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Posts posted by tidge
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*points at self*
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This would be a bug... but can you verify you aren't trying to slot more than one (each) of the unique pieces?
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I see some potential for customization:
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The primary drawback to this sort of set is personal: It is very rare that I invest more than 3 slots in a defense or resistance power., unless I am franken-slotting.
I'd much rather see a Halloween set that offers Universal Control... that is, one that can boost any/all control effects without being tied to specific types of controls.
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I just felt like quoting this:
16 hours ago, Seed22 said:Whats funny is most of the forums builds are poorly optimized and not even remotely minmaxed.
They all focus entirely too much on personal survival without understanding in a team or even solo you’re holding yourself back by pursuing 45 def on that blaster instead of 20-30 at most.
I suppose in the minds of many of the players, they've 'maxxed' something, and in some (small?) fraction of those players I suppose it is possible that for some content the build will sit on something like an "plateau of performance"... yet there never seems to be a shortage of posted builds that simply don't look fun to play. I enjoy seeing the builds where the player talks about their choices for play, and less about stats.
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15 hours ago, AerialAssault said:
So, throwing out the idea of completely overhauling the Endurance system because let's face it, that'll never happen (I don't doubt you HC Devs, I just know the limits), this thread does bring up some interesting points.
Firstly, and this is something us veterans and old heads often forget, is that the new player/returning player experience for City of Heroes is obtuse and sometimes downright labyrinthian. We may not like to do so, but it's worth listening to what these people have to say and see how we can help these people.
This argument only goes so far: once a player knows enough to come to the forums to propose a specific and radical change to the game, I have to believe that they were capable of first asking for advice. There certainly are participants who are peculiarly stubborn about not taking some advice.
Internal to the game: Some of the basics are explained, some are not. For example, the blue side tutorial explains "ToHit" but not damage. From memory: Endurance isn't really explained (nor is Health), but enhancements and inspirations are (and these are things that can be clicked/hovered over.
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On 6/29/2025 at 1:41 PM, Paradox Fate said:
There's also still the issue that some Henchmen, despite sufficiently slotted with +%Endredux IO's, still manage to run out of Endurance.
And I don't mean on the overall scale during a longer fight - A single Henchman of the group just loses it much faster than the rest of them.
I noticed that more on Zombies and Ninjas, less so on Robots.
I hadn't noticed this (Robotics is the only MM I've played since i28p2)... but I've also not been paying attention except to watch the henches get hit easier by Giant Monsters.
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On 6/29/2025 at 5:44 PM, Uun said:
Other than change to the buff modifier discussed above, the only other change was a reduction in the -res modifier. This is pretty niche and I believe only affects Bio.
Wasn't this also carried over to any of the Pool powers that affect -Res? e.g. Weaken Resolve.
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On 6/29/2025 at 6:22 PM, Yomo Kimyata said:
... And although I have mostly gotten bored with accumulating inf for inf's sake, it seems that there are still people who are willing to crank out supply of goodies.
I became bored with the accumulation of Inf many years ago... I swapped to a game of simply accumulating things (recipes, IOs, aethers, merits, catalysts, fishcakes) that the next character will use. I mainly use the market as a garbage disposal mechanism and as a place to get other players' junk that I want to try to use on a new character. I don't have a lot of alts, nor do I power-level... so there isn't much of a need for anything I can't get by simply playing one or more of my existing characters.
I think the most recent item I was surprised to see I didn't have immediately on hand was a Scaling Resistance IO... three rolls of converter roulette closed that gap.
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20 minutes ago, Ultimo said:
I once posted a thread asking if the secondary effects of NPC powers had been increased, things like Clockwork endurance drains, Ice slows and so forth. The usual wagon circlers gathered and told me in no uncertain terms that I was wrong, and that the effects I was seeing were my imagination.
This thread?
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On 6/29/2025 at 10:58 AM, hoodedKitsune said:
Those of you who can resit making every character Soft cap on Def, not max Recharge, etc. How is it? Is it still fun, can you still rock with a team ready to do "hard" content and still walk out the other side giving a thumbs up?
For solo, I rarely turn up the relative levels until I get closer to 50... I find it more rewarding to fight larger spawn sizes. So "hard content" is only a thing on teams/pugs for me. Teams cover each other.
I'm perfectly happy running with only an extra +6% (All) Def from Global IOs until I can do better... but I don't worry too much, since getting defeated has no real impact. If solo, its just some down time for me, if on a team, then unless I'm the only character filling a very particular role (only tanker on a MLTF for example) my defeat isn't holding the team back.
I've gotten to the point where I'm now often leveraging more oddball powers into builds (including Tankers!) than chasing more resistance/defense; as I find those builds to be slightly more fun to play.
The one build choice I typically go with is to try to have a Kismet +ToHit piece in play, but specifically for when I'm on a team facing +4 enemies... all my characters have something to target against enemies and I'd rather not miss.
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I've also never played WoW. I don't think I could even participate in a conversation along the lines of "someone who has never played WoW describes it."
3 hours ago, Ultimo said:So I did Positron 2 with a group tonight, using a L23 Shield/Broadsword Tanker. He also has the Fighting Toggles. That means his toggles are Deflection, Battle Agility and Against All Odds, and then Tough and Weave. He has three attacks, Hack, Slice and Parry, and Active Defense. Each attack has 1 endurance reduction and accuracy, each toggle has 1 endurance reduction, and Stamina has 2 slots. The least costly attack is Parry, which is 2 endurance. All the other attacks are around 6 endurance each. The toggles also have minimal endurance costs, 0.15/s each.
I spent the whole task force gasping for air.
Take from it what you will.
My diagnosis: You have too many toggles at level 23... and you are expecting them to do too much at low levels. Shield is a positional defense set, so you may not even need most toggles, depending on how you are playing. Tough is a poor choice, considering it is only S/L. When I take it, I almost never toggle it on.
My Shield/ Battle Axe went as follows. Notice I'm also 3-powers deep into a pool, but aside from the travel power none is a toggle.
01 Deflection
01 Chop
02 Battle Agility
04 Gash
06 Mighty Leap
08 Weaken Resolve
10 Active Defense
12 Phalanx Fighting <- This is an Auto
14 Against All Odds <- This is a 1-slot wonder, and somewhat optional
16 Taunt
18 True Grit <- This is an Auto
20 Pendulum
22 Wall of Force
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1 hour ago, Heatstroke said:
And LEARN to build your characters.. Seriously..
A harsh, but fair closing statement. The game offers many ways to "play like an over-powered hero" and not run out of Endurance.
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The OP has stated that they are using every power, as much as possible... so I'm thinking;
1) Sprint and Athletic Run are toggled on at all times.
2) They've taken some or all of: Hasten, Tough, Weave with those clicked/toggled as often as possible.
For the VEATS, they're probably running a whole lotta toggles.
Keep in mind: at low levels, toggles still burn the same amount of endurance but provide relatively little extra enhancement (of whatever)... and that enhancement values scale with level... which often makes running toggles like Tough (or any low-level Resistance power IMO) not that critical to run solo (when at low level)... and is also the reason why IO pieces like +End, +Recovery are kind of a big deal to slot ASAP.
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3 hours ago, Ukase said:
One last question about it - for those that like it and use it - do you use it just as an opener to get the tohit buff, or are you using it throughout the fighting, or does it depend on where your accuracy is at that moment? I'm on Brainstorm now, trying to get used to it.
I use Combat Teleport strictly to position my character for melee/PBAoE attacks. The TP part has some limited value (Mayhem missions, for example). See my bug report on the observed wonkiness with the ToHit Buff.
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9 minutes ago, baster said:
... sitting there winded waiting for endurance tics so you are able to use your basic senility to hopefully fin8sh the mob before it kills you fun, personally I fo not.
This is not my experience in the game... except maybe the senility.
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11 hours ago, Psyonico said:
I’ve had a few builds where I’ve done everything “right” and still had endurance issues pre-alpha slot. Shield/Axe and Shield/Rad come to mind. Now, this was pre Harmonic Mind, so I don’t know how the sets would have fared if I could have taken that.
i wouldn’t mind another power pool that has an endurance management power in it, even if it’s locked to T4 in the pool so you have to have 2 other powers from the pool before you can take it. Having to rely on Recovery Serum is not a fun choice to me.
I invest in IO pieces that can give +End, +Recovery before level 20, and by that point all my attacks have some endurance reduction in them. The inherent Fitness pool *is* the place to slot these!
After these, it becomes straigtforward to work on +MaxEnd Accolades.
There are some primary/secondary that will struggle with burning the blue bar. In my experience this is usually due to:
- Running Hasten as often and as early as possible. (*1)
- Keeping Toggles on, and not paying attention to the endurance cost of toggles (Sprint, Athletic Run are big culprits)
- Attacking too often (at low levels, Temp and Prestige attack powers make this easy) <- a typical instanced mission should allow plenty of recovery between spawns when playing solo
There are some specific Armors I find require special attention, and a couple of the VEAT paths can be demanding of Endurance. Otherwise the tools I have available can handle the blue bar just fine (Dominators are a sort of special case).
I often pooh-pooh Hasten, and a LOT of my meh feels about it originate from my perception (so my fault!) that a LOT of players associate moar attacks/moar often with a "winning strategy"... but unless the focus is only on high-level content with only inherently slowish attacks in a very precise attack chain, it should be possible with smart slotting (and leveraging the easy-to-get IO sets) to not need Hasten to support T1 thru T5 attack powers.
I wouldn't be surprised if a lot of the builds having serious Endurance problems aren't making old-school build choices like Hasten, plus Tough and Weave (the latter two always being toggled on).
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On 6/26/2025 at 7:38 PM, VPrime said:
I'm looking to gather all the Crey Industries Story Arcs for Hero side.
I know of the three below:
Corporate Culture - Phillipa Meraux - Level 30-34
Revenant Hero Project - Gordon Stacy - Level 35-39
The Evil Countess Crey - Janet Kellum - Level 40-44
Is this all of them, or are there more?
Crey shows up as major players in a lot of places, but the most obvious one that has been left off the list is probably the Manticore TF.
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...I need my Reactive Defenses, Power Transfer, and Preventive Maintenance to start kickin'!
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5 minutes ago, Forager said:
Ooph. That would be brutal. I'm heavily invested now. I have to know the outcome!
What are the odds the solution really ends up being a complete overhaul of a core mechanic?
Stay tuned for "MAKE INFLUEECE A NON ISSUE", with the request that only new players provide feedback...
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1 minute ago, Forager said:
Umm... you should get that checked. That's not normal. Did you forget to turn off Sprint and Athletic Run again?
I suppose there is the possibility that the SOs have been out-leveled.
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Vulnerability is a pretty awesome power. If there is anything wrong with it, I'd say the inability to change the color of the effect may be it.
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When I was a new player: Endurance is an issue!
When I was a slightly experienced player: Taking Hasten before level 20 sure makes Endurance issues worse!
When I was an experience player: Hey, thanks for inherent Fitness pool, and slotting my powers with enhancements really helps!
Where I am now: Oh yeah, it is up to me to plan to handle Endurance burn.
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I was very disappointed when playing a Scrapper using Dual Blades. The most disappointing element of the set for me was the lack of an inherent Build Up. So maybe I'd like it better on a Stalker?... of course it is still pretty much only Lethal damage :P
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Aura of Insanity slotting
in Tanker
Posted
The base accuracy of Aura of Insanity is poor (0.8) and it is a PBAoE toggle (notoriously poor %proc performance in these).