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Everything posted by Jacke
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Lots of stuff here. Will have to dig into it laters. Of course. Blasters do that all the time! Sure, Stalkers may often be short on AoEs. So are many other ATs with particular Powersets. But ST Damage also gets rid of Mobs too. And that's where the Stalker shines!
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There are some fiddly bits about some of these choices: The Tier 9 Power of Poison is Venomous Gas, a 15ft radius PBAoE toggle. The Tier 9 Power of Fire Blast is Inferno, a 25ft radius PBAoE click. Those tends to draw the Toon into melee range. The combo is still good (as most combos are), but I'd pair Poison with a Blast Powerrset that also wants to be in melee radius like Radiation Blast. There are some Blast Powersets that can do everything at range, like Ice Blast. Knockback is fun! But also can generate Ally Aggro on Teams and Leagues. Energy Manipulation and Electricity Manipulation are two of the Blaster Secondaries that Blappers (Blasters who fight a lot in melee range) use. And putting in a lot of KB>KD Enhancements to reduce the KB to KD in ALL Energy Blast Powers is rather harsh tax. I would pair Energy Blast with a good Secondary with a Tier 1 Power that provides KB Resistance to the Mobs so only the AoE Powers will need KB>KD Enhancements. That's not Energy Manipulation (Tier 1 Power is Power Thrust with even more KB 😺). I'm planning to pair Energy Blast with Atomic Manipulation, which has a fast casting Tier 1 Power with KB Resistance for the Mobs, Electron Shackles.
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Now I'm wondering if Lucasfilm will use that right-side one and market it as a bowling ball. 😺
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@arcane, that will just force all those mentioned Keys to be NOP, do nothing. That's not necessarily their default. If you want them to do what their default is, use unbind: /unbind [boundkeys] There's another fiddly thing about Keybinds, a setting that changes those defaults. It's in the Options window. Find by this: Menu > Options > Options window > Keymapping tab > at the very top KEYBIND PROFILE > Classic That has a dropdown to switch between these 4 options: Modern, Joystick, Classic, Launch (Issue 0) @arcane, I highly suspect you're used to Classic keybinds. @arcane, you likely don't need to worry about the next bits. That Keybind Profile is also reset in bind files by the top line having a line like this to change that: KeyProfile <1 of the 4 options> To really force a reset by loading a bind file, there's often this second line: UnbindAll Yes, the config is fiddly with big sharp nasty teeths! 😺
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DEFCON II: AFTERMATH — Do Controllers Still Outscale Defenders?
Jacke replied to Dark Current's topic in Archetypes
I have my own Ice/Cold/Ice Controller (Jacke Canada) and I love the combination. Still working on what Cold Domination Defender to build. It won't be Archery, because on Defenders and Corruptors I only pair Archery with Trick Arrow (just the way I am). And I'm a long time member of Repeat Offenders. Any Toon can add to any Team outside of the bleeding edge of difficult content. It is more how well the Toon is built and played. -
A lot of interesting comments here. Has me thinking things over (many not Super Strength related). But the Toon does care about the End crash from Hasten's buff ending. In many cases that's made builds weak on net Recovery fall apart due to the -15 End loss. That could be due to -Rec and -End from the Mobs that just pushed things to the point where the Hasten crash did in the Toon, dropping toggles and then doing like Blasters often do and eating the floor. (I say that as my main is an AR/Devices Blaster who sometimes (but rarely now) lives the Blaster moto: Face down and proud!) Sometimes those crashes matter, sometimes they don't. But when those crashes still happen, sometimes they will matter when other things are happening. I don't care that the Rage crash is just 10s in a minute or two. I don't care that there are ways to work around the crash (but they're very awkward). I just do not want to experience the Rage crash at all. I know about the history of Rage. I've had an idea for an Inv/Super Strength Tanker for a long time. Recreated that Inv/SS Tanker on Homecoming. In all the recent builds since the bug that stopped the Rage crash was fixed, I've skipped Rage. But as I learned from @Psyonico and my own experience, Super Strength without Rage is just lacking. Can get away with it more on Teams when the Tanker is Tanking and the rest of the Team picks up the slack in Damage. But I solo a lot. I also don't do multiple builds on a Toon (just too much admin fiddling in a game with way too much admin fiddling already, as I've learned on my main AR/Dev Blaster, who does have 3 builds). It's just one build and I'd not want Rage on my SS Tanker. But that Super Strength Toon will be weaker for it. So I used the Secret Weapon for not-right Toons: I rerolled the Toon. Instead of a Inv/SS Tanker, it's a SS/Shield Brute. I have other Inv Toons, but that will be my only SS Toon. I've thought of changes to Rage that just won't work in a game. If a Super Strength Toon really did rage, it would be a menace to its friends as well as its foes. But if a Power was changed to add self-Confuse, that's worse than Knockback. And see how welcome Knockback is on Teams. I've thought of one working fix for the problems with Rage: add an alternate excluding Power Pick at the same Level as Rage called Mellow. Started as a joke, now meant to be serious. Because Superman is certainly Super Strength. But Supes only truly rages rarely. Which ain't how Rage works in City at this time.
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Back pre-Shutdown, I rolled a lot of Toons as Magic Origin to take advantage of the old Yin-Origin Enhancements (also called Talisman Enhancements) which for Magic were for Accuracy. A higher Level Toon with access to Yin's Market bought them for the lower Level Toons who could use them. Cool, SO-scale Accuracy from L10 up, long before low Level SOs from DFB runs and L5 and up SOs were introduced. https://homecoming.wiki/wiki/Talisman_Enhancements#History Recreated those Toons with Magic Origin on Homecoming in 2019. But for some of those Toons, I felt that having them as Magic Origin was wrong. In those cases, I've rerolled those Toons as Natural Toons, which seems right. That Origin change can't be done without rerolling a Toon. But these days, that Origin only matters in a few rare cases, mostly dialogue in some missions. But I still needed to do those rerolls. Because their Origin was wrong. That's how important getting those little details on Toons right for me is.
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One thing not being considered here is that all these Pets and Pseudopets do not get the benefit of the Caster's Global Buffs. A few Pets (like Trip Mine) don't get benefits from Buff auras either. (Only Pets that are an extension of the Toon and can't be targeted, like Electrical Blast's Voltaic Sentinel, get the benefit of the Caster's Global Buffs.) These Pets see no Level Shifts. To a Pet, +4 content is actually +4 (not the +3 that Toons with a T3 or T4 Alpha Boost slotted experience). No Global Accuracy or ToHit. No Global +Damage. Etc. I've worked with 2 rules to avoid needing to calculate the final ToHit of Pets to get that near to 95%: Slot the Pet Summon Power with ED-capped Accuracy (93% or more). If an important Pet Attack isn't autohit or doesn't have at least 1.2 Base Accuracy: The Pet also needs either: Tactics (even a single-slot only Tactics on Masterminds is enough). -Def on the target the Pet is attacking. Those attacks like Trip Mine that ignore external buffs like from the Leadership Pool (and only have the benefit of the Enhancements slotted) fortunately have 1.2 Base Accuracy on their attack.
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Have to remember that Kallisti Wharf, though a Co-op Zone, is part of Paragon City. Heroes (with Vigilantes) and Villains (with Rogues) don't fight directly, but there's Mobs that are a threat to both. Sort of like a non-hazard version of the Rikti War Zone. I think a Ferry link from Kallisti Wharf to Talos and Peregrine should be added. As well, there should be a Arachnos Black Helicopter link to the Rogue Isles. But not a link to the Rogue Islands Ferry line, as there are no direct ferry links between Paragon City and the Rogue Isles, as the distance is much farther and also crosses an political border where the two sides are at odds with one another. A Toon is limited in what Zone connections they can use based upon their current Alignment, even when there are connections. So Villains can't use the Kallisti Wharf Tram as it only connects to Zones where they can't go. If Kallisti Wharf has other links added, they would be similarly limited. As well, Heroes (and Vigilantes) shouldn't be able to use Arachnos' Black Helicopters even when they can access the destination Zone, as Arachnos in general doesn't give access to them. This is sufficiently awkward for Villains without access to a SG Base with a Teleporter to Kallisti Wharf that I think an Arachnos Black Helicopter link should be added.
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Welp, I don't know about Ship of Heroes. Will try to find out more, but I can't see me going with it when it launches. I've tried a few other MMOs and it's tough to get them right. Even some times getting things too right hurts; example is the original The Secret World which was just too good about making things feel like a Eldritch Horror World. Just didn't have enough space where I felt safe. I still feel I will get more out of City of Heroes here on Homecoming than in any other MMO. Yes, Ship of Heroes beat Star Citizen on getting to release. I also expect we'll see Half-Life 3 and a good Duke Nukem sequel game before we see Star Citizen released. 😺
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I've had to change my thinking on this. The Layer Cake Cave map is not the worst. That one I understand well and though I still dislike it, I can handle it well enough. More hate for the Council/5th Column Pool Room. Also some other caves where there's crazy vertical twists with parts of the cave going over itself, so the minimap doesn't help that much. I'd rather have the Layer Cake Room over them.
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Something has to be done about Rage. That has to be done.
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In-game places that you wish would have names
Jacke replied to Techwright's topic in General Discussion
I just wish more of Paragon City and the Rogue Isles were less of a Potemkin Village and had more places with cool interiors. I know that's quite demanding, but I'd still like it. -
I've never played WoW. But I played SWTOR (AKA WoW in Spaaaaaaaaaccccce!) at launch. And WoW isn't the best MMORPG. City of Heroes is. And Homecoming is the best version of City.
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The Day Job check is on login and it checks if your login location is tagged for a Day Job. Those are volumes set and adjusted by the devs. If you're in a Day Job volume (normally checked by which is the left-most Day Job indication on your Buff Bar), then the time your Toon was logged out will be credited to the Day Job. Patroller::Criminal is another separate check done if the Day Job Badge is unearned and if you've accumulated more Patrol Duty time. As well, the check will credit Day Job Accolade Powers as well.
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Flea is quite right. Like other loaded files, it's done while the City client starts up. The client needs to be exited and restarted to see any changes.
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for the love of hockey... plz fix this
Jacke replied to shortguy on indom's topic in Suggestions & Feedback
The solution to this issue is saving the Chat config ("/chatsave"). Because the Chat config stores where the split line is in the main chat window. Reloading that saved Chat config ("/chatload") will reset the Chat config as it was saved. Important note: Any Chat Tabs with a default Global channel will have no default channel. Edit each such Chat Tab to set a default channel. -
Not sure, but I think it's because you commented on that topic and when there's a link inclusion, it grabs all sorts of images.
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The Critical Strikes ATO Special is a proc you want in an attack that's used before your heavy hitters. The non-Superior version is a 2PPM proc, the Superior version is a 4PPM proc. When they fire, they increase the chance of a crit by 50% for 3.25s. That's a very short window, affecting maybe 1, 2, or 3 attacks. https://cod.uberguy.net/html/power.html?power=boosts.attuned_critical_strikes_f.attuned_critical_strikes_f https://cod.uberguy.net/html/power.html?power=boosts.superior_attuned_superior_critical_strikes_f.superior_attuned_superior_critical_strikes_f https://cod.uberguy.net/html/power.html?power=set_bonus.set_bonus.critical_strikes_proc I put Critical Strikes in Body Blow because that may be followed by Quick Strike, which has a 1.056s Cast Arcanatime. But then there'll be a stronger attack after that. It depends on your sequence of attacks where you want to put it.
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From the Combat Attributes window, I always monitor "Last Hit Chance" at the top, to let me know when it's dropped below 95%. The next one is always "Damage Bonus". That way on all my Toons with whatever sources of extra Global Damage Enhancement, I can see it. Have that in the monitor window and can see pumping up the Damage Bonus after firing Power Siphon. Putting in the Gaussian Chance for Build Up Proc in Power Siphon with a fairly high chance to proc helps to boost the damage of the initial attacks while getting stacks of hits to raise Power Siphon's own Damage Enhancement.
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City Badge Tracker machine broken...Excelsior at least
Jacke replied to DeathMcKillenstein's topic in Bug Reports
From what the devs have mentioned on the Closed Beta Discord, on high-population busy Shards (which couldn't be tested before going Live) the City Badge Tracker script grows in memory that before the weekly reboot, it hits the per-script memory limit and gets killed off. There's a bugfix on Brainstorm being tested and should be deployed to the Live Shards when there's a Live Patch announcement. -
I've run a Kinetic Melee/Ninjitsu Scrapper through Praetoria and found it to be fun. The attacks only sound slow due to the long sound effects. Power Siphon is more damage than Build Up, as it quickly builds to 5 stacks and thus on a Scrapper 5x +31.25% = +156.25% Damage. And that's every 30s on the completed build. The key is to take all Powers but Repulsing Torrent and Confront. When Power Siphon is fired, quickly use the T1, T2, and T3 Powers to pump up the damage to 5 stacks and go with the T7, T8, and T9 Powers at full damage bonus. It's been a while since I played the Toon. I ran it as a Goldside Completist and I screwed that up in First Ward. As I enjoyed the Toon, decided to reroll it as I know how to do that properly now. The build is from i26p5 and needs a serious review, as it is still using the old Tier minimums for Powers. Already rerolled the Toon and once I've caught up with a massive amount of other Toon admin, I'll be running it through Praetoria again. Scrapper KineticM-EnA.20200427.WpnM [i26p5] @Jacke - Jacke Discreet.mxd
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@Major_Decoy, I think you mean "Flee". Because if you say "Flea", who knows who might show up? Right, @Bionic_Flea? 😺