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Jacke

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Everything posted by Jacke

  1. Maybe they are made of cardboard !?! Lowest bidder, am I right? (Just because it's a Nemesis Plot doesn't exclude it could be a Corporate Plot! As well....) 😺
  2. What @Psyonico said. As well.... Rune also provides enhanceable Resist to all. What's also important is what Rune doesn't deal with: Fear, Confuse, Repel, Taunt, and Placate. Still need to carry some Break Free-type Inspirations, which will provide Protection to Fear and Confuse and Resistances to Repel, Taunt, and Placate. The Inspirations also cover when Rune is down and still recharging.
  3. May not have woken all of the dead, but at least @Snarky's paid a visit (one of the more lively undead 😺). If you hover your mouse pointer over @Sir Myshkin's avatar, you'll see they haven't logged in since 2024 Oct 24. Others in the original discussion are thankfully still active, but some have gone walkabout as well. It may take a while to get a reply.
  4. Everyone here has good advice. " I went in, and did what I usually do. " That's that root cause of your problems. You assumed your standard method of steamrolling mobs would work everywhere. Instead of being careful and reacting to what was happening at the moment and adjusting, at worse running away until you dropped off their aggro lists. You were bound to eventually come up against a more difficult enemy and aggro'ed too many and they thumped you good. It's good to have more options. Like things that will shape the enemy's reaction like Caltrops or a hallway corner. It's also good to have emergency Powers, whether in the build or Temp Powers from S.T.A.R.T. or other sources to handle these emergencies, like Shivans, Backup Radio, or Signature Summons for the worse cases. You have to know how your tools work and what the counters are. I love love love stealth. I also know there are mobs with greater perception (Snipers, Turrets, GMs), Leadership Powers (a Boss with Tactics will see farther than their standard 54ft, as will their companions they buff), and some mobs with standard perceptions that ignore stealth (Rikti Drones, Rularuu Sentries (the floating eyes), and Knives of Artemis). On Devices Blasters, I take Smoke Grenade at high Level because that allows me to blind some of problem mobs. I also know a key factor of stealth is the reduction of a Toon's Threat. I can often work with under-55ft stealth by moving fast and not being in vision of mobs for too long. I also know that if I screw up, I'll pay. I also know when stealth doesn't work due to aggro. If my Toon or my Toon's Pet is on a mob's aggro list (or the Pet automatically passes the aggro to the Toon), also some ambushes, those mobs will find my Toon no matter how much stealth it's packing. I also use Confuse Powers. I know much of what @MTeague mentioned above. I know if I get some damage on any given mob, my small fraction of the XP from that mob will be much greater than my fraction of damage, so whenever safe, I try to tag all the mobs with a bit of damage. I know that damaging a mob will notify other mobs nearby. I make sure my Confuse Powers have no source of damage, because that will aggro a Toon even if I'm stealthed; either immediately if the application of Confuse didn't confuse the mob, or after it wears off, they will attack me. And I work at Confusing one mob and make sure it's confused and attacking other mobs. Because some mob have extra Confuse Protection and Resistance, either inherently or from a nearby Lt or Boss, like the Leadership Powers or Cimeroran's Shout of Command. Also, those Powers that protect against Mez can often be cast even if the mob is Mezzed. If things aren't going wrong and there's enough Confuse duration in one application to do the job, I can try to Confuse more. I try to eventually enhance the Confuse duration in the build to help here. Know your tools. Know the enemy and how they react to and how they can counter those tools. If not absolutely sure, work slowly and carefully on the enemy, especially those not known or worse known to be tough. Adjust your tactics. Have emergency Powers for when things go wrong.
  5. Claws-Ninjitsu can be done on both a Scrapper and a Stalker. Ninjitsu isn't available for either Brutes or Tankers. But neither a Claws-Stone Brute nor a Stone-Claws Tanker is possible right now. Mids Reborn allows Stone-Claws Tankers, but that's a MRB bug I've just reported. https://discord.com/channels/593336669004890113/1373119671246520381/1373119671246520381 I searched for MRB mistakenly allowing combinations in the HC database of Sentinels, Stalkers, Scrappers, Brutes, and Tanker weapons Powersets with Shield Defense or Stone Armor. Sentinels don't have access to Shield Defense. But I did find and report these four unallowed combinations as an MRB bug above. Tanker Shield-Spines Stone-Claws Brute Spines-Shield Stalker Spines-Shield
  6. Funny you should mention that. Got later Calculus mixed up with some stuff from a course I took a long time ago. But it was about stuff like fiber bundles and how both Differentiation and Intergration could be seen as Vectors and.... I'm sorry, just don't remember enough. But damn, I wish I could.... Still remember even longer ago how hard I struggled to learn Calculus all on my own. Stumbled upon a book that helped, but didn't learn it well enough until I took a course that included it and all the precursor topics you need to know....
  7. It's cheaper to use the Auction House to attune your own IOs you craft from materials dropped or carefully bought on the Auction House. You can do this with careful play on 1 account, but like many things in the game, it's easier with 2 accounts and sell from one account's Toon to the other account's Toon.
  8. Values to rates and reverse. Admittedly, it takes a few more words to really understand it. 😺
  9. Well, what would Superman--or any other character of good moral character, like Captain America--think of the current regime? A critique can be skillfully worked into a story. It's actually what most stories have. Let's hope whatever the story of the film is, it is well scripted and then produced into an excellent film.
  10. Snarky, I see your bid and I raise.
  11. Thanks for pointing that out, @Psyonico. Didn't realise that the Origin Attacks didn't ignore Global Damage Buffs.
  12. The City of Heroes combination in a Tanker of Invulnerability and Super Strength is sort of like Superman, but the nature of the Super Strength Power Rage in CoH is almost completely diametrically opposed to Superman's nature in the vast majority of cases. He doesn't fight for 2 minutes and then has 10s of nothing. He doesn't lose his temper. He knows he has to walk a thin line between using his strength for good and causing too much damage with it. He often uses his invulnerability to avoid excessive use of his strength. You could go with other Tanker Melee Powersets instead. I know that @tidge has above pointed out the difficulties with the Combo system in Street Justice, but I think it's a good Powerset. Dual Blades used to not build its attack chains except on hits and it was good that it was changed to do so on misses, but it was more vital for Dual Blades to be changed because a specific attack was needed for one of the 4 possible attack chains, making a miss really hurt, as it was unlikely for the needed attack to recharge before the chain expired. Street Justice isn't as tight as the original version of Dual Blades as you just need 3 Combo Builder attacks to hit (all within 10s I think) to max out and get the Red Ring on the Finishers to use them at full power. I have a build attached here for my Street Justice/Ninjitsu Scrapper. I take both the T1 and T2 attacks because I use them to do the initial Combo pumping to get to 3 and the Red Ring around the Finishers. The T6 and T8 attacks are also Combo Builders, which means there can be up to 4 available, which means that it's unlikely not to be able to get to a Combo Level of 3 fairly quickly. I only skip Confront from Street Justice. Scrapper StreetJ-Ninjitsu.20241002.WpnM CJ Presence [i28p1] @Jacke - Jacke Nacht.mbd I imagine you could make your Superman homage as a Invulnerability/Street Justice Tanker. Also possible is a Invulnerability/Energy Melee Tanker. Just remember you don't want your Toon to be too close a homage. If a Toon is too much like a copyrighted or trademarked character and the GMs find out about it, they will genericise it, to protect Homecoming from potential lawsuites. The key here is to make your homage Toon sort-of like the character you're thinking of, but nothing is too close to that character. A different name, a different backstory, a different sort of costume. Being Superman is also more about the way Superman acts and the general principles he supports through his actions, rather than his particular name, backstory, or costume.
  13. It's possible to make any weapon work with Dark Armor. Dark Melee does have all the tools to make that a bit easier. But with a good build and attention to detail, you can manage the big demands Dark Armor makes on Endurance and pair it with any weapon Powerset. Since this is a skill needed for nearly every build in the game one way or another, learning to make good builds with Dark Armor and Level them while not bottoming out the Blue Bar is good practice. Do get the S.T.A.R.T. temp power Recovery Serum to help too. It'll get you through the rough patches as you learn more things. Do learn how to pay for the Enhancements a good build needs along the way will help in some other vital skills needed: How to get Influence and also get those Enhancements at the cheapest price.
  14. First, do not encourage @Snarky. He's more fun to watch that way. Second.... Really. "YEARS OF COUNTING yet NO REAL-WORLD USE FOUND for going higher than your FINGERS" You must have never done anything with Logistics. Or Pay. Or sold anything written that was paid by word-count. (BTW, that last one is rather tricky.) Or done any electrical work or electronics design. Or so many other examples. Thank goodness for Mathematicians. They have usually worked out whole areas of new Maths before they're actually needed. Considering how hard that can be to get just right, that's really good for the rest of us.
  15. It is. CoD2 is still current on this (hasn't been updated since mid 2024). https://cod.uberguy.net/html/power.html?power=tanker_melee.super_strength.rage&at=tanker https://cod.uberguy.net/html/power.html?power=brute_melee.super_strength.rage&at=brute Rage is similar on Super Strength Tankers and Brutes. 120s of +20% ToHit +80% Damage Then a crash of -25% MaxEnd (which if at the same time as Hasten's -15% MaxEnd crash can really hurt) 10s of -20% Def (all) and -9990% Damage The Defense crash means the Tanker should have very good Resists protection, probably a good Resist-based Primary. The Damage crash means the only attacks that will still damage will be ones that don't get enhanced by Damage buffs, so they won't be lessened by Damage debuffs either. That means: The Origin Attack (which can be changed to any of the Origin Attacks) The 3 Prestige Attacks (3 of these 4 Prestige attacks: Sands of Mu, Ghost Slaying Axe, Blackwand, Nemesis Staff) Damage Procs in regular attacks The 4 attacks from the first two points can't be slotted, so for them to work the build has to have enough Global ToHit and Global Accuracy to give those attacks a good final ToHit value against the current mobs. Sure it's only 10s. But that 10s is determined as 120s after Rage was clicked, which can be hard to make convenient. There used to be a bug that if Rage was recharged and clicked again before the 120s ran out, the crash didn't happen. When that bug was fixed, there was a lot of upset Super Strength Players. It is still a sensitive topic. So now with the Rage crash, there's a few options: Switch to using the above 4 attacks that will still work during the Damage crash. In the build, heavily Damage Proc some attacks and use them during the Damage crash. And thus depend on a good Proc rate. And lose the Set Bonuses from slotting other Enhancements. Don't attack. Loose the PunchVoke (Tanker) AoE and PokeVoke (Brute) ST Taunt from attacks Taunt itself still works Don't take Rage or if in the build, don't use Rage. But Super Strength is balanced around the use of Rage. So if not used, Super Strength Damage is noticeably lower. Take a Toon with Super Strength and depend on other Damage buffs. I took a Super Strength/Shield Defense Brute that will skip Rage the Power and depend on Rage the Brute Inherent and the Damage buff from Shield Defense's Against All Odds
  16. You need a diversity of tactics to deal with enemy mobs. Even just the minions. Because a single thing like Oppressive Gloom's Stun Mez can be neutralised by...ah, I see @Yomo Kimyata beat me to mentioning Cimeroran Boss Power Shout of Command (sounds like a distressed yelling grunt). In fact, it's 15s of -10.38 Mag Mez Protection (as well as +173% Resistance to Sleep). And the Cimerorans have a lot of Bosses who use it quite often. There's other mob Powers similar to Shout of Command to provide Mez Protection. Also ones similar to the Leadership Pool. So even depending on a tactics like stealth (which I have in one way or another on ALL my Toons) can be very useful in a vast amount of cases. But when using a tool, you have to know what can be used against it. For stealth, that's mobs with greater perception inherently or given to them by mob leaders. Or mobs that outright ignore stealth. It's why my main AR/Devices Blaster takes Smoke Grenade at a high Level in all 3 builds (also the only Toon for which I have multiple builds, because maintaining them is a pain), because Smoke Grenade provides -Perception which can help (but isn't a panacea) against those mobs that make stealth difficult.
  17. My anchor Toons (the one Toon I make on every Shard who never moves from the Shard, Red Star in the Jacke Supergroup there) are Dark/Inv Scrappers. They're a homage to the Scrappers I made when I first was shown City of Heroes by a good friend, making Toons on her account. No idea what I actually made in the Summer of 2005, but they were Scrappers. And of course, I have a Inv/Dark Tanker, Jacke Obsidian. Went with a hardboiled detective theme. 😺 I'll have to have a look at your build, @Snarky, see if I can take things to tweak my build.
  18. When you set your title, you also set the colour of its text. https://homecoming.wiki/wiki/Title_change_(Slash_Command) https://homecoming.wiki/wiki/Titles The Title Change window can be brought up anywhere with the "/titlechange" Slash Command (underscores are optional). There are 2 colour widgets, similar to the colour widgets in the Supergroup Base Editor. Here's my Toon having just opened the Title Change window. ^^^ I've not accessed the Title Change window since starting this game client, else there would be little rectangles on the colour widgets where the last settings were. Note that both the Primary Color (for the upper part of the text) and the Secondary Color (for the lower part of the text) are both set to black to begin with (clicked on the left end of the lower left block on both colour widgets). Note you can just see through the Title Change window my Toon's current title, which had both colours bright green. Set the hue (colour) on the top part of each widget, except black and white are set on the lower left block, and set the brightness on the bottom right scale part of each widget. ^^^ Here I've set the hue of both to red. ^^^ Here I've set the brightness of both to bright. ^^^ Here I am with a bright red title. ^^^ Here I am setting the title back to bright green. ^^^ And done. You can experiment with different hues and brightness on both widgets, see how you like them.
  19. The Preventive Medicine special is also misnamed. It's a Global that provides a Proc under the conditions mentioned. That means the Power it's slotted in doesn't need to be used for it to work. Like all Pure Globals (no Enhancement Aspects) it should be minimum Level (L20) or Attuned, as it will be disabled when Exemplared more than 3 Levels below that of the Global IO. For just 1 IO, it's also saved my Toons from defeat so many times. I always try to fit it into a build.
  20. Caltrops can have some utility, even at high Levels. I use this macro to drop them around my Toon: /macro vXXX "powexeclocation forward:2 Caltrops" Caltrops do minor damage, but their most important Effects are 45s Mag50 Afraid (the one that makes Mobs run) and a 45s Slow, also perma due to Global Recharge bonuses even if none are slotted. Some Mobs (like Werewolves) are immune to the slow. Most AVs will ignore the Afraid as their Purple Triangles will be stronger than it. On a run of Crimson's World Wide Red arc last night, my AR/Devices Blasterr screwed up Malta a lot with Caltrops. 😺 Caltrops along with Trip Mine(s) can be used to form a quick defensive position that prevents the Mobs just running down and going into melee with your Toon. I keep the KB on Trip Mine to help here. Traps Defenders, Corruptors, Controllers, and Masterminds, as well as /Devices Blasters, can use this to their benefit. Throw in an FFG and an Acid Mortar and other tricks that Traps has. 😺
  21. Be aware that even Effects labelled as "Ignores Resistance" are still affected by the Purple Patch. https://homecoming.wiki/wiki/Purple_Patch "When contemporary forum-goers talk about the "purple patch", they may be referring to the way player character effectiveness scales against different-level enemies. To use the table below, multiply the effects of your powers by the value in the Above column if you are Level levels above your target, or by the value in the Below column if you are Level levels below your target. "These modifers apply to almost everything in combat: Debuff strength, Mez duration, Knockback magnitude, and Damage are all affected." Mobs are usually a higher Level than the Toons. The common max difference is +3L from Toons to Mobs (Mobs at +4L versus the Toon's Alpha +1--but most Pets don't get the Caster's Global buffs, including Level shifts, so it's +4L from ally Pets to Mobs). Which means +3L from Mobs to Toons, +4L from Mobs to Pets. That gives these multiplicative factors: +4 (Mobs to Pets) x1.44 +3 (Mobs to Toons) x1.33 -3 (Toons to Mobs) x0.65 -4 (Pets to Mobs) x0.48 There's other factors for the Base Chance to Hit on the lower table on the Purple Patch page. That's just for Toons to Mobs. -3 (Toons to Mobs) 48% -4 (Pets to Mobs) 39% For Mobs against Toons and Pets, that really complex. The details are in here, spread all out. I'm also more uncertain here about these things. https://homecoming.wiki/wiki/Attack_Mechanics For Mobs: "HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods – DefMods ) )" "AccMods = the power's inherent Accuracy × the Accuracy of the enemy's Rank × Accuracy factor due to level difference" The Clamps hold a value to between 95% and 5%, ie. "min(max(value, 5%), 95%)" or in ratios "min(max(value, 0.05), 0.95)". BassHitChance for Mobs is 50%. Accuracy factor due to level difference: +4 (Mobs to Pets) x1.4 +3 (Mobs to Toons) x1.3 Accuracy of the enemy's Rank:: Minion, player Pet 1.00 Lieutenant 1.15 Boss, Elite Boss, Sniper 1.30 Monster, Giant Monster, AV 1.50 Power's inherent Accuracy is a number, usually 1.0, but sometimes lower, sometimes higher, same as Toon's Powers. My brain hurts now, so putting this all together I leave as an exercise. 😺
  22. There's two groups I run with on Everlasting. The Global Channels for both are the same as the names (exactly): "Repeat Offenders" I've run with RO since 2006. Great for good and casual teaming without any drama. "Everlasting TFs" Note that there are a few variants of this Global Channel name, be sure you spell it exactly. Great group organized by a few Team/Task Force/iTrial leaders with a lot of experience. With them I got all the Mastery Badges on my main Badging Toon. Otherwise, listen on the LFG channel (which is one that's Shard-wide) for others recruiting for Missions. Task Forces, whatever. The experience may vary. At worst, you could start competing with @Snarky and others who post about their bad-PUG adventures. 😺
  23. The Badge "Bug Hunter" (internal name "BetaTester") is shown at the top of Accolade Badges. It's also not included in the count of Badges a Toon has.
  24. It also depends on the relative Level and type of mob, as with more +Levels and some types, they'll have KB Protection and won't be knocked down on just 0.67.
  25. To earn the "Patroller::Criminal" Day Job Badge, you need to earn 30 bars of Patrol Experience. https://homecoming.wiki/wiki/Patroller_Badge https://homecoming.wiki/wiki/Patrol_Experience Currently on Homecoming, Patrol XP can be earned in 3 ways: 1 bar per 24 hours logged out. 5 bars per charge of Experienced used. A variable amount per Exploration Badge when first encountered. From the Issue 27 Page 7 Patch Notes (2024 Feb 20): Exploration badges now grant Patrol XP instead of regular XP. The amount of Patrol XP gained is dramatically higher than the previous amount of regular XP previously gained. The amount scales with level, starting with 1.5 bars at level 1, down to 0.25 bars at level 50. A Toon can only hold 10 bars of Patrol XP. But for the purposes of earning the Patroller Badge, can continue to earn Patrol XP from sources #2 and #3 even when at 10 bars. I get the Day Job Badges on all my Toons. Back when it took 21 days logged-out to earn a Day Job Badge, I got in the habit of recording on my Toon spreadsheet where each Toon was when they were logged out. And I was very careful to log a Toon back in soon after earning a Badge to move them to the next Day Job Badge in the scheme I used. At the same time, I also earned the various Day Job Accolade Powers up to their capacity. Now it only takes 100 hours logged-out (4 days 4 hours) to earn a Day Job Badge. As I've resisted my altitus and slowed my creation of new Toons, nearly all my Toons have earned all the Day Job Badges and Accolades. (The Vanguard Recruit Day Job Badge and Accolades needing it will only unlock when a Toon is Level 35 or over, but the time logged out in the RWZ Vanguard Base can be earned at any Level.) Prior to source #3 being added for Patrol XP, to earn the Patroller Badge, as I didn't want to waste charges of the Experienced Power, I had to fill to 10 bars of Patrol XP, then use it all up, then repeat this two more times, or some variation on this that added to 30 bars. This meant multiple play sessions on each Toon with at least 30 days logged out. This was a bit awkward. Now, there's source #3. While ideally should only get Exploration Badges and the Patrol XP from them when under 10 bars, for simplicity's sake and just to knock off another Day Job, I do use source #3 for some of the 30 bars. At low Levels using only source #3, it just takes around 20 or a few more Exploration Badges to earn the "Patroller::Criminal" Day Job Badge.
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