 35 is still way above 80. -
Should a 50-foot Stealth Power Be Augmented?
cohRock replied to cohRock's topic in Arachnos Soldier & Widow
I just noticed that the Superior Invisibility power of an Illusionist has a 200-foot radius. However, for controllers, anyway, the radius is capped at 80 feet. Is the cap larger for a dominator? I'm trying to figure out why they give it such a large radius, only to cap it at less than half that value. -
My VEAT went the Bane Spider route. When this level 30 guy visits the tailor shop, the facemaker insists he wear a Crab Backpack, even though he has only Bane powers. Well, not exactly true -- he also has two Arachnos Soldier powers, and almost all the Training and Gadgets powers, but both seem to be subsets of the general "Bane" classification. Why would a Bane Spider need the Crab Backpack? I actually like his costume. My goal is to get rid of the constant redraws between his rifle and mace powers. Since he is mainly a ranged character, I needed to augment the mace powers. (Originally posted to a Wolf Spider thread, which are Crabs by definition.)
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Should a 50-foot Stealth Power Be Augmented?
cohRock replied to cohRock's topic in Arachnos Soldier & Widow
Thanks all for responding. Sounds like it can make a difference, so I'll eventually slot the Celerity. I posted originally in General because I did not know if there were other 50-foot powers, so I wasn't thinking of it as necessarily a VEAT-related post. -
I am leveling up a Bane Spider, and one of his powers is Cloaking Device. It has a stealth radius of 50 feet. When they buffed the Concealment:Stealth power, it was brought to 55 feet to make it effectively an invisibility power. This seems curious if 50 feet works fine as invisibility for spiders. My question then is, should I put a Celerity Stealth enhancement in Sprint to bring the total factor to 80 feet?
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Example The existence of Athletic Run is pretty recent. Before that if you wanted a free, flexible travel power, your choices were Beast Run or Ninja Run. Both have a distinct look in accordance with the power name (well, "Ninja Run" if you think ninjas should run like Naruto). However, the look of these powers seemed wrong for many characters. Thus the devs added Athletic Run to the set. All have the same speed and jump height. However, Athletic Run looks no different than running with Sprint. (Any of these three powers, plus either Jump Pack or Steam Jump, provide you with 95% of your travel needs, albeit slower than power pool travel powers.) All that to say, a lot of my characters revoked their previous Ninja Run or Beast Run, and took Athletic Run instead.
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I'd help fund the game that way. As it is, their monthly window for donations is so short and filled so quickly, it's quite likely fully open donations would be rewarding, even if still a labor of love.
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Anyone know how to farm incarnate shards?
cohRock replied to redendermen's topic in General Discussion
... maybe start building a second alpha power? -
Anyone know how to farm incarnate shards?
cohRock replied to redendermen's topic in General Discussion
I did not know it. Thank you. -
I don't follow. Right now our developers are compensated by us giving them a virtual pat on the back for a job well done. Does this amount to "well compensated"?
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It would eliminate the ghost hanging over our heads. At any time, NCSoft could order the shut down the fan servers, and Homecoming as we know it would go away. Also, an active, employed by CoH, development stuff would focus full time on the game. The current Homecoming developers are doing a great job, but imagine what they could accomplish if they didn't have to work a full-time job elsewhere. @SeraphimKensai, yes, the Homecoming code base is "out there", and fan servers would continue to run. The same is true with Ultima Online, which has had fan servers for decades. So the argument that fan servers would automatically doom a commercial implementation is by no means a sure thing. Since the commercial game would offer a free-play option, many casual and even dedicated players would choose to play on the official servers. Many non-subscribers would even contribute financially via in-game purchases.