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Pleonast

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Everything posted by Pleonast

  1. I think Defenses and enhancements are fine the way they are. With power choices, IO sets, and the notoriety system, players have enough control over how hard their gameplay is. Does anyone play at the hardest level: +4x8 with SO enhancement (or without enhancements for the truly insane)? But if we want to make changes, I'd suggest two: 1) Up the notoriety maximum to +8x16. Upping the max level would make any defense vulnerable, while making hitting the badguys that much harder. Upping the numbers means some people are going to take hits, simply because some rolls to hit will succeed. More choices for harder missions without giving up interesting builds. 2) Seed the auction house so that every enhancement is available in unlimited quantities at 1000 inf each. Let players put together the builds they want. Instead of haves and haves-not based on time and farming, let players choose what they want to play. We already have gates based on level; I don't see why gates based on drop-rate help gameplay.
  2. What is the design philosophy for the Hybrid Incarnate powers? To review: they cost no endurance, are toggles, continue 120 seconds at maximum before auto-shutoff, and take 120 seconds to recharge. This seems like an odd choice to me; not the numbers but the toggle, auto-shutoff, and long recharge. I assume there is a reason they were designed that way. I guess they wanted weird powers for the Incarnate system?
  3. This is why I dropped Power Siphon. For me, beefier attacks are lower priority than the overall attack chain and attack options. You'll have to decide your own priorities.
  4. And thank you for that! For me, Willpower/Kinetic Melee is my concept of Ms Marvel. Here's my current version: And my goal version:
  5. I just found out that Carnies can drain End when the die next to you. I never noticed because my Recovery was too high. Until one mission I killed like 6 of them with one attack and their drains all hit me. Goodbye toggles, hello hospital. So be careful of hubris when enhancing.
  6. This thread reminded me to check my contacts. Apparently I had forgotten to do the last mission in the Envoy of Shadows arc. Oops, I hope it wasn’t urgent.
  7. Note that you earn Incarnate experience from doing Flashback missions in Ouroboros. If you like story arcs, go and do all the ones you missed.
  8. Is there any reason the Wiki link at the top of the forum page should not point to this wiki?
  9. Old school trinity teamwork: the Tanker's job is getting the focus fire, so no one else takes the brunt of the damage. The Defender's job is making sure the Tanker stays alive, by buffing the Tanker or debuffing the bad guys. The third player's job is killing stuff. As long as stuff is getting killed without player deaths, then it's working. The magic of City of Heroes is that the trinity is merely a suggestion. Every archetype can stay alive and kill stuff; there's no fixed roles. It sounds like your group is working fine, so don't worry about it, especially while leveling. Just have fun now; you'll be at level 50 quicker than you think. Now if you want to stress-test yourselves, keep upping the difficulty and see what breaks. Then make adjustments. Note that you can increase the effective level separately from the effective team size. Your group might be able to handle one better than the other.
  10. You’re leveling with friends, so you can’t really go wrong. In general, take powers from both your primary and secondary powersets. These will be more powerful than pool powers. In your attacks, put an accuracy IO and a damage IO. Put a defense or resistance or heal IO in your primary powers, as appropriate. Add more enhancement slots wherever you feel like. Are your friends dying a lot? Then you should tank more. If you’re dying a lot, your Defender friend needs to buff or debuff more. As long as you’re not setting the difficulty too high, you’ll be fine.
  11. Pleonast

    Tanker metric

    This is the build I'm planning. (I have to say the post editor here is nigh unusable.)
  12. Pleonast

    Tanker metric

    I always love more accuracy and more endurance. Probably from a previous life of waiting far too long to get enough energy and then miss the target.
  13. Pleonast

    Tanker metric

    Here's my current build.
  14. Pleonast

    Tanker metric

    Oh, Bopper's spreadsheet is awesome! I'll post my current build when I get home. I'm working on new build, without regard to costs, as a long-term project. I'll study Psyonico's suggestions. Thanks! Edited to add: I do have a copy of numbers from the game. Defenses Smash/Lethal: 28.36% Fire/Cold: 45.32% Energy/Negative: 39.06% Psionic: 30.92% Ranged: 18.02% Melee: 20.52% AoE: 21.14% Resistances Smash/Lethal: 85.63% Fire/Cold: 19.89% Energy/Negative: 20.64% Psionic: 46.65% Toxic: 18.39% Base Max HP: 2713.46 Max End: 103.60 Regeneration: 51.15 hp/sec Recovery: 4.36 end/sec To Hit: 97.96% Accuracy: 1.48 Damage: 19.00% Recharge: 135.00%
  15. Adding new meaning to the phrase "poisonous stare".
  16. Pleonast

    Tanker metric

    So, I've been playing around with different builds in Mids for my Willpower/Kinetic Melee Tanker. I'm not expert at tanking, but seems like Willpower doesn't really specialize in any one thing. Some powersets do Defense, some do Resistance, some do Regeneration. Willpower looks competent in all, and master of none. So my question is, how to improve my slotting to best improve my tanking; for example, is it better to improve Def by 1% or Resist by %1 or Regen by 1%? The metric I've worked out is Average Sustainable Hits: ASH = REGEN / ( max( 100 - DEF, 5) / 100 * max( 100 - RESIST, 10) / 100 ) where REGEN is my regeneration in hit points per second, DEF is defense percentage, and RESIST is resistance percentage. Near the bottom end, raising defense 1% is about the same as raising resistance or regeneration by 2%. Near the top end (say 40% defense, 85% resistance), 1% defense is about the same as raising resistance 1.5% or regeneration 11%. I compute the metric separately for each type of damage. The take-away seems to be resistance becomes more useful as you get closer to the top, while regeneration becomes less useful. On the other hand, there's no limit on regeneration; it's always useful. I'm sure this is old hat for long-time Tankers, but I figured this out myself and thought I'd share. Math is fun!
  17. I’m not a tank expert, but my main is a Willpower/Kinetic Tanker. I don’t have Taunt. Instead, I have Repulsing Torrent (ranged cone attack) and Focused Burst (ranged attack) 6-slotted with taunt IO sets*. I haven’t run the numbers; it feels good enough. So I get damage and taunting ability, but of course not every Tanker has ranged attacks to enhance. In any case CoH is fun to play with quirky builds. *The sixth slots gives me global recharge boosts, which is nice.
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