Jump to content

Burk

Members
  • Posts

    217
  • Joined

  • Last visited

Everything posted by Burk

  1. That only works with the weakened Hami in Lady Grey. Also, I don't get why people are saying Fold Space can teleport +3 bosses. By numbers, the mag 4.10 teleport should be limited to +2 bosses (magnitude gets reduced to 2.665 against a +3 and a boss requires mag 3) and this is consistent with my in-game tests. My guess is that people are ignoring their level/incarnate shifts when calculating level difference.
  2. Technically the Description of Assault doesn't say anything about "15%". It says "While this power is active, you and your nearby teammates deal more damage and are resistant to Taunt and Placate". In the original version of CoH, that was all the information we were given. Now we have the Detailed Info, but that information is presented in such a way that you need to have some understanding of how stuff works. All powers that buff damage have their damage bonus listed the same way in the Detailed Info and you are expected to understand that they add together instead of multiply.
  3. Cold Snap: "Shiver" has been renamed to "Cold Snap". This power has its cooldown increased from 30s to 40s. Fixed a bug where Controller and Dominator had inconsistent cooldowns and endurance costs. Both should now have a 40s cast time and 10.4 endurance cost. This has a typo in the latest patch notes. I doubt it has a 40s cast time...
  4. I believe that was edited in afterward, or maybe I hadn't reloaded the page because I didn't see it there at the time.
  5. I just assumed Cauterizing Aura was included because I don't have a blaster with Fire Manip and City of Data has the "Target Requires: (source.EventTimeSince>Held > 8 ) && (source.EventTimeSince>Sleep > 8 ) && (source.EventTimeSince>Stunned > 8 ) && (source>kStealthRadius < 36)" condition. Lifegiving Spores spawns a pet like Voltaic Sentinel. I think it was stated that would be a very different kind of tech.
  6. The suppression starts at the moment the mezz is broken, not at the moment you get mezzed.
  7. You did miss a number of blaster manipulation toggles, notably Fire Manipulation does have two: Cauterizing Aura and Hot Feet. But still, Controllers are the one to look at most.
  8. That very much depends on the type of content. I see there are new story arcs and badge missions. I'm excited to run my badgers through them. Then I see these salvage badges that will take weeks of grinding per character and it's depressing. Not all badges are the same and grindy badges are just bad.
  9. I will accept that argument only when I seed the sell price at anything reasonable, because with them being mostly small amounts from anything other than advanced difficulty, I could see them going for hundreds of millions easily. That would mean I wouldn't even have enough cash for one of my badgers, let alone all of them, without grinding for them myself.
  10. First of all, for people saying the 8 seconds should include recharge, keep in mind that the recharge of the powers would theoretically take place during the mez. The equivalent of not having toggle suppression should be that the toggles are fully recharged when you come out of the mez and now you just need to turn them on. Next, from what I can tell, there are very few ways to even get 4 enemy-affecting toggles. For non-melee ATs, which would be the most vulnerable to mez, we have: Radiation Corruptors and Defenders with Dark or Psychic Mastery. Using World of Confusion (longer activation than Oppressive Gloom), this gives 5.67s total activation time (would have been 7.27s except Radiation Infection is getting an activation time buff). Interestingly Nature's and Sonic's longer activations would beat this at 6.8s or 6.7s using only 3 toggles. Controllers have the same World of Confusion option and support sets, but now add in possibilities from the control sets. With this, you can get 5 toggles from (Electric/Fire/Gravity/Ice/Mind) Control + Radiation + Psionic Mastery. The longest activation from the primary would be Conductive Aura or Arctic Air at 2.03, giving a total activation time of 7.7s. Again, Nature and Sonic can beat this with 8.83s or 8.73s using only 4 toggles. In fact the combinations of (Electric/Fire/Gravity/Ice/Mind) Control + (Nature/Sonic) + Psionic Mastery are the only ones I could find among non-melee ATs that could surpass the 8s. Seems a little excessive to me to balance everyone's experience around these 10 specific combinations. (That's not even getting into the fact that some of these toggles really should get the Radiation Infection treatment and have their activations shortened. Looking at you Darkest Night 3.17s, Spore Cloud 3.1s, and Disruption Field 2.7s)
  11. The 10% is for the badge. I can guarantee that it is possible to not do enough to get the badge, but still get the merits anyway.
  12. It is worth noting that not all critters that can see through stealth do so through extra perception. Rikti Drones and Knives of Artemis just ignore stealth, even Superior Invisibility's 200ft stealth, but definitely don't see normal unstealthed players from 200ft away.
  13. Cloak of Darkness provides 35ft of PvE stealth. That subtracts from an enemy's perception, so against a normal minion with 45ft perception, they cannot see you unless you are within 10ft.
  14. Burk

    Immortal badge

    It used to be that resting just made you only affecting self and immobilized. That allowed you to use powers on yourself and potentially move around if you used enough Break Frees or had a bunch of Clear Minds cast on you. However when they did all the changes to power rooting a few months ago, they changed rest to root you instead. That means you can no longer use any powers or move regardless of how much -immob is put on you. At least at the same time they made it possible to activate rest in the air and fall so that lava and fire farming is still possible.
  15. I use /chatsave. That saves your current chat tab setup and new characters will have that setup automatically. You can also use /chatload to load what you have saved.
  16. The new incarnate Cimerorans, including the incarnate minotaurs and cyclopses, have the warshade version of Fold Space. Just need them to add the new content to the expanded Cimerora that they were talking about.
  17. The issue is that Rallying Cry gives Teleport Protection, which counteracts all teleportation. Other buffs like orange inspirations, the pvp IOs, and Increase Density give Teleport Resistance, which only affects being teleported by an enemy. It doesn't make any sense for a buff to have TP protection, and that part should just be removed. TP resistance is the only thing needed for PvP. This gave us a lot of trouble at Hamidon raids until we identified the problem and regretfully banned those lores. Its been reported multiple times, our report was But I haven't seen feedback that the Devs have taken notice.
  18. Vigilante and Rogue cannot access all of them since there are tips sending you to B.O.T.L.E.R. in the Hero-only Fort Trident and Trashcan in the Villain-only Crucible.
  19. Burk

    Nemesis Plot Badge

    Did the arc to spawn the event. It spawned in Steel Canyon and we were able to get enough people to spawn the GM, except he didn't show. Noticed a waypoint on the map for "Lord Nemesis", except it was way off the map.
  20. Keep in mind that Experienced Marksman is a PvP set. The Fast Snipe is there for pvpers that were concerned that the changes to quick snipe were going to make it unusable as an opener in pvp.
  21. Nevermind, I found it. Must have deleted it from my hard drive, but I had posted it to discord.
  22. I have seen the exact same problem. I even believe it was the same Carnie hunt from Harvey that gave my vigilante the mission in Grandville. Similar to you, it reset to a hero zone when loading Grandville. Unfortunately, I can't seem to find my screenshot of it.
  23. Just to clarify, the top of the page just shows the flavor text. Flavor text in this game is frequently wrong. The Homecoming devs have done a decent job fixing some of it, especially player powers, but there's a lot of enemy powers that are still incorrect. The info under Attack Type is actually the info that the game uses during combat, so Swarm Missile is correctly typed AoE and Lethal.
  24. It was temporarily changed at the beginning of December while the Dev team works on making the badge awarding more consistent. Expect this to change soon and enjoy it while it lasts.
  25. Are these numbers consistent, or was the first absorb number possibly being boosted by an outside source like Incandescence's +healing effect?
×
×
  • Create New...