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Everything posted by ZemX
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In my experience it is rare that throwing out a Taunt doesn't cause a mob to turn right around and come after me. I've seen it happen that they just keep running... but I can't say I've seen it happen a lot. And I'm pretty sure I am not confusing it with mobs that are chasing after teammates... unless their pathing is just REALLY confused.
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Don't know that much about them. Any chance they have self buffs for toHit or something like that? Don't know what else would explain not seeing a ton of misses in the combat log. They should be missing you more than hitting you otherwise.
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There isn't a run-away mode, I think. There's an NPC status called "Afraid" which causes them to run. Afraid has a magnitude though and I think enough taunt can still maintain a lock on the mob. Generally, Tanker/Brute taunt (especially taunt auras) are really effective at preventing runners. You still see it sometimes, but it's pretty rare. A good place to see high mag Afraid in action is to go taunt a Longbow Eagle. They have a melee AoE power called "Positioning" which has an 8ft radius but doesn't affect any of its targets. Instead it only affects the caster, causing them to flee for 3 seconds with 10000% Afraid status. It's a neat little hack to cause them to flee from melee range and then continue attacking at range and they do so even when taunted. Important side point: Afraid and Terrorize are different. In the beginning, powers that cased fear caused Afraid status. So mobs could run away when feared. That was quickly discovered to be counter-productive, so they were re-coded to Terrorize, which just makes them tremble in place. But people still think it has something to do with making mobs more likely to run. I think that's probably not true since the original Live devs went to the trouble to STOP mobs from doing that when feared in the first place. There's yet another NPC status called "Avoid". It just causes mobs to run out of damaging fields like Rain of Fire and the like. i.e. It just causes them to avoid an area since Avoid is typically very short duration (e.g. 0.75 seconds). Once a mob moves out of range of the Rain power, it's not being hit by Avoid anymore either. I do think Afraid can be bugged because I have seen stuff just take off despite multiple taunts and then run clear across a map, seemingly. Just recently on an All-Tanker MSR, we had U'Kon immediately take off and run all the way to the edge of the ship before stopping to fight. It was weird. There was certainly no lack of taunting there. Romulus often does something similar on the ITF.
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The people that are on those low pop servers CHOOSE to be there. If they wanted to, they could hop over to Excelsior. They haven't, so apparently the low population isn't a problem for them. Why do you think it's okay to force them to merge with another server just to make your team building easier?
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Joking aside, it's also very practical on a team tanker for two reasons (1) The knockdown momentarily stops the mobs from attacking so it's a great way to save someone who is suddenly overwhelmed by an ambush or something. It not only hits them with a bit of heal, but it knocks all their attackers on their asses. (2) The knockdown is great visual communication to the team of what you just taunted and that it's safe for them to engage. I love it when I see a Kin zip in and fulcrum shift them all when they're still picking themselves up. It's just a really nice opening shot.
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Making one of those 2 the Avalanche rech/knockdown proc is hilarious, if you have not tried it. High proc chance, high target count (up to 30 including teammates), and very large radius = "everybody take a seat!" Also, very much agree with skipping Dark Consumption. Rad Therapy with a Theft of Essense:+end is all you need on top of Rad's already stellar recovery. Did you have trouble with toHit debuffs? I generally can't avoid taking Focused Accuracy on resist-based toons. Or does Soul Drain mostly take care of this too? I really wish there were more sources of toHit debuff resistance (or debuff resistances in general). It's a real advantage of defense-based toons that they can naturally avoid most debuffs by simply not being hit by any but the autohit variety of debuffs.
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Think the devs are doing stealth micro patches?
ZemX replied to kelika2's topic in General Discussion
My Journeyman Boots are slower after this last patch. I swear! Stealth nerf? -
Yeah, speaking of a dollar short I just looked at my Shield tanker. He's still up on blocks in the back yard. I must have scavenged him for ATOs at some point and also never really got around to IOing him yet even though he's 37. *rolls up sleeves*
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No, the Challenge idea will be to roll new Stone/Weapon tankers and run them only on Tanker Tuesday on Indomitable. So once a month. It will still be a normal TT, so mish team if needed for those not doing the challenge. An All-Shield ITF is just an event idea for TT on Torchbearer this coming Tuesday. Again, other teams will be available as it's still a normal TT.
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Who doesn't like hearing that Pavlovian "ding!" occasionally though? Vanity? Pfft! If you've got it, flaunt it, I say! Kind of like having 1602 badges or something, right? 🤪 In all seriousness, though, I just keep that sucker counting and it tells me how much (maybe too much) I've been playing my faves instead of trying out new things. I've yet to have anyone comment negatively, although my highest is "only" just now breaking into the 300s. I DO alt... just not a whole lot.
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I don't know about Spring Attack, but I don't think Savage Leap was ever a psuedopet and it works this way too. So does Radiation Melee for its Contaminated AoE damage. All of these "Apply 'Execute Power'" effects include the Copy Boosts to Entity attribute, so despite the name, it probably just works the same way on an executed power as it does a created pseudopet.
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It should. If you look back at the effects line in pool power Spring Attack it has attribute "Boosts are copied to entity".
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ALL origins are mutually exclusive since the game only lets you pick one. The deal with DOs was simply that two different origins could both buy the same DOs. It mattered back when you had to hump it over to a store specific to your origin to buy your enhancements but those days are long gone. As I've said, the only use for origins these days is arguing about origins on the forums. Otherwise, just ignore them in game.
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Server forums and how to ask for a name to be released...
ZemX replied to Story Archer's topic in General Discussion
The odds that someone with a name you want even visits the forums at all, let alone the server forums, is small. You will have a better chance sending them a tell directly. You can find the character's global: https://homecoming.wiki/wiki/Get_global_name_(Slash_Command) Then send a tell to that global asking if they might consider releasing the name. Keep in mind, the person may not be an active player anymore. If the name is on a level 50 character on an inactive account, it will never be automatically released unless the policy changes in the future... and that seems unlikely. -
The origins are good only for arguing about origins on the forums. That said, the origins really only make sense relative to our own real world. Otherwise everything is natural in the fictional world of CoH where magic and things like chi are real rather than unprovable spiritual/religious concepts. So... if you believe chi is a real thing in our own world, then you'd say natural. If not, magic.
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Vigilante...
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Building a new character with SO's and other tips
ZemX replied to Diantane's topic in General Discussion
If you slot the enhancements then you can put enhancements in your enhancements. It's like a turducken... but enhancements. -
Building a new character with SO's and other tips
ZemX replied to Diantane's topic in General Discussion
For those who might be reading this thread looking for actual advice... this is it. That said, I still prioritize two or three damage before putting one acc in an attack. And oddly enough I prioritize only resist or defense in an armor toggle similar to what Diantane suggested... just that I don't prioritize three slotting armor toggles before anything else. I'd be more balanced than that, especially on any non-tanker toon. Two or Three slotting damage early on means relying on beginner's luck's accuracy boost and/or accuracy amplifiers (which are cheap at level 1 so load up on them). As that stuff wanes while leveling, add that 1 acc in there. Damage means defeating them before they defeat you. If endurance is a problem, you can slow your attacks. You can burst damage when you have end and conserve it when you don't just by deciding how often to punch the buttons. Slotting endurance reduction doesn't give you that flexibility. You have the same amount of damage to chew through to win a fight, but you've limited your damage output by ignoring damage enhancement. -
Building a new character with SO's and other tips
ZemX replied to Diantane's topic in General Discussion
Right. It's impossible for anyone to post bad or uninformed opinions on discord. What an amazing technology! -
Except for the "from a distance part". Tankers are designed to be in melee range. They CAN to some extent grab and hold aggro at range but not nearly as well since the taunt aura and most (or all, depending on powerset) of their secondary powerset are melee range powers. 7-10ft range in other words. You have ranged Taunt plus whatever the secondary has if it has any ranged attacks. Speaking of which.... Claws might be your best bet if you want to do any ranged work. Focus (40ft) and Shockwave (30ft). Then you can find additional pool powers for more ranged attacks. And I bet claws doesn't look weird in flight either. But I don't have a lot of personal experience there since it's my least favorite travel form. It does have a number of different claw customizations though so you may find something that fits. Savage Melee is similar to Claws in theme but doesn't have any ranged attacks except for the teleport leap attack that then puts you in melee range. That might be played as a "swoop in" attack by a winged character. The Build Up is kind of animalistic (roar and all) though so that might not fit your theme.
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I can't tell from your post which part you didn't expect. The purple patch affects both incoming damage and debuffs, so it appears twice in the equation: once to reduce the incoming damage and again to reduce the total of all debuffs. If it's the part about not cascading... yeah, I bet that isn't super common knowledge outside of people who play a lot of res-based toons.
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This thread is about res debuffs and the purple patch, not what type of gameplay is most common. I get that you seem to want to nitpick an irrelevant single word out of my post for no reason whatsoever, but I'm just not interested. Anyone who is interested in what resMod applies their their own situation can look that up. That's the point of this thread.
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If you're a 50 Incarnate playing the game at 45+, sure.
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Don't even TRY to tell me it should be "General Shoe's Chicken"!
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It seems counter-intuitive but as I said, Castle's formula does not include mag. Only duration. Taunt effects tend not to stack from the same caster but instead "replace existing effect". Presumably a longer duration taunt isn't replaced by a shorter duration but who knows? This is all a bit hidden from view in the actual game. We just see the effects of it when we manage to taunt a mob off of someone. But like you say, you don't really NEED to care about this unless you are trying to taunt something away from another person who is ALSO taunting. And if some other tanker managed to taunt something away from me or prevent me from taunting something away from them.... that's just not a big deal either. Sharing is caring.