
Zolgar
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So what they set up are macros which turn 3 of one type of inspiration in to a more desired type of inspiration. Each macro will have the image of the type you are converting. So if you use, for example: /macro_image Inspiration_Damage_Resistance_Lvl_1 ORANGE insp_combine "Sturdy" "Luck" It will create a macro with the image of a small orange inspiration, that when clicked will turn all small orange inspirations you have in to a small purple. I believe it's possible to make a single macro that will convert all 3 sizes, as I don't think it over extends the limits of a macro- it would look like this: /macro_image Inspiration_Damage_Resistance_Lvl_1 ORANGE "inspcombine sturdy Enrage$$inspcombine rugged focused_rage$$inspcombine robust righteous_rage" Which should turn all oranges in to reds I use a popmenu bound to E, that hitting e turns all my unwanted inspirations to reds, hitting r makes me much a red. Though, I might just put the use command in the combine command, then I can just spam e >.>
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I just don't think this is true. Your base chance to hit a +4 enemy is 39%, you need more than the ED cap accuracy to make that 95%. Most sets give around 60-70% accuracy enhancement when six-slotted. You can get more accuracy from set bonuses, but nobody actually builds for that, they pick it up incidentally, and it's perfectly possible to have very few accuracy set bonuses in a build. Tactics is also great for Lore pets, which always spawn -1 to you, and can't be slotted for accuracy unless you take Nerve or Vigor Alphas. My scrapper sits at 1.45x accuracy global, plus another 1.6x to 1.9x in individual powers. The lowest that 39% is going to net me is an 80% chance to hit- which doesn't count that she never faces +4s due to being 51 effectively.
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I mean, I just went down the list of powers, didn't order them in 'best to worst'. I agree with the assessment that puts Tactics above Assault. If nothing else, Tactics can get a Gaussian's proc tossed in to it, and a couple times a minute you get more damage on top of the increased accuracy and perception. :)
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I suspect it's not a matter of changing xp values in and of themselves than it is changing attack, defense and damage values throughout each issue update, so it IS a change in the rate of gain. That makes it hard to quantify because the RATE of xp gain is buried in a lot of other under-the-hood changes that aren't even going to be the same for all AT's at each level against all enemies. I think it's adequate to simply say that it's faster xp gain at sunset/now than it was when the game first went live even without xp boosters. There were actually XP curve changes, pretty drastic ones in fact. I think it was a combination of how much XP was awarded and how much was needed to level. I personally wouldn't use it, but I would love for this to be an option for everyone. Same! Not something I would use often, but it should definitely be there.
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Maneuvers: Easily the best power in the pool. It's a great Luck of the Gambler mule, and can help any character get to softcapped defense, useful in teams and solo. Almost no one doesn't benefit from a team mate having Maneuvers. That said, if you're not building for defense, or you're a highly defense based set already? Maneuvers can sometimes be wasted on soloing, outside of being a proc mule (but there are better defense proc mules, depending on your build) Assault: Super situational. If you solo a lot, Assault is kind of a waste of endurance, ranging from about 10% to 18% (for defenders), it offers less of a damage boost than a small red. If you have a power to spare, but not slots to spare it can be a decent addition because it can't benefit from anything but end redux, so the base slot that comes with it is enough. Now, if you're running in full teams that stay tight all the time? It's suddenly much stronger, because it's adding to everyone's damage. Tactics: Unpopular opinion time, Tactics is over rated. In the current 'meta', most ever build out there slots enough accuracy to have very little issue hitting +4 foes once you hit 50, especially once you also factor in how easy it is to get 50+1 from your Alpha slot. Tactics does serve a few purposes though, I will admit. 1) The perception boost makes it super useful if you're facing foes with Blind effects, such as Arachnos. 2) If you're sidekicking a lot, Tactics is a great power if the lowbies will stay close, because they probably don't have the degree of accuracy slotting the higher level folks do, plus the foes are 1 effective level higher than to the non-SK'd members of the party. 3) (until they change things) Tactics is a great tool for anyone looking to get perma-instasnipe. 4) If you're basing you build off SOs but you still want to hit +4s, Tactics helps. Vengeance: You didn't like my opinion of Tactics? Let's go for even less popular. Vengeance is bad as anything but a Luck of the Gambler mule. If you take Vengeance, you are benefiting from your team mates dying... so in a good team, Vengeance sits there doing nothing... in a bad team, could a power that DOESN'T rely on someone dying be a better help? Also, so many people are so quick to pop a self-rez, and support characters are fast to get their downed companions back in to the fight that you have to be fast on the use most of the time. Seriously, the only time I will ever take this power is for concept, I think it's garbage. (Yes, the benefit it offers when someone dies IS nice, I won't deny that. I just don't like anything that makes me want my team mates to die. >.>) Victory Rush: I have no personal experience here. I have not made a character with this power yet. I will say I rarely see it used, and from what I have seen on it.. it seems like in standard content it offers the most benefit when you no longer need it. If you're playing at 50+ most of the time, enough people are likely to have Ageless Destiny that the team probably won't have Endurance issues anyways.
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Infact, quite the opposite. End game, a tank pulling the agro off a brute constantly is often going to hinder the brute and possible prove a detriment to the teams overall efficiency. Let's say I'm running a rad/bio Brute. I am an AoE death and debuff machine. I am agro-capped and surrounded by foes, not only are they improving my survival, but I am I am debuffing their damage, damage resist, defense, etc. just by them being next to me, to say nothing of my damage output.. Tank pulls them all off of me. Enemies are now stronger, taking less damage, and my survival capabilities have been lowered.
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Are there any underpowered power sets you'd like to see buffed?
Zolgar replied to Harrow's topic in Suggestions & Feedback
I'm gonna throw in on saying Stone needs a buff as well. Here's the thing: Stone is an artifact of the old designs, when you could only run one toggle at a time, when you had to be selective about what you used, when toggled mez protection came with a serious down side. If we discount T9s. Stone armor is easily one of the worst armor sets in the game. "But Zolgar, Granite is amazing!" It is, yes.. but the rest of Stone shouldn't be a punishment to get to Granite. Granite should be what T9s were always meant to be, an 'oh shit button'. Granite's massive debuffs make up for it being a toggle and not killing you when it crashes (... don't get me started on crashing T9s, that's a different matter entirely), but if we don't run Granite full time, Stone is a pretty poor mixed-bag set. It offers decent enough defense to most attacks. No defense, but resist to fire and cold, a meager amount of smashing/lethal resist, a dull pain power, and some minor regen in its mez protection (which comes at the cost of making you unable to jump and moving about as fast as Walk.), and mud pots. All the while, for how little survival it offers you, and how much it hinders your movement, Stone is hell on your endurance. With just SOs? You cannot build much of any survival out of a Graniteless stoner. With IOs? You can make a Graniteless stoner viable, but the same work/money put in to any other armor set will probably yield something better. Some will argue that there are plenty of power sets in the game that don't really shine until they hit a certain point, often their capstone/T9 power. Most controller primaries for example, the difference though is this: I don't think there is any other set that prevents you from performing your role within a team until you get your T9. Have you ever tried to tank as a Pre-granite stoner? Have you ever played a pre-granite Stoner brute? I can't tell you how many times I got mezed because I had to turn off Rooted to keep up with the team, and didn't get it back on quite in time for the fight, just in the short gap between getting Rooted and when I was able to fit Teleport in to the build. Which is another mark against Stone- If you don't take teleport, you are seriously hurting yourself, especially in this day and age of everyone being Sonic the Hedgehog in game. Ain't no one got time to wait for the Granite tank to walk around that 2 inch ledge. My suggestions for Stone, personally: Granite: As is, except! Allow Granite to jump, debuff the max height, but allowing us to clear at least small obstacles without teleport would remove my only real complaint about Granite (I don't -like- the recharge and damage debuffs, but I understand that they balance the power) Rooted: Remove the speed debuff, keep the inability to jump in place, and keep it mutually exclusive with movement powers, but allow us to move at a normal running pace. Just those changes would make Stone actually seem playable, but still pretty bottom tier. My last change would be to Stone Skin: Add an additional effect for each of the 4 non-Granite armors you have running, something like- Rock Armor: A small amount of Absorb every x seconds (that lasts x seconds). Brimstone Armor: A small increase to damage Crystal Armor: A small boost to endurance recovery. Minerals: a small endurance discount. -
I put them on par with any other type of 'celebrity'. Authors, sports players, actors, musicians, etc. I am sure there are musicians you know on sight that I would be like ".. wait, that was someone famous?" And I am sure I know musicians on sight that you have probably never heard of. The same goes for heroes/villains. I may not know every hero/villain by name... but knowing any given one by their "public name" isn't really that unlikely.
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It's worth noting that this doesn't work on female skeletons. The max in-game height for a female skeleton sets the scale to 36, which is the highest the game will recognize. :( (I was super sad when I discovered that for my Titan/Bio, I wanted her to be taller...)
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Yeah, this is me with Propel on my main. He's a melee-centric controller that I RP as if he attacks with a 'teleport judo' type style, and he really SHOULDN'T be conjuring random large objects that aren't present on the map, but what am I going to do, not take the Damage Power? Besides, in all other respects, the power checks out for what he should be able to do (smashing damage and knockback at range)... he'd just be doing it by means of blinking in, hitting the guy in his blind spot, and blinking out faster than you'd clearly see, sort of like how Vorpal Judgment is (which I also wouldn't RP as being exactly how it looks, because the Hour Thief should be throwing punches, not kicking, however it's still the best Judgment option for him thematically). I also play Kinetics as being time manipulation for him - he was originally made back on Live before the actual Time set was a thing, and I haven't remade him as Grav/Time instead of Grav/Kin because /Kin has the drain-and-transfer mechanic that /Time lacks, and that's a bit central to the character. On live I had Ion for my MA/Ninjitsu stalker, and RP'd it as her leaping from foe to foe. >.>
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Good point. I am not one of the judges, but I am trying to limit it to one entry per account, preferably ONE ENTRY PER HUMAN. Honestly there's no way to stop someone from making dozens of accounts to submit dozens of times without me being the wiser... But I'm hoping the community isn't that obnoxious! :D Really. I'm @Zolgar, I have no idea who @Zolgar1, @Zolgar2, @NotZolgar, @Zolgarseviltwin, @definitelynotanaltaccount, @Z01g4r and, @Ragloz are. Honest!
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So. Doms are completely alien to me. Like.. they're weird and stuff, man. This is my first attempt at one is idontknowhowmanyyears, and she's actually getting somewhere, so I'd like to figure out what I need to shoot for at 50. I knocked this build out, it'll be expensive but.. that's what a farmer is for ;) The main things I went for are Permadom/haste, and a mix of ranged/melee defense. I would have liked a little more AoE, but I figure in most content I should be throwing enough to-hit debuffs out there that I'm not being hit too often. I feel like with the fact that Domination refills my endurance bar, as does Ageless Destiny, I may have a little too much put in to forms of recovering endurance? Opinions? Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Nex: Level 50 Magic Dominator Primary Power Set: Darkness Control Secondary Power Set: Dark Assault Power Pool: Concealment Power Pool: Fighting Power Pool: Speed Power Pool: Leaping Ancillary Pool: Soul Mastery Hero Profile: Level 1: Dark Grasp -- BslGaz-Acc/Hold:30(A), BslGaz-Rchg/Hold:30(3), BslGaz-Acc/EndRdx/Rchg/Hold:30(48), BslGaz-Acc/Rchg:30(50) Level 1: Dark Blast -- Dcm-Build%:40(A), Dcm-Acc/Dmg/Rchg:40(21), Dcm-Acc/EndRdx/Rchg:40(46), Dcm-Dmg/Rchg:40(46), Dcm-Dmg/EndRdx:40(46) Level 2: Living Shadows -- SprDmnGrs-Rchg/Fiery Orb:50(A), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(3), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(45), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(45) Level 4: Gloom -- Apc-Dam%:50(A), Apc-Dmg/EndRdx:50(5), Apc-Acc/Rchg:50(5), Apc-Acc/Dmg/Rchg:50(43), Apc-Dmg/Rchg:50(43) Level 6: Possess -- CrcPrs-Conf%:50(A), CrcPrs-Conf/EndRdx:50(7), CrcPrs-Acc/Rchg:50(7), CrcPrs-Acc/Conf/Rchg:50(40), CrcPrs-Conf/Rchg:50(43) Level 8: Fearsome Stare -- CldSns-%Dam:30(A), CldSns-Acc/EndRdx/Rchg:30(9), CldSns-Acc/ToHitDeb:30(9), CldSns-Acc/Rchg:30(11) Level 10: Night Fall -- Rgn-Knock%:50(A), Rgn-Dmg/EndRdx:50(11), Rgn-Acc/Dmg/Rchg:50(34), Rgn-Dmg/Rchg:50(37) Level 12: Heart of Darkness -- SprAscoft-Rchg/+Dmg%:50(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(13), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(13), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(15), SprAscoft-EndRdx/Rchg:50(17), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(40) Level 14: Stealth -- LucoftheG-Rchg+:50(A), Rct-ResDam%:50(15) Level 16: Gather Shadows -- RechRdx-I:50(A), RechRdx-I:50(17) Level 18: Haunt -- CaltoArm-Acc/Rchg:30(A), CaltoArm-Acc/Dmg/Rchg:30(19), CaltoArm-EndRdx/Dmg/Rchg:30(19), CaltoArm-Acc/Dmg:30(21) Level 20: Kick -- Empty(A) Level 22: Tough -- GldArm-3defTpProc:50(A), StdPrt-ResDam/Def+:30(23), GldArm-End/Res:50(23) Level 24: Weave -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(25), LucoftheG-Def/EndRdx:50(25), Krm-ResKB:30(50) Level 26: Shadow Field -- UnbCns-Dam%:50(A), UnbCns-EndRdx/Hold:50(27), UnbCns-Acc/Rchg:50(27), UnbCns-Acc/Hold/Rchg:50(31), UnbCns-Hold/Rchg:50(34) Level 28: Life Drain -- ThfofEss-+End%:30(A), ThfofEss-Acc/Heal:30(29), ThfofEss-Heal/Rchg:30(29), ThfofEss-Acc/EndRdx/Heal:30(31) Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31) Level 32: Umbra Beast -- CaltoArm-Acc/Rchg:30(A), CaltoArm-Acc/Dmg:30(33), CaltoArm-Acc/Dmg/Rchg:30(33), CaltoArm-Dmg/EndRdx:30(33), SlbAll-Build%:50(34) Level 35: Moon Beam -- StnoftheM-Dam%:50(A), StnoftheM-Dmg/EndRdx/Rchg:50(36), StnoftheM-Dmg/ActRdx/Rchg:50(36), StnoftheM-Acc/ActRdx/Rng:50(36), StnoftheM-Dmg/EndRdx:50(37) Level 38: Midnight Grasp -- Hct-Dam%:50(A), Hct-Dmg/EndRdx:50(39), Hct-Acc/Rchg:50(39), Hct-Acc/Dmg/Rchg:50(39), Hct-Dmg/Rchg:50(40) Level 41: Dark Embrace -- UnbGrd-Max HP%:50(A), UnbGrd-ResDam:50(42), UnbGrd-ResDam/EndRdx:50(42), UnbGrd-Rchg/ResDam:50(42) Level 44: Soul Drain -- FuroftheG-ResDeb%:50(A), FuroftheG-Acc/Dmg/End/Rech:50(48), FuroftheG-Acc/Dmg:50(50) Level 47: Combat Jumping -- LucoftheG-Rchg+:50(A), ShlWal-ResDam/Re TP:50(48) Level 49: Invisibility -- LucoftheG-Rchg+:50(A) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth:50(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I:50(A) Level 2: Health -- NmnCnv-Regen/Rcvry+:50(A), Mrc-Rcvry+:40(45) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(37) Level 50: Nerve Radial Paragon Level 50: Void Radial Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Tsoo Core Superior Ally Level 50: Ageless Radial Epiphany Level 50: Control Core Embodiment Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Vanguard Medal ------------
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Is this limited to one entry per player? I mean some of us could spam you with, literally, hundreds of entries of our own.
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You're not a farmer, I take it? Quickly converting reds is key to achieving your best times.
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Popmenu is the best for this. >.>
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I think I have gotten like 4 purple drops since I started, and have spent quite a bit of time playing at level 50 (I have lost count of how many ITFs and other 50+ TFs I've done, spent tons of hours farming, etc). Which, is about what I expect. I would go months on end without seeing purple drops on live.
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Wow will we ever get our old chars back again?
Zolgar replied to Smoke Ring's topic in General Discussion
On the Homecoming servers, we will not get our old characters back, unfortunately. Some other servers out there offer character imports from the old Sentinel+ system that was popular near shutdown, others will provide level and gear boosts. On Homecoming, all you get to keep from the old days is the knowledge you accrued. -
The past sounds terrible. Have you ever heard the expression, "Good things come to those who wait?" It's true. Yes, because having to set your life around a TV show, to set aside a block of time, one day a week, every week is optimal. Waiting 2 weeks to get an item ordered online is just great for .. uh... ... yeah, no. Patience and waiting has exactly nothing to do with "good things". Yes, some things require patience, some things require waiting, but not every aspect of life. I am not going to enjoy that book I ordered on Amazon any less because I got it in 1 day instead of 7. I'm not going to enjoy Stranger Things less because I can watch it at my pace, instead 1 hour a week for the next 3 months. I'm not going to have a better time on a date because I went to the bar and was shot down by 20 people before one finally said 'sure, I'll get dinner with you.' Will my next painting turn out better if I take my time and am patient to allow the paint to dry between layers? Yes. Will that pot of Chili turn out better because I let it simmer slowly for a couple hours? Of course! Will I enjoy a character more in City of Heroes because I spend 6 months leveling them to 50 instead of 6 hours? ... not really, honestly. You might find more enjoyment out of that journey, and that's fine. This whole nonsense of being an "instant gratification society" is, frankly, tripe. I am sure people said the same damn nonsense about cars becoming common place, about air travel becoming common place, about phones, about radio, etc. The speed of information, entertainment, travel and, production have all been a major focus in technological advancements for centuries.
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I just want to mention, the knowledge bit comes up a lot in this game.. This isn't a fantasy RPG where there's large portions of the world unexplored, where communication across a span of a few miles or more takes sometimes months to reach its destination without aid of magic. This is modern times with super-hero level tech. We have cell phones and the internet and instantaneous communication across practically the entire globe. We have speedsters who can deliver a message in person almost as fast as you could call the recipient. We have Google. Any hero who is from the current day and age of the game, is probably going to be pretty well versed in at least the basics of the assorted villain groups they're going to face. Same with knowing the name of a hero, unless you specifically state in your bio that you're an unknown, I am going to assume that your characters existence is public knowledge ('hero name', and general capabilities). And you literally have to just accept the wibbly wobbly nature of the games timeline. I have a character whose mother died in the Praetorian war. That character has done a Sutter TF, which takes place early in the Praetorian War- when this character was like 8 years old. So if I were RPing in that TF, for whoever was leading, the Praetorian War is current, for my character it is history. In character, most of my characters know Statesman is dead. What happens if I am RPing with someone who is in the middle of the Who Will Die? arc? For that person, States is still alive. The very nature of this game makes timelines impossible.
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Just to point out: This game was shut down almost 7 full years ago. A team got the code within a few months of shut down, and built a secret server. A secret server that was run by the same core of people for 6 years. The community of a 6.5 year dead game exploded when the news leaked of the secret server. I don't think there is much concern of in a couple years it shriveling to nothing.. Sure, I expect we'll see a decline in players, but .. if the SCoRE server is any indication, we'll be going strong for many years to come.
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I have accidentally made optimal combos before. It's hard not to if you make enough characters. :)
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Powerset Comparisons - Scrapper / Brutes
Zolgar replied to natewest1987's topic in General Discussion
Literally anything because Bio is OP. I've run it on scrappers and brutes both, and it's just monstrous, I've also see it quite effective on stalkers and sentinels. The only thing I don't think I really see with bio a lot is tanks, and... that's more because you don't see a lot of tanks around. (Bio is also a ted aggressive of a set for most tank builds, honestly) -
The one I have. A Logitec G602 Super comfortable, customizable buttons for whatever I want to do. Responsive, good battery life.
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Because some of the best TFs/Trials are high level? Because we enjoy being level 50? Because we can always go back and do anything we missed, exemplared down, with more and better slotted powers? Because it feels really silly playing someone who is supposed to be an indestructible powerhouse.. that has to be scared of more than 5 basic street thugs attacking them at once?
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Anything over 99 is strictly bragging rights.