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Everything posted by Pleonast
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Exemplaring (and closely related Ouroboros missions) means you need to be thinking of a leveling build. At level 5 with only four powers, you’ll have your two level-1 powers. I hate relying on P2W, so my level-2 power is an attack and level-4 is a travel power. From there, level-6 is a third attack, and then I take mitigation powers whenever possible. Tanks just don’t need much mitigation before level 10; you’ll do better killing faster.
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My Willpower Tanker had four pillars of survival: Defense (na, na, you can’t touch me), Resistance (ha, ha, you didn’t hurt me), Regeneration (meh, I’ll walk it off), Persistence (heh, you’re not even trying). Long solo fights always devolve to a bunch of minions punching me because they blew their endurance early and don’t recover fast enough to do any more. I’ve heard it called the Homer Simpson tactic; let them clobber you until they’re too tired to clobber anymore. My point—don't mess with the baseline; players have built their characters around it. Instead, give players more and specific options to make their personal difficulty harder. Like a choice of buffs for every mob in a mission. Or a random buff for each mob. As a potential reward, each mob drops an inspiration matching their buff.
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I like Willpower. It’s very generic, without any great strengths, but no weaknesses either. It has some defense, some resistance, some regeneration, some recovery. Pairs well with everything.
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So, my main character, created 2019-04-30, while in the middle of the "Save Kadabra Kill and Sigil" mission from Heather Townsend just now earned the badge Passport while in the middle of combat some with some Knives of Vengeance. Looking at the wiki page ( https://homecoming.wiki/wiki/Passport_Badge ), this does not make any sense. Is this a bug, or is the documentation wrong?
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Is it possible to have an enhancement that changes a click power into a toggle power? There'd have to be careful consideration about which powers, but it'd be similar to the enhancement that changes knockback into knockdown.
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I've always been nervous about playing Tankers
Pleonast replied to Hardboiled Hero's topic in Tanker
So true. Two-player teams are the best teams. -
It's not for everyone, but no set is. Here's what I like. 1. Quick Strike: light damage and knockback to give yourself some space. 2 & 3. Body Blow and Smashing Blow: medium damage and stuns to give yourself some time. 4. Taunt: hey you, it's a taunt! 5. Repulsing Torrent: cone knockback to push minions into corners and give yourself time and space. 6. Power Siphon: nice buff if you have room to take it. 7. Burst: fun all-around blast. 8. Focused Burst: great range attack for taking down flyers and runners. 9. Concentrated Strike: the POW! attack. My attack pattern goes like this. First, target a boss. Run next to it and Burst. Then run to the angle that gives the most mobs or wherever you want to herd things and Rep Torrent. While two powers charge, hit the boss with Conc Strike, Smash Blow, and Body Blow (on a team, Taunt and/or Focus Burst). Then repeat with the AoE and Cone, and back again to popping the boss. The boss will be stunned. There's a lot of running to the best position, hence the "Kinetic" part of the name. I love the back-and-forth, to-and-fro when using Kinetic Melee. It requires good situational awareness (Scrapper-lock is counter-indicated) and I get into the zone of being wherever I need to be. It pairs well with Willpower, another powerset that has a nice variety.
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I can understand why they want to make changes slowly. I think there needs to be a "big picture" look at what we want this game to be going forward. I think there needs to be a lot fewer timesinks -- low drop rates and other artificial scarcity add very limted gameplay.
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Actually, I propose increasing the max notoriety level adjustment without changing the purple patch. No one would have to play at +5 or higher. And if they did, they'd suffer the effects of the purple patch. Relatively little coding work for vastly harder play as an option.
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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.
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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?
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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.
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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:
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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.
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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.
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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.
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Is there any reason the Wiki link at the top of the forum page should not point to this wiki?
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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.
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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.
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This is the build I'm planning. (I have to say the post editor here is nigh unusable.)
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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.
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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%
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Adding new meaning to the phrase "poisonous stare".
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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!