
KaizenSoze
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Finally, got this one done. Here is the strategy I was using. I hope it helps folks. As of Issue 27, Page 3, some fixes might have been before The badge requirement was lowered from 200 to 100. Named lieutenants do not appear to count anymore. Named bosses, pretty there are only the super powered ones do count correctly now. The Prisoner Breakout Event gives you only 3 bosses The hunting loop. No guarantee, but you get at least 2-3 bosses plus 3 for the Prisoner event each loop. -209.9 118.4 -561.6 Heli pad Prisoner Event -1547.7 1.0 2374.0 Covered crate storage area -2732.0 17.3 2654.9 South side above/below area -3699.9 -0.4 1278.6 East side underground entrance, next to phone. Check the whole underground area. -3780.9 -64.0 -465.6 Warehouse area, north of the Dark Water underground. Stop when you see Council. -1484.9 83.0 -415.2 Check the power towers until heading west under you reach the heli pad There are probably more, but this is what I found. I find that doing this during the Winter Event is nice, because you can collect presents as you go.
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I am suggesting this not as a user of seismic, but as a teammate of seismic blast players. There needs to be some minimal graphics options for teammates. I have had teams with 2-3 seismic players and it's visual spam city. I am *not* complaining about players or the set. Just the amount of visual large effects that occur when there are more than 1 on a team. Before someone suggests it. I do not think I should have to turn down my FX settings just because one of power set.
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I think you are underestimate the ingenuity of the player base. There are already 17 min base settings runs. Also, no one is making you do this new content. That is the joy of COX pretty much everything is optional.
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I want to try this at some point. I have been playing around the beta server with builds. Good points: Plenty of defense Plenty of accuracy Plenty of controls if there are enough Fortunatas, which are probably the most common VEAT Plenty of damage buffing Plenty of mez protection Plenty of psi and toxic damage which are weak spots for mobs on this SF Bad points: Widow/Fort scaling resists don't cut it. Too much auto hit -resists plus low hps. I feel you need to have tough. Low VEAT hps in general Almost no DDR (Defense Debuff Resistance). There isn't a ton of -defense, but it's there with melt armor. No resist buffing No healing No end buffing Who is going to be the tank/puller? No aggro control unless provoke or melee hybrid is taken Uncontrollable pets can be a real liability I do have a "Night Tank" build, but I haven't tried it out with a group. It can solo the first 2 missions at 0x8 and 801.5. IMO. At the highest difficulties: 2 Crab/Night Widow "tanks". Puller and secondary aggro control. 2-3 Fortunatas 2-3 Crab/Banes for venom grenade. I actually think Banes are better here due to good single target damage and two forms of -resist. But I am biased towards Banes. 🙂
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An SG member had this issue. They ran a DFB at level 50 They had Super Speed: Speed Phase turned on before they started Speed Phase did not disable at the start of the trail Super Speed was disable due to downleveling They couldn't turn off Super Speed hence they couldn't disable speed phase. They could only attacked when attack by another mob and spent most of the trial trying to get attacked, so they could attack for a few seconds before speed phase reengaged. Speed Phase should be automatically disabled if Speed Speed is disabled.
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Change in Team Transporter drop location in Penelope Yin TF
KaizenSoze replied to srmalloy's topic in Suggestions & Feedback
I always joke about that drop point. Promising young superhero team die in freak helicopter accident while trying to save the city. Short characters for the win! -
Lower damage taken requirement for BiB
KaizenSoze replied to fitzsimmons's topic in Suggestions & Feedback
The damage taken and mezz'ed badges are a bit crazy. Getting the million taken is doable with normal play times, but Immortal with the current optimal strategy takes two pocket healers with 50 hours of sitting there taking damage. Mezzed is easier, just an overnight with 1-2 pocket healers. In general I am not for watering down badge requirements, but there are specific ones that need review. -
The Prison Break Event has what I consider a small bug. In the last phase, the super powered bosses often fly. I try and be a considerate player. So, I chase after him to make he didn't get stuck somewhere and screw up the event. I ended up downing him well away from the event start. The event completed, but I got no reward box because I was too far away from the event marker. Honestly, the rewards for the event are uninteresting. I just don't like it when you're penalized for doing the right thing.
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Now that ASF went live, what do you think of it?
KaizenSoze replied to Albion's topic in General Discussion
I think it's aw You'll want a Tank that can survive AE 801 missions if you're going to run ASF at high difficulty. You will still need a team to back you up. But at least you can handle the alpha. My SR/DM tanker was doing fine with minimal deaths at Relentless on beta. I got that build from @Linea on their 801 thread. ASF is awesome. Teamwork is required. It's fun and funny. -
I am also in the two confuse powers camp. Having a single target confuse is very helpful soloing against tough mobs. Keeping say a Dark Ring Mistress on your side for the entire fight is very nice. Like Tidge I put Contageous Confusion in Confuse and Malaise in Aura. Very strong incoming personal opinion. You have been warned. Any version Psychic Scream is garbage with the Sentinel version the best of the worst. That version is a 70 degree cone. My personal dislike really started with it being the T9 for Night Widows. It's an expensive, meh procing, meh damage, narrow coned piece of junk with a ridiculous cast time. Dart Burst is a better AOE. I would never recommend it to anyone. If you need more AOE use the Patron pool ones. Soul: Dark Obliteration and Mu: Static Discharge proc well at least.
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Yes, it was pointed to me. 😞 I wanted that cold proc!
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Blaster: Munitions Mastery: Cryo Freeze Ray does not take Ice Mistral pieces even though it's a does cold damage.
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Speed Task Force/Strike Force/Trial Records
KaizenSoze replied to Dombloo's topic in General Discussion
That 37 second Cavern of Transcendence time is going survive the next page. Current beta patch notes: Caverns of Transcendence Trial Almost entirely redone system-side. Objectives now track on the navigation telling you how many obelisks remain. Koago must now be defeated to complete the trial. Mob spawns re-evaluated, many packs had a 20% of spawning, causing the trial map to sometimes generate as an almost entirely empty instance. In set interval checks, surviving mobs on the map will have a chance to start chasing players depending on team size and how many obelisks have been completed. In addition to existing rewards, it now also has MissionOwner, which will trigger various Day Job bonuses and a chance of Pool B recipe. -
I found some oddities in a couple of power's resistance. Body Armor which is an automatic power has two resist values listed: https://cod.uberguy.net./html/power.html?power=epic.munitions_mastery.body_armor&at=blaster Fighting pool: Tough also has two resistance values: https://cod.uberguy.net./html/power.html?power=pool.fighting.tough&at=blaster I checked in game and Tough is gave the expected s/l only resistance. I don't have a character with Body Armor to test. Just mentioning it. Not a serious issue.
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I have been hit by that. If you zone in and out it usually fixes itself. Either way, I'm fire with removing it. Allows the newly incarnate to get some salvage quicker.
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General Feedback: Issue 27, Page 3
KaizenSoze replied to The Curator's topic in [Open Beta] Focused Feedback
We might want to create a separate thread for the TF changes or at least the Caverns of Transcendence Trail. I did a quick run. Will the mobs size always be set as if you're a team of 8? I ran it at 1x1 and I was getting full sized spawns. Caverns of Transcendence Trial Almost entirely redone system-side. Objectives now track on the navigation telling you how many obelisks remain. Koago must now be defeated to complete the trial. Mob spawns re-evaluated, many packs had a 20% of spawning, causing the trial map to sometimes generate as an almost entirely empty instance. In set interval checks, surviving mobs on the map will have a chance to start chasing players depending on team size and how many obelisks have been completed. In addition to existing rewards, it now also has MissionOwner, which will trigger various Day Job bonuses and a chance of Pool B recipe. -
In honor of the awesomeness that is Arcane. I am not talking the game, just the animation. Let's convert Arcane characters into City of Heroes obviously not try to violate copy write. Just for fun. I think Jinx would be a Dual Pistols/Devices/Munitions Mastery Blaster.
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The Toxic proc is in strike. A few suggestions: Spin is an end hog. You should swap one of the Avalanche piece for the damage/endurance. You should consider slotting Dominion of Arachnos ATOs in Strike and move the Toxic proc into Follow up in place of Kinetic Combat. You'll lose a tiny bit of s/l resist, but gain 5% more recharge and 7+ accuracy. If you're having endurance issues, it's going to be because of the claw attacks. Just keep that in mind.
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I just tested this, the -tohit is effected by the purple patch. But the max -tohit is 6.09% with four level 50 -toHit enhancement. Not, 5.94%. -toHit enhancement only buffs 25.5% per piece. So you need four to max. So, that makes it 4.14% max debuff with 51 vs 54.
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Bless @UberGuy for creating this site: City of Data It's not mentioned in the Mids description. The -toHit on Smoke Grenade cannot be resisted. It will always inflict the full debuff regardless of -tohit resistance. I still believe it's effected by the purple patch level scaling. So, a 51 vs 54 would get you a -toHit of 2.44% base or 4.14% max. I haven't tested it yet. Still that's a nice to know. An auto 2-4% def buff basically. City of Data: Smoke Grenade
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Good domination combos that can survive in melee
KaizenSoze replied to KaizenSoze's topic in Dominator
Given my vast Ice Control experience... I mean Ice Blast.. Oh well. Here's a thought. I would suggest Savage Assault for the recharge and more importantly the endurance discount. Here's an build that's purely food for thought. I avoid any power that eats blood stacks. So, you are running with 3-5 stacks during combat. -
Best (subjective) power at every level
KaizenSoze replied to 0th Power's topic in General Discussion
Level 12 Venom Grenade pair this frag nade and you have all the ranged AOE a Bane needs Level 32 Fortunata Psychic Wail nuke plus stun or Bane Crowd Control 180 degree melee that can crit -
zones that are never used ( for the most part)
KaizenSoze replied to MikeEmike's topic in Suggestions & Feedback
As people have said, the greifing potential for having high level mobs in even slightly lower level zone is a real problem. Some people just like to watch the world burn. Lower your level via contact is a good idea. Also, raise the experience gained to make street sweeping worth it when down leveled. Actually, I like to street sweep for fun. Just not a lot of places to do that at 50.