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Riverdusk

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Everything posted by Riverdusk

  1. Good breakdown here from the old boards: http://web.archive.org/web/20090705110540/http://boards.cityofheroes.com/showflat.php?Board=faq&Number=8925064 And technically it is 123%, but I remember once back on live having a character with exactly that (and no hasten) and it'd sometimes not fire in time and I'd lose it. I think it was server lags and/or maybe if you are the middle of another animation can mess it up. 125% was better but still not perfect. I learned 127% is what I actually needed to never have to worry about it. Typically my goal now is to try and hit at least 107% then, so that when I have a SG base buff of +20% going I don't even have to worry about hitting hasten in time (or needing to go AFK), at least for 90 minutes at a time. Makes dom a lot less of a hassle for me, even if I sometimes forget to hit the SG base. A lot of my characters I tend to shoot for 110% anyway as that is what you typically need for perma hasten, so it isn't TOO hard of a goal to hit. If you are rich enough to not sweat the P2W buff, there is another +15% recharge for up to 8 hours at a time, lowering what you need down to a "mere" 92% with no hasten needed. Not that I don't almost always grab hasten anyway.
  2. So, my own experience "isn't true". Got it.
  3. I've been playing on HC for most of the time it has existed. I play a decent amount. I've yet to ever reach the inf cap on a character even a single time. I probably have maybe 300 million right now across all my characters for inf on hand. Although, I do have quite a few decked out characters and quite a lot of enhancements in storage. But to this day I don't feel like I have an overabundance of inf yet. Maybe because I don't farm? And I only play the market once in a while. Not overdoing either of those things and this isn't a "problem".
  4. Yeah, illusion and to a lessor extend earth control sets are a bit of an exception due to their strong pets that taunt. An illusion controller really doesn't need any defense at all to do this as long as they have enough recharge for perma pa. They might take one hit (as what happened in @Psyonico's video at the 2:13 mark, I think the anti one-shot code may have even saved you there) between summons, but as long as you can survive that maybe one hit you are good. There's also the chance that during that brief time the AV is triangles down and held anyway (think I also saw that in the video), or they go after the phantasm or one of its decoys instead, so often you don't even take one hit. Good show.
  5. May just be a case of you can get "regular" enhancements up to level 53, so they set the limit on the AH to level 53 without bothering to code things differently between SO's and IO"s for the ones that max out at 50. But, I don't know how the code is written, so just speculation. While talking about how IO's scale, another common misperception I see is that getting an attuned enhancement of an IO that otherwise maxes out at level 30 for example is way to get them to give you enhancement values scaled up to 50. It doesn't help that the text on the attuned version of the enhancement also gives that impression if you hover over it while you are level 50. But if you slot it and hover over the power you have it slotted in on the management screen instead of the IO, the truth comes out that no, you are only getting level 30 enhancement values afterall. So, typically I go with 30+5 for sets that max at 30, rather than attuned. They need the help and I don' t typically spend a ton of time below level 27.
  6. I'm hoping a bug fix for EMP Arrow.
  7. Per the wiki the resist debuff cap is -300%. That is something that is almost never going to be reached (especially once you factor in purple patch) in anything outside of specially constructed teams or very rare situations. I'd consider it a non-factor. https://hcwiki.cityofheroes.dev/wiki/Limits#Damage_Resistance
  8. That wasn't my experience as I remember it knocking things all over the place pretty regularly. Checking both in game and City of Data say: 50% chance of a 2.077 knockback. I wouldn't call that low myself. I definitely would put a kb to kd IO in it unless you don't mind the knockback.
  9. I'd also argue when comparing DPS it'd be more fair to compare them to other AT's that have a "support" set as one of their powersets. So, defender, corruptor, controller. Among those MM often will have the best DPS outside of perhaps the rare exception like fire/kinetic.
  10. Saw that exactly with my own brother. Big WoW player, he tried CoH and gave up because he felt "it was too complicated" for him. His exact quote. As to when MM's bloom, I find the key for me while leveling up with a MM is to not join teams higher level than me. Getting hit with being that -1 level to the team leader is more hurtful to MM's than any other AT. Things go much smoother being even or exemping down a bit.
  11. Infiltration still my new favorite travel power even as is (on anyone that doesn't already have stealth in their primary/secondary). Can easily reach 80+mph, built in stealth, better maneuverability than SS, and the only travel power you can slot a LoTG in. I'll take any more buffs you want to give it though. 😀
  12. Yeah, I wouldn't be against vigilance doing something more than currently while teamed, but don't think more damage is the way to go. As noted, if anything that should be more how corruptor's need some more help (I still think scourge should kick in a bit sooner for instance).
  13. Best MMO community of all time. Hopefully MMO counts as one word. 😄
  14. Tactics is the one I find hard to give up. Not even for the extra +tohit (which can be nice vs certain foes or to help exemped teammates that join the team at -1 level), but more for the +perc and confuse protection for my characters that don't otherwise have it. They can be rare effects, but being blinded or confused can both be devastating. For perception you do have some options: a +perc IO if you have another tohit buff power to slot it, the +perc SG base buff (although both of those are a bit on the low side so best to have both going), focused accuracy as an epic choice, and of course there are yellows. Confuse protection is much harder. The only "easy" way to get that is to make sure to keep a free break frees ready unless you are willing to do the usual P2W buff or Clarion just for that one effect. Even if you are ready for blind and confuse your teammates may not be. Think we've all been on teams where no one does have tactics and a widow throws a smoke grenade and half the team or more suddenly can't do anything to the now invisible mobs. All you can do is tell them "use a yellow", which they may not have handy. Also, more rare, but both funny and deadly a few times when I've been on teams where the tank gets confused. Suddenly the entire rest of the team can't do anything as everyone is taunted by the confused tank and most people are "literally" confused by what is going on.
  15. Yeah, I had to check twice when I saw that 30 foot radius on it. That is the same as the controller/dom version, same recharge too, very surprising. Don't have one of these yet (but it is on the list to try), but from my experience when a mob can't attack due to recharge slows or endurance drains, they tend to run, Having an immobilize is a good thing.
  16. So true. I have trouble even reading the names of people in the modern team UI. Whoever designed it needed to learn a thing or two about contrast. Only drawback of classic is that the absorb mechanic is kinda wonky with it.
  17. Yep, and the resist shield fx that the pet +res aura IO's give are the worst of the bunch. Garish BRIGHT orangish flashing shields as you can see in the pictures above by @biostem (x6 for your 6 pets), They are horribly ugly imo. In comparison the fx that tactics gives is hardly noticeable, the defense one is in between. That people get annoyed by my buffs is something that I think about. Perfect (and currently worst offender I believe) example is a /Dark affinity controller with the power "Fade". The last thing I want to do is turn my whole team, against their will, into nearly invisible ghost like creatures with glowing eyes and obliterating their costumes and their whole character's identity. And yet that's what Fade does, and unlike things like ice shields there isn't even a min fx option that maybe would stop it. Dark Affinity is such a fun powerful set on a controller, but I always feel a bit iffy about playing it (and it is a bit hard to justify not using Fade as it is so good, but on stronger teams I actually do skip using it just because I worry about forcing it on other players). Along with a lot more minFX options, would definitely also be onboard for there to be that Null the Gull option that lets people opt out.
  18. I tend to take intuition more often than musc myself, but then I play a lot of "control" characters. Still gives you +dam, but also some nice +ctrl. Also has +range which can be very nice if you use ranged cones. I think reactive interface is technically better than degen against everything except AV's/GM's? If I already have a good -regen power I go reactive. Sometimes (most often for MM's) I go diamagnetic as it can really help out with the pets survivability (although the -regen portion of it is laughable even when max stacked and should probably be tripled to be worth anything). There are quite a few that are underwhelming though, no argument there.
  19. I believe Necro's gloom is better than arcane bolt as well. Even with arcane bolt proc'ing for double damage it'd still be close on a DPA standpoint. Just going by the listed in game DPA numbers gloom at lvl 50 for a MM does 53.83 damage with a 48.94 DPA. Then of course you can also add some procs to make it quite nice. Gloom is one that I think it is definitely worth taking among the MM attacks.
  20. They'll work on pets if you can slot them in the pet power directly. Heck, the purple BU proc even works on phantom army which is otherwise impossible to buff.
  21. I think it is just the fear that some major changes might change things so much that it ruins the original "feel" of the game in some way. I doubt almost anyone is against well tested and well thought out changes that keep the original spirit of the game in mind. I think the HC team generally balances that very well so far.
  22. Even better, 90 minutes actually, the text description on them is incorrect.
  23. Drove me crazy too, very easy fix can be found below (it is about half way down page 3 of the thread if the link doesn't take you there directly). Just download the "Necro ear saver" file and put it in the directory as it says. Only drawback is Twilight Grasp uses the same sound file, so if you go necro/dark it makes your heal almost muted. Any other secondary except dark and it is perfect though. You'll also need to move the file out if/when you play any other dark miasma characters. Edit: Double checked where I had it and I actually put the file under data\Sound\Ogg\Frontend It works there for me so can try that spot too if needed.
  24. I thought about this combo as well, but then I thought of the endurance nightmare it'd be, especially with both arctic air and mud pots running. Sounds really fun with ageless running though. Or did you manage to get endurance under control some other way? I'm playing with ice/psi like some others have mentioned, although still low level with mine. Should take care of endurance issue fairly early and the regen making it even tankier. Not to mention it making AV's easier to deal with. Less damage than savage or earth I imagine though.
  25. Sometimes it can be best to mix things up so I can see the logic in suggesting a resistance set to go along with dark blast. Get your defenses to a decent level in other ways, (through IO's and such). Then dark blasts debuffs take you the rest of the way to softcap (or at least close) and then you also have good resistance from your armor. Whereas, If you already have an armor set that gets you to 45+ defense, especially if it also includes decent/good DDR, then dark blast debuffs become superfluous except maybe for when you exemp down.
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