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ZemX

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Everything posted by ZemX

  1. Yeah, that's why I used the word "seem". I am making an observation. You said "so many" people were complaining. Maybe you just meant that the few people in this thread seems like a lot to you. I am saying it's not so many when you consider the playerbase as a whole. If there were any significant number of people unhappy about convenient travel they wouldn't so eagerly use it in game. I don't need exact numbers to not believe in some mythical silent majority of people who would rather jog their way to 14 like the "good old days." People are more than happy to share their feelings about ANY aspect of this game. We'd have heard from them by now if they existed. If it was a popular way to play, people would be advertising in LFG for mission teams that are "defeat all AND street sweep between mission doors! Yay!" Instead, the only thing I hear when I toss out a Team Teleporter in game... is "Thank you!"
  2. It's not "so many people" really. I don't remember it being fun. It's not like the devs of yore looked out upon a playerbase having all sorts of fun between mission doors and then decided to put a stop to it. We asked for this stuff. We got it. And frankly most people seem pretty damn happy with it. But sure, if you make a thread on the forums asking whose not happy with all the changes since the good old days... I am hardly surprised to see some folks chime in.
  3. It's the same old problem with animation times. Pool powers were never supposed to be better than primary/secondary powers and that's true... if you ignore animation times just like the Live devs did. I'm still kind of amazed, even after their own players proved the mistake to them, that they never made a pass at boosting slow animating powers to bring them in line with fast ones. It's kind of embarrassing to realize that some of the performance differences seen in these data tables today was decided by the Live team's art department.
  4. Savage or Electric for melee set paired with Shield for armor would give you two combat teleport attacks. Plus Spring Attack from Leaping Pool would make three tele attacks. Fourth non-attack would be Combat TP itself, I suppose.
  5. Hmm.. does look fun. I have an Ice/Shield stalker that looks neat because the shield can be made to look like a block of ice too. Ice Patch is indeed amazing... except against stuff that can't fall down which unfortunately includes all of the ITF's Cimerorans once they start doing their shouting. But most of the time it's gold. I should probably try a variant of this toon with Ice/Ice to see how it compares.
  6. Bingo. The trifecta of lazy is: 1. Easy 2. Safe 3. "Jobless"* (*)In other words, either nobody expects you to do a "job" or nobody can really tell when you're NOT doing it. Stalker and Sent both fit this perfectly. What is the Stalker doing? Nobody knows! Can't even see the bugger half the time but we figure they must be hitting stuff, right? And the Sent looks like a Blaster except they don't spend as much time inspecting the floor tiles. Scrappers might be close but are maybe slightly more expected to at least do some off-tanking or even tanking-tanking if there's no one beefier around.
  7. Same thing is true for Winter IOs, btw.
  8. MsA's MIssioneers prepare for battle! Cit teams... don't hate us because we're beautiful! I had lotsa fun! This was my alternate Crimson Kerfuffle who had just before TT hit 50 while rocking Rad/Savage powers. Very similar to the Rad/Kat version of this toon. Not really sure which I prefer. But definitely a blast to play. And there was much herding and slicing and pummeling on this team as always!
  9. No, listen... this time someone is going to win the argument. I just know it.
  10. I have clarified this in the responses since then. I was not suggesting SOs from 2 to 50. I myself switch to set IOs and commons around 30. But prior to 22 or 27, SOs make perfect sense. I realize that wasn't clear in the first reply but though I listed upgrade points all the way to 50, you'll notice I added "if you even still have any SOs at that point". Mainly, I was just intending to point out that DOs don't make sense to use anymore "if you have the money" as money is the only reason you'd have them instead of SOs, which offer better enhancement value at levels prior to 22.
  11. It's weird. Hold, Immob, and Confuse all seem to be scaled by "Ranged_immobilize" whereas fear, stun, slow, and sleep each have their own unique scalars. But each of those can vary by AT.
  12. You couldn't slot them at level 2 on Live. Now you can. And you can't really beat them for enhancement value per slot until the late teens or early 20s. It's level 22 for common IOs. Maybe 17 for frankenslotting. Personally, I slot them from 2 on up to 30 where I start slotting attuned sets for the bonuses. I could put some common 30s in at that point if I bother to, but it's just as easy to punch the Upgrade button and notice it's no longer the kind of money I even worry about.
  13. Are you including the cost of the recipe? Even if you are, it's difficult to know the real going rate of an item by looking at the most recent trades. Especially something that low priced, the difference between 50k and 88k is essentially nothing to many people who have billions salted away on multiple characters and are just in "buy it now" mode while kitting out a new toon. You're comparing apples and oranges there a bit. Sweeping Cross is a small cone attack. It can hit a few enemies in front of you in a fairly narrow arc (75 degrees on a Tanker). Spinning Strike is a bit odd in that you target someone in front of you and then it also hits everybody around that target in a short range (6ft). It's usually going to hit more enemies than Sweeping Cross does but it's also (a) slower to animate, and (b) does less damage per enemy hit. Another wrinkle is the special set mechanic of Street Justice. It is a combo-builder / combo-finisher set. Some attacks build combo "level" and others spend that built-up level to improve their effects. Sweeping Cross is one of these "finisher" attacks. You can build up combo level and then spend it on Sweeping Cross, which then deals additional damage. Generally if you want to compare two attacks against each other, the most relevant stats to look at are damage and animation time. This is something even the original devs of the game didn't understand. Animation times were just randomly set to whatever time it took to play the animation the artists came up with for that attack. What they didn't understand is that when you chain together five attacks one after the other, what determines how much damage you do per second is actually the DPA (sometimes written DPAS) or "Damage per Animation Second". I haven't really played Street Justice myself, but I'm surprised to hear people drop Heavy Blow. It's common to drop one of the two Tier 1 attacks in a respec once you have enough global recharge that it becomes redundant to have two fast, light attacks. You only need one usually. But Heavy Blow has even slightly better DPA than Initial Strike AND it does knockdown. Knockdown is nice because it means you can slot the Force Feedback: +recharge proc, which further boosts overall recharge. Maybe there's a reason I'm not seeing. Like I said, haven't played it or really researched it either. Someone more expert on it can chime in here. When you have the money, it's best to stick to SOs and to use the "Upgrade" button when you're out in the field and your enhancements go red. In fact, just before they go red. SOs are available even five levels and you want to keep up with them usually. So hit the upgrade button three levels before every five (e.g. at level 7, 12, 17, 22, 27, 32, 37, 42, and finally at 47... if you even still have any SOs at that point). That's if you're playing at your level and not being farmed or carried by higher levels teams. Some people will tell you it doesn't make a big difference, but mathematically +33.3% is +33.3% no matter what level you are. It is particularly noticeable in Defense Armor toggles because it's far easier to reach the magical 45% defense than the 90% resistance cap, especially on a Tanker. I go to three slots on armor toggles somewhere in the teens usually and have three def or res, whatever the toggle takes, and I keep those up to date. On a team, any buffs you get stack on top of these and become all the more effective. Yes, someone leveling up isn't going to put it off that long so it's most likely an after-respec-at-50 choice you're looking at. And maybe someone who intends only to play at 50+. It's good to know the intent of the build you're looking at because people do both. Some people hit 50 and never play below that level ever again. I'm the opposite. I build for exemplaring at least down to 30 comfortably. So all the essentials are crammed in at 35 or lower. Sometimes means I don't have a travel power in lower levels because I'd rather be slow getting to a mission door than examining the floor tiles once I'm inside. But some people can't stand not having one. If it wasn't for the Task Force Commander accolade (and/or the weekly strike target 2x merits bonus when that comes around), it would probably never be run. It seriously feels like someone phoned that one in when designing it because the same kill-all mission gets repeated like four or five times in there. Really most of the blueside TFs from the original game are pretty dull which is why Posi got redone and Penelope Yin replaced Sister Psyche. But Synapse is still there. Citadel isn't much better but because it's mostly Council enemies and at a higher level than Synapse, it gets done faster and more easily. But it's almost as repetitious and dull. Manticore is a bit more interesting. Numina is not too bad, but has the horrendous multi-zone enemy group hunts in the middle of it. Shame the redside SFs don't get run more often. They are newer and better written, as is most of the content over there.
  14. Whenever you are exemplared to a lower level whether by a TF or a regular team, you may use powers you took up to five levels ABOVE the exemplar level. e.g. On a Posi 1 being run at level 15, you can use powers you took up to level 20. So that's a big advantage. As for endurance, this is a good reference: At a minimum, go for the Panacea proc in Health (if you can afford it) and a Performance Shifter proc in Stamina (these aren't too expensive) Invuln doesn't have any built-in endurance features, so you probably want to add Miracle Unique to Health and an EndMod in Stamina after that. If you're pressed for cash, you can search up several threads on how to make money fast, not the least of which is searching for @Yomo Kimyata's giveaway. 🤪 But there are several others that tell you how to do it on your own. Making the few million necessary for a few of these unique IOs is well worth it. As for slotting endurance reduction, this is going to be the most benefit in whatever is using the most endurance. That is typically attacks. Though there are some really endurance heavy toggles out there, most are not. Invuln's armor toggles use about 0.26end/s each. For comparison, a single target attack typically uses 1 end/sec all by itself, if it's activated every time it is available. If you have three attacks... that's 3 end/sec. Rough estimate. Granted, this is only while you are attacking. But still, your three Invuln armor toggles are using less endurance than ONE of your attacks. Slot endurance reduction in attacks before toggles. Even so, I'd go 1 acc and 2 dmg before slotting an endrdx in attacks. Reason being, you have to do the same damage either way to end the fight. Slotting damage means you need to use fewer activations of your attacks to defeat a given enemy. This gives you the option of either burning end to put that enemy down quick or taking it easy and slowing your attacks down to conserve end if it's running low. After you've done that in all your attacks, maybe consider slotting an endrdx in toggles. It's going to provide the least noticeable benefit is all. Toggles DO run all the time, to be fair. Slotting end redux in them might help with recovery between fights. But again, think about what it's buying you. In one of your armor toggles, a single end redux is only giving you about 4.2 end/min. Compare that to the other stuff on that endurance cheat sheet thread I linked. It's not a lot. You definitely what to do the stuff listed there first that can give you 10 to 15 or more end/min each. Only after all that consider slotting end in toggles.
  15. ZemX

    bug

    If you have removed Cutscene Captions or NPC DIalog (I forget which) from your chat windows, you won't see the dialogue chat bubbles during cutscenes.
  16. The Reality Bending Adventures of Null the Gull! Mission 1: Radio Kills the Television Stars! Mission 2: What if... Regen had Won? Mission 3: Attack of the dumpsters. Mission 4:...
  17. I've mostly been stuck on Rad Armor lately and for them I do build psi resist, because I am generally building for all resists. A while back I decided to stop trying to angle for defense in my slotting. It was so easily stripped because RadA doesn't have DDR. In cases where I wasn't being hit by massive defense debuffs, I didn't need the defense. In cases where I was, I might as well build stuff that will still be with me while I'm defense floored. As a result, I've got plenty of room to have a set of Impervium and then sprinkly additional copies of its proc in other powers along with Aegis's proc. Not sure how "niche" it is. Guess it depends what content you like to run. It seems fairly common in Praetorian-adjacent content. Carnies. Arachnos Forunatas. etc. For sets that don't have any, I'd say some is better than none but also agree, especially on sets that DO have good defense, that solidifying defense is a higher priority.
  18. I bet he hit you with Spider Strike. 950 each of Energy and Tox at level 54. The energy portion would have been boosted 100% by the red tower and the blue tower was giving him +30% toHit. A few of his other attacks are energy/tox loaded as well. Then a few lethal which probably wouldn't have troubled you too much. Rad Armor seems well suited to surviving him with Energy, Tox, and Lethal res all being capped plus end drain resistance. But it would have been much easier with a little better prep on inspirations and some P2W powers. Since we weren't doing a Master Of, all that stuff would have been available. Some Med Packs would have been smart. Divine Avalanche might have made at least a small difference in incoming damage but I'd probably have to get rid of Meltdown. Not a huge loss. Sometimes I even forget to use that since my resistances are fine without it usually. Mostly keep it around to help out when I'm hit by unresistable res debuffs. Which are also reasonably rare. Something to think about anyway.
  19. I know I should feel bad, but the only picture I took is starring yours truly. 🤪 I completely forgot to take any pictures prior to this. In my defense, after backing myself into this corner, I couldn't really SEE anything else. And I know what you're thinking... how did I defend myself against eight spider arms with just one sword? Look.. it's technical, okay? But the occasional incarnate heal from the tower busting team was very much appreciated. It was definitely close at times. I should maybe rethink not taking Divine Avalanche...hmmmm...
  20. Okay, this made me go "Hmmm...." What's the ourdoor seating for.... at a jewelry shop? And why then did they put up a wall blocking the view of the canal?
  21. Except for you, you mean?
  22. In my experience, the team ALWAYS has to travel. You might herd a few nearby groups to the team but mobs move too slowly to keep any decent team fed. It's not quite moving from one spawn to the next. But it's not herding every spawn on the map to one spot either. It's somewhere in between. Like you might stop at a hallway intersection long enough to pull groups in from a couple different directions. But that's about it. Then the team moves again. In probably 95% of the teams I join, it's not particularly worth it. If I'm tanking, I might pop out of the scrum long enough to throw a taunt at a nearby group and pull them in. But that's only if they are close enough. And usually it's only on low or mid-level teams. The higher up you go, things start to vaporize faster than you can even think about herding in some more slow-jogging enemy mobs.
  23. That's not really about "the universe" if, by that, you mean the game's story. It is not in the lore of City of Heroes that literally every hero or villain is or will become an Incarnate. For the purposes of the actual story of the game, there might be only a few dozen beyond the handful of NPC Incarnates. Gameplay-wise, sure, anybody can become an Incarnate. But that's also a choice. A concept player who really wants to stick with that ordinary Hawkguy dude can do so and let some other God of Thunder handle throwing the lightning bolts. I'd say about 90% of the time, I am not playing this game AS an Incarnate even when all my characters develop those abilities, simply because I spend so much time exemplared rather than running what I consider fairly boring endgame content.
  24. But what if both attack each other at exactly the same time? Is that even possible? Or is everything in this game, down at some deep level in the attack loop.... turn-based? Hmmmmm.....
  25. Cute phrasing in the poll choices, but my "like it how it is" vote has nothing to do with farmers. I don't farm but also don't care much who does. I just don't see a need to be able to herd up multiple spawns around one person. If the team aggroes more than one spawn at a time then the TEAM has to deal with it, because one person can't. That's a good thing.
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