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Everything posted by ZemX
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Put two Avalanche IOs in Ground zero. I like Acc/Recharge and Knockdown proc (seriously, try it... it's hilarious. This power can hit 30 targets in a 22.5ft radius on a Tanker. It just makes the whole room take a seat). Fill the remaining slots with damage procs. Here's a trick: Slot two non-superior and four superior (at level 50 of course) Winter IOs in an ST attack. Blistering Cold. This gives you both the two-slot and the four-slot bonuses, so you double-dip on the slow resist. While leveling up, you can supplement slow resist with a SG base empowerment station. For a small expenditure of salvage, you get +20% slow resist for 90 minutes. Focused Accuracy is the way. Dump Conserve Power for that. Stick a +5 boosted common endurance reduction IO in the default slot. If you ever have endurance trouble, you can leave off running FA unless you are facing toHit debuffers (e.g. ghosts, Tsoo Sorcs, Witches, etc.) If you are teaming at all with this tanker, don't skip Taunt. It's just that useful at grabbing distant aggro without having to go over to it and punch it in the mouth... however satisfying that can be. You can be controlling a big bunch of enemies with punch-voke and AoEs and then grab outliers and runners with Taunt, the range debuff in it helping to coax them in towards you and melee range. Rad Therapy doesn't really need heal enhancement or accuracy. I stick a couple Heal set IOs in it for recharge and heal and then the rest are damage procs. Oh and ALWAYS slot the Theft of Essence +end proc. With this and the recovery and recovery resistance already built into Rad Armor you don't really need any other endurance help. Put a perf shifter in Stamina and another in Gamma Boost (as you already have) and that's that. RT will still heal you plenty in a crowd. It's not really your primary means of staying alive anyway. That's Particle Shielding... and lots of recharge. I wouldn't take both Hack and Slash. With those two AND Parry you have three light damage attacks. You only need one. Sadly, Parry is at T5 so you need to take either Hack or Slash. Maybe just add two slots to Parry and then do two Superior and two non-superior from that set for the slow resist.
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This again. It's really really simple. It has less content. Thus it has fewer people. Because it has fewer people, it draws fewer people. That was the condition on DAY 1 of redside and it is the condition still. Why would it ever have changed? The idea this has anything to do with actual villainy is laughable. This may be a real issue for some few, but the vast majority couldn't care less. Virtually nobody on the most populated server in HC (Excel) is roleplaying. The people that DO roleplay (Everlasting) actually turn out MORE villains (by percentage of population)... not fewer. It's not a real barrier. Hell, 99% of that villain is cartoon villainy anyway. Nah. It began as a separate game you had to BUY separately. You couldn't carry any progress. You couldn't "fall" to the villain side with your hero. Even after dropping some of those barriers, annoying issues persist. Mixed teams run into trouble keeping everyone on the team. You get auto-kicked for hitting Ouro or your base... sometimes. You have trouble being invited. But overall it had less content and it still has less content. Why would it get more people when there is more to do and more people blueside? Goldside content trumps both Blue AND Red and it's even deader over there. Again they walled it off. Even imprison new characters there for 20 levels. It's beautifully designed and beautifully written... and totally empty. The only things that can really be done is, if it's even possible with the state the code's in, to drop the remaining barriers and annoyances with mixed teams. If you could go there and start a team and anybody could join from any zone just like they would join a mission team in Founder's Falls or Peregrine Island? You'd see more people doing it.
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...and sometimes... the floor. 🤪
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When was it changed? ParagonWiki says it is "No deaths and No temps". Nothing about insps. That was as of 2012. Was it changed before that at some point?
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It showed heavily procced, Incarnate tanks doing well on a solo max difficulty challenge, to be precise. Tanker vs Brute vs Scrapper isn't going to resemble those results much while leveling up in normal content. But you can't go wrong with Brute or Scrapper for someone who wants DPS. Tanker will feel a bit lacking on normal enhancements, I think, compared to those. The best you'll notice with a Tanker is the ability to ramp up the number of enemies you face earlier and that will bring up their XP earning to better compare vs. the other two while soloing. But it's not going to knock anyone's socks off on damage until it really is an endgame Incarnate proc-tweaked monstrosity.
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EARTH FOR (LIVING) HUMANS!
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I don't think avoiding real world comparisons is possible on this one. They were already developing this game when 9/11 happened. So this was being developed as we were going through a period of exactly this same kind of hyper-nationalistic reaction to an outside attack. What about the aliens on our side in Paragon City? If true to human nature... they'd be getting attacked, harassed, or suspected just as we did the same to Americans of certain ethnicities and national backgrounds in the years following 9/11. Or you can go farther back and look at Japanese internment camps during WW2. Probably countless other example throughout human history and around the globe. tl;dr: People suck. Granted, this is fiction. But it's also based in our real world to some extent. We don't have to imagine a world where people are as shitty as they are in the real one... but it's not exactly entirely out of bounds either. This billboard is probably rather tame compared to what would likely happen following a real extra-terrestrial attack on Earth.
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I agree with you that jumping three mobs ahead is not "tanking". It's soloing. Moving ahead to the next mob before the current one is completely dead... is another story. People still argue over this one but it's a judgement call on the part of a tank to do this. It's advantageous to the whole team if you can do this and do it right. Obviously, if you skip out early and someone dies... you screwed up. But if you can leave the team to finish off the last enemy or two, judging they can handle it, getting to that next mob to establish aggro and collect them into a tighter group (if possible) before the rest of the team piles into it? That's good tanking. Sometimes though, I'll notice I'm not the only one leaving early. Doesn't happen tremendously often but it does happen. If I see too much of that and I am tanking, I usually slow down and stick with the rest of the team. If the other folks running ahead aren't dying well... that's just a different way the team is playing. I do what I do. Maybe I can put it more simply this way. Personal tanking philosophy: "If people are dying ahead of me, that's their fault. If they are dying behind me... it's mine." (unless they are blasters)
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What skill would that be?
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Enhancement set category disappears from a power ?
ZemX replied to MrZork's topic in General Discussion
You can see which procs do this in City of Data. e.g. Tankers and Brutes could slot this in Beta Decay: The "@ToHitRoll" there is presumably just telling the game engine to roll for a hit. I would think this works like anything else and takes into account all global acc, toHit buffs, and accuracy in the power. That said I vaguely recall some sort of exploit or other that once existed for Hamidon multi-aspect IOs enhancing things they shouldn't be allowed to and that it was eventually addressed somehow. Anybody remember the detail on that? -
Weapon draw has no effect on damage output. You can see this by queueing another weapon attack in the same set to follow the first one that causes redraw. The second animation will cancel the first and begin playing at the same time it would have played if you had begun both attacks with the weapon already drawn. Put another way, the draw animation doesn't take up "space" in the attack chain. The amount of time it takes to draw the weapon is essentially subtracted from the weapon animation that plays next if it is followed by a second attack. If you check out the thread in the Beta focused feedback forum, there are test results there proving this. The feeling that it detracts from DPS is just that, a feeling. It's aesthetically annoying to keep redrawing the weapon when you mix different kinds of attacks. The change on test is there because they just went to the trouble of putting sheathed weapons on character models. Not drawing it from that sheathed position kind of removes most of the reason for showing it at all. If it's just going to appear in your hand as if by magic anyway, why show it on your back or hip?
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Right. I've seen the same thing. Which is why I wanted to say its increased popularity was due to Hardmodes... except Hardmodes themselves aren't run nearly as often as anything else. I think Barrier is just that good for any content compared to the other choices.
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I wanted to say Hardmode content too but honestly you don't see a whole ton of hardmode teams advertising. Unless most of the people running it are regular teams coordinating via Discord or private channels. I think even for normal content it's just become more popular because it has an immediate effect to help stop incoming damage. If you've been defense debuffed, the very high but short-lived portion of the defense buff helps those debuffs fall off too. It likely mitigates more damage than any other Destiny power.
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It's not even that hard to get Cold resist up to a level where someone with a res buff could take you the rest of the way to the cap. I'd worry more on an HM Manti about the un-resistable Enervating Field. I'd be running away from those fights at high speed trying to make that toggle drop. Good luck, team! Your tanker is OUTTA here!
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How is that a "jab"? People who self-identify as MRAs use the term White Knight in this way. It's a statement of fact. Words can have different meanings among different groups of people. Saying which groups use the word to mean what is relevant to any discussion of what a word means, because there's no central authority that decides this.
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As do I, but it's not good enough when they have this: Rad Longbow Wardens and Rad Paragon Protectors, to name a couple, have this power. A 54 Rad Warden vs. your +1 level shifted 50 Incarnate tanker is knocking about 40% off your 100% res. If you are under fire from an entire group of Longbow at this moment... you're gonna feel that. The Rad/Rad tanker leading our group was as fully IOd as you and I and he still got dropped in a hot second when he went off alone against a big group. When I got to him, as I expected, there was a Rad Warden in the group. The only good news is that if you are 100% res, all those other Nullifier res grenades or Sonic Wardens (which ARE resistable) are doing nothing, even if their Rad Warden pal knocks your res down, because of the odd way resistance debuffs work. There's no cascading failure. 100% res is 100% debuff resistance always, as long as the debuff is resistable. Longbow and Crey missions are definitely a lot more "interesting" on a res tanker because of this. Keeping those orange candies and Demonic handy is a great idea in these cases. I like having Meltdown as a backup too on my Rad Tankers.
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In-game volume is just one stage in the sound pipeline. I leave master in-game volume settings at 100% in every game and control what reaches my ears with he amplifier knob. That said, CoH is certainly on the loud side. I have to set the Windows volume to 20% while playing it whereas it's 30-35% for most other games.
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I am mostly not a fan of Teleport. I am grudgingly learning how to use it on my Tankers because there are situations where Teleport gets you out of being stuck to the floor or gets you through a blocked choke point. But I am a long time Super Jump / Combat Jump fanatic. I am to the point where I can go where I want in combat almost just by thinking it. My fingers do the right taps on spacebar and movement keys while I'm working the camera with the mouse. I've tried getting used to Combat Teleport and while it is amazing if you can target enemies, just the time it takes to target the right enemy sometimes feels like a waste to me. I could already be halfway there with Combat Jump. Plus CJ takes defense IOs so it's kind of non-negotiable for many of my toons. I will say though that Teleport in mission is sometimes cool on my tankers when it gets me precisely into the middle of a packed spawn that's 100yards away for a nice PBAoE stomping or something like that. As a travel power, it's just okay. Fast, to be sure, but again somewhat annoying to me as I near the destination. If the door I want to land on is obscured, I have to teleport somewhere past it, turn around, and maybe teleport back. Fine control is out the window. You can teleport to a spot you pick accurately, but you can't easily teleport half the max distance forward without some additional keybinds. With Jump or Fly that's just a matter of how long you keep a button held down. Easy.
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Because you keep replying to people complaining about scattered enemies (note the plural) by saying your amazing single teleport power somehow solves enemies being spread out all over creation. CT is a wonderful power. It does many great things. It does NOT, however, solve scatter. The issue is that while one person is blasting enemies into the four corners of a room and cackling to themselves, their teammates who had Fireballs and Foot Stomps heated up and ready to go are now using them against ONE enemy. Yay? I meant, great, you can BAMF over to each individual enemy quickly. You still gotta beat each one down separately. Meanwhile, I've gone and gotten a sandwich and a beer because this mission, I can already tell... is gonna take a while. Everyone is free to do whatever they want in this game. But what these freedom-loving knockback artists need to realize too is that that means the rest of us are free to excuse ourselves from Captain Handclap's team at the first available opportunity when we decide that what's fun for him isn't fun for us and that perhaps separately, we can both have our fun. Isn't that the goal?
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I mighta been on that team with my axe tanker, Samurai Houston. Three tanks. Two of us in glorious green radiation and one darkity dark vampire glooming the mood up. Interesting we were all resist tankers going up against Longbow and all their resistance debuffs. Saw our leader tank hit the floor once off by himself, likely to the Rad Wardens' unresistable resist debuffs. Those got me close a few times myself. Good (I mean bad! baaaad!) fun.
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Is it? I've tried jumping in the air with CJ while keying Cyclone and it seems to scatter enemies all over the place. Unless by "great" you just meant "funny". Or does it do something different while hovering in place vs. while jumping upwards?
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Officially Unofficial Weekly Discussion #25: Animations
ZemX replied to SeraphimKensai's topic in General Discussion
Me neither but I stubbornly took that tanker all the way to 50 and incarnates before finally deciding Momentum was kind of a bummer. Ah well.