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Darin Johnson

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Since: Jun 01, 2007
Posts: 609



(Msg. 1) Posted: Tue Sep 04, 2007 6:32 pm
Post subject: More questions
Archived from groups: alt>games>coh (more info?)

I found a recipe on one character. I could make this item, since I
had
been discovering the salvage for it and selling them on the black
market.
It's a "10" defensive buff. Is this the same as a normal enhancement,
or
is it an "extra" that is separate from the power slots? I can buy a
10
defensive buff much cheaper than to build this thing and the value of
the salvage if I sold on the black market. What am I missing?

I've been selling salvage, and having a big chunk of money I decided
to buy a bunch of level 10 enhancements. I had seen a guide
earlier that said it was a waste of money to do this since I'll level
up quickly (all of my chars are under 10). But my enhancements
were getting old and I wasn't finding suitable replacements. Am
I doing something wrong, or is buying enhancements at low level
normal?

I've got an ice/ice tanker, and he was held a lot fighting Frostfire.
Which meant my blaster friend was dead nearly instantly when
the horde turned on him. So the first question is, how hard is it
to pull one enemy at the side of a group without everyone nearby
aggroing? I was surprised once earlier when a ranged attack
pulled one guy alone. Are these groups not linked together, and
does combat on one enemy not cause aggro on the same type
of enemy standing 1 foot away?

Second, I went to the trainer, and it had "Wet Ice" available at
level 8. But I went with Hoarfrost (not sure if that was good, it
has such an extremely long recharge time). Soon I'll want to
get my travel powers, and maybe think about stamina or such.
That means Wet Ice will be put off for a very very long time.
Will this be needed soon?

--
Darin Johnson

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Darin Johnson

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Since: Jun 01, 2007
Posts: 609



(Msg. 2) Posted: Tue Sep 04, 2007 9:33 pm
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On Sep 4, 7:39 pm, Robotech_Master <robot....DeleteThis@eyrie.org> wrote:
> I highly suggest checking this link for a more complete explanation:
> http://paragonwiki.com/wiki/index.php/IOs

Confusing. The purchase price is cheaper than the crafting
price. Are there places that sell these? Why craft if you can
buy? The page doesn't show how much bonus you get.

If my level 10 defense buff recipe makes something as good
as a level 10 enhancement for level 10, and it stays that way
until level 50, then the 15,000 cost is worth it. But if that
invention isn't worth as much at level 20 because now there's
an even better level 20 invention, is that wasted money
that could have bought 15 level 10 enchancements?

> It's best to use
> low damage attacks when pulling.

Ah, so that piddly little ranged arcane attack I have from a magic
background is worth it Smile

> Also, the enemies do have eyes: if they're looking away from their
> buddy when you tap him, they're less likely to notice it.

I swear I saw one enemy run past another of the same type to get
to me, and the other didn't budge.

> You should look up some of the Ice Tanker guides; it's been too long
> since I've played mine so I can't remember exactly what those powers
> are.

Wet Ice has protection against immobility, sleep, etc. Hoarfrost
gives
you +40% health for 2 minutes, 3 minutes of cooldown. The first guide
I read (they all disagree with each other) advised against hoarfrost,
then
I saw that most others praised it highly as a must have. I guess the
easy to read and understand guide isn't as accurate as the jargon
filled
one full of insulting statements (why do people feel the need to say
things
like "if you don't take this skill at level 6 then you're an idiot"?).

--
Darin Johnson

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Robotech_Master

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Since: Jan 11, 2005
Posts: 247



(Msg. 3) Posted: Wed Sep 05, 2007 2:39 am
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On Tue, 04 Sep 2007 18:32:01 -0700, Darin Johnson <darin RemoveThis @usa.net> wrote:

> I found a recipe on one character. I could make this item, since I
> had been discovering the salvage for it and selling them on the
> black market. It's a "10" defensive buff. Is this the same as a
> normal enhancement, or is it an "extra" that is separate from the
> power slots? I can buy a 10 defensive buff much cheaper than to
> build this thing and the value of the salvage if I sold on the
> black market. What am I missing?

The recipes are Invention Enhancements. They are slightly more
effective than Trainings at that level. They get better incrementally,
every 5 levels, until at 35 they are better than green +2 SOs, and at
50 they are about 120% as effective as green +2 SOs.

The other big deal about them is that they don't expire as you level
up. An Invention Enhancement that gives you a 30% bonus will always
give you a 30% bonus no matter what level you are, rather than
shedding effectiveness as it turns yellow and then turning red. This
means that you can keep them for as long as you're satisfied with them
instead of having to shell out more cash to replace them.

I highly suggest checking this link for a more complete explanation:

http://paragonwiki.com/wiki/index.php/IOs

> I've been selling salvage, and having a big chunk of money I
> decided to buy a bunch of level 10 enhancements. I had seen a
> guide earlier that said it was a waste of money to do this since
> I'll level up quickly (all of my chars are under 10). But my
> enhancements were getting old and I wasn't finding suitable
> replacements. Am I doing something wrong, or is buying
> enhancements at low level normal?

Sure it's normal. The conventional wisdom about not wasting money on
Enhancements was conventional only prior to the coming of invention
salvage and Wentworth's, when suddenly all the zillionaire level 50s
want stuff that only drops to lowbies and would much rather let their
Inf get it for them than spend the time exemplaring. Back in the good
old bad old days, the only money you could expect to get funds on the
way up was from selling drops (leaving aside the possibilities of
winning costume contests, having supergroup friends, and/or
worshipping at the feet of generous Level 50s until they dropped
high-level SOs (pocket change to them) on you. Of course, all this was
only true until you got a character into the late 30s, at which point
that one character could make enough dough to bankroll a dozen alts on
the way up).

And there just weren't that many drops to sell, so those poor
unfortunates who couldn't wheedle more dough out of higher-level
friends would make do by selling everything and not buying anything
until later on when they could make more money.

Now, of course, the wealth is being more evenly distributed, and the
wisdom of those sparse years has gone right out the window. Thanks to
salvage and recipe drops, you don't need to worry anymore. (Oh, and if
you know what's good for you, TAKE THE RARE RECIPE DROP at the end of
any Task Force, especially at the lower levels where there's less
cruft in the list of possible rewards due to fewer sets being
available, and go sell it at Wentworth's if you can't use it
yourself. Someone I was playing with the other night got a Celerity
+Stealth, which he listed for 1 Inf and it instantly sold for 7.5
million.)

> I've got an ice/ice tanker, and he was held a lot fighting
> Frostfire. Which meant my blaster friend was dead nearly instantly
> when the horde turned on him. So the first question is, how hard
> is it to pull one enemy at the side of a group without everyone
> nearby aggroing? I was surprised once earlier when a ranged attack
> pulled one guy alone. Are these groups not linked together, and
> does combat on one enemy not cause aggro on the same type of enemy
> standing 1 foot away?

A little known trick: the less damage an attack does, the smaller
radius of aggro it will attract. It's like dropping a marble in a
puddle: the bigger the marble, the bigger the splash. It's best to use
low damage attacks when pulling.

Also, the enemies do have eyes: if they're looking away from their
buddy when you tap him, they're less likely to notice it.

> Second, I went to the trainer, and it had "Wet Ice" available at
> level 8. But I went with Hoarfrost (not sure if that was good, it
> has such an extremely long recharge time). Soon I'll want to get
> my travel powers, and maybe think about stamina or such. That
> means Wet Ice will be put off for a very very long time. Will this
> be needed soon?

You should look up some of the Ice Tanker guides; it's been too long
since I've played mine so I can't remember exactly what those powers
are.

--
Chris Meadows aka | WWW: http://www.terrania.us | Somebody
Robotech_Master | ICQ: 5477383 AIM: RoboMastr | help, I'm
robotech.master RemoveThis @gmail.com | Skype, LJ-Gizmo: Robotech_Master | trapped in
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Xocyll

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Since: Jan 08, 2005
Posts: 1806



(Msg. 4) Posted: Wed Sep 05, 2007 4:37 am
Post subject: Re: More questions [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Darin Johnson <darin.TakeThisOut@usa.net> looked up from reading the entrails of the
porn spammer to utter "The Augury is good, the signs say:

>On Sep 4, 7:39 pm, Robotech_Master <robot....TakeThisOut@eyrie.org> wrote:
>> I highly suggest checking this link for a more complete explanation:
>> http://paragonwiki.com/wiki/index.php/IOs

>> It's best to use
>> low damage attacks when pulling.
>
>Ah, so that piddly little ranged arcane attack I have from a magic
>background is worth it Smile

I've used it many times for pulling.

>> Also, the enemies do have eyes: if they're looking away from their
>> buddy when you tap him, they're less likely to notice it.
>
>I swear I saw one enemy run past another of the same type to get
>to me, and the other didn't budge.

They are remarkably unconcerned with their friends well being.

Range is also good, as is immediately breaking line of sight.

Hitting the attack then moving just close enough for it to fire and
immediately run away will _usually_ just pull one - except those tightly
linked groups that always seem to group aggro.

>> You should look up some of the Ice Tanker guides; it's been too long
>> since I've played mine so I can't remember exactly what those powers
>> are.
>
>Wet Ice has protection against immobility, sleep, etc. Hoarfrost
>gives
>you +40% health for 2 minutes, 3 minutes of cooldown. The first guide
>I read (they all disagree with each other) advised against hoarfrost,
>then
>I saw that most others praised it highly as a must have. I guess the
>easy to read and understand guide isn't as accurate as the jargon
>filled
>one full of insulting statements (why do people feel the need to say
>things
>like "if you don't take this skill at level 6 then you're an idiot"?).

Not taking status protection as soon as possible is not a good idea
considering how many status effects are used in the game.

Unless you're grouped with someone that is buffing you so you don't need
it.

More HP is nice, but you can run away if you get low - there's not much
you can do when you're knocked down, held, immobilized, stunned, etc,
unless you're carrying a lot of break frees - and then you still have to
get your toggles back up.

More importantly, in the case of ice armor's stat protection, it also
guards against getting slowed, and anyone who has fought cold users or
gravity or kinetic knows how much getting slowed sucks.

I'd rather have the status protection and carry some heal insps instead.

Xocyll
--
I don't particularly want you to FOAD, myself. You'll be more of
a cautionary example if you'll FO And Get Chronically, Incurably,
Painfully, Progressively, Expensively, Debilitatingly Ill. So
FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr
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John Parkinson

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Since: Jan 07, 2005
Posts: 341



(Msg. 5) Posted: Wed Sep 05, 2007 9:42 am
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Darin Johnson wrote:

> Wet Ice has protection against immobility, sleep, etc. Hoarfrost
> gives you +40% health for 2 minutes, 3 minutes of cooldown. The first
> guide I read (they all disagree with each other) advised against hoarfrost,
> then I saw that most others praised it highly as a must have. I guess the
> easy to read and understand guide isn't as accurate as the jargon
> filled one full of insulting statements (why do people feel the need to
> say things like "if you don't take this skill at level 6 then you're an
> idiot"?).

Any guide saying Hoarfrost shouldn't be taken is certainly flawed.
There's no Ice Armour power which is useless, IMO.

A quickly written, on the fly, guide to Ice Armour. Slotting is thinking
SOs only, I'm not going to confuse things with IOs at the moment.
(My credentials are a lvl 50 ice/ss tank.)

Frozen Armour
Your basic armour. Get at 1st and never turn it off.
Defence vs Smashing and Lethal attacks, Resistance vs Fire and Cold
Slot with 3 Defence and 1 EndReduction.

Hoarfrost
Available at 1st level, but it can wait a bit. Other Ice powers ar more
important. I'd grab it by level 10.
Hoarfrost does more than just give you +health total, it's also a bigger
heal than just that. The optimal time to use it is when you're about 50%
down, that will then take you to about 140% health - i.e. you don't
'waste' any of the heal then.
Slot with 3 Recharge and 3 Heal.

Chilling Embrace
Available at 2nd level, take it at 2nd level.
This is _the_ key tanking tool for an Ice tank. All tanks have some kind
of taunt aura which they can use to help keep aggro from the mobs around
them. CE is the best one of these.
It auto-hits, so you don't need to worry about accuracy and it slows
and reduces the damage output of all enemies in the aura. So they attack
you and the team less and for less damage.
Slot with 1 EndReduction, perhaps with 1-2 Taunt or 1-2 Slow if you
decide you want to.

Wet Ice
Available at 6th level, I would take it then.
The one thing which separates Tanks and Scrappers from other ATs is mez
protection. And Ice Tanks get to pick it up at level 6, which is nice
and early. Tired of all those holds/sleeps/etc dropping your toggles and
turning you into a punch bag? Yeah, me too. This stops the lot.
It also gives you a very minor defense bonus and more Cold resistance.
Slot with 1 EndReduction.

Permafrost
Available at 8th level, it can wait.
This is an always-on power, which gives resistance to Cold and Fire.
It's not worth picking for that, and I'd not suggest getting it until
later in life (I got it at lvl 49, for example.)
But it does open up one last aspect where Ice tanks rule the roost -
resistance to slows. All those nasty attacks which can slow you down, or
hinder your recharge - Ice laughs at them. Permafrost combined with Wet
Ice and Energy Absorption makes you almost immune to all slowing
effects.
Slot with 1 Resistance

Icicles
Available at 12th level, hold off until after Stamina.
The second tool in an Ice tank's taunting ability. This is their second
taunt aura and also a good secondary damage source - a small amount of
damage to everything around you soon adds up.
It is however expensive to run, especially with all your other toggles
so I suggest leaving it until after you have Stamina.
Slot with 1-2 EndReduction, 1-2 Accuracy, 2-3 Damage

Glacial Armour
Available at 18th level
Your second defensive armour, vs energy and negative energy attacks and
also even more resistance vs cold. It also grants a good perception
bonus for seeing those enemies which can stealth themselves.
Slot with 1 EndReduction, 3 Defence

Energy Absorption
Available at 26th level, take it then!
Another of the reasons to be an Ice tank, this is a fast-recharging
endurance boosting, endurance draining, defence buffing, taunting power
of wonder.
Fully slotted, you can fire this off about every 30 seconds (ie probably
at least once per group you're fighting) and hence fill your endurance
bar to the top every 30 seconds if there are 3-4 targets left, and also
drain them of about 70% of their own endurance. And an enemy with hardly
any endurance can't attack anyone.
Slot with 3 Recharge and 3 Endurance Modification.

Hibernate
Available at 32nd level, take at some point.
The ultimate emergency button - activate Hibernate and you are immunne
to everything and rapidly gain back health and endurance.
IMPORTANT: Make sure you have the aggro and will keep it for as long as
you need to hibernate - that way hibernating doesn't hurt your team at
all - because when in hibernate you can't attack and your auras won't
affect anything either.
Slow with 2-3 Recharge, maybe 1-2 Heal or Endurance Modification to
reduce the time needed in Hibernate to heal to full.

--
John Parkinson
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Darin Johnson

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Since: Jun 01, 2007
Posts: 609



(Msg. 6) Posted: Wed Sep 05, 2007 1:51 pm
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On Sep 5, 2:42 am, John Parkinson <jp--usenet--spam--
t... RemoveThis @destiny.org.uk> wrote:
> There's no Ice Armour power which is useless, IMO.

But you can't get them all Smile Some have to be
more important than others at a certain level.

> The optimal time to use it is when you're about 50%
> down,

Hmm, I find that the first 50% goes very fast, but
then I last a lot longer. The chilling effect
has taken hold and more enemies are down.

> All tanks have some kind
> of taunt aura which they can use to help keep aggro from the mobs around

Yeah, I got CE. I understand aggro, though not the
specifics in CoH. It is annoying when my friend
shoots some sort of bolt and they all run after him
(slowly because of the chill). This seems to happen
less though I don't seem to be doing anything
different.

> Slot with 1 EndReduction, perhaps with 1-2 Taunt or 1-2 Slow if you
> decide you want to.

Yeah, I and seriously low on End very quickly.
Couldn't find any taunts for sale, but I don't
know if I need any yet. Does a slow enhancement
only affect their speed, or does it also affect
their attack? I don't care about their speed
much since they should be attacking me, but
slowing attacks can help.

> Wet Ice
> Available at 6th level, I would take it then.

I took Frost. Which I'm a bit disappointed in.
It's far too hard to aim to get more than one enemy,
and too little damage against a single enemy.
At 8 I took hoarfrost.

Do I have to take Wet Ice at level 10 instead of
worrying about a travel power or other pool? Is
it so useful that I can delay other stuff? Only
one enemy has use any of these holding effects
so far.

I assume I can use wet ice after the fact to wake
me up. Or do I have to know in advance to use it?
I don't think I have the endurance to use it constantly.

Where do you suggest squeezing in travel powers?
Are any other pools useful? I considered health,
but maybe it's optional?

> IMPORTANT: Make sure you have the aggro and will keep it for as long as
> you need to hibernate

Do I lose aggro over time? Your statement seems to imply
that. Where in WoW aggro was only accumulated unless
you used abilities to lower it.

--
Darin Johnson
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CoinSpin

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Since: Mar 11, 2006
Posts: 244



(Msg. 7) Posted: Wed Sep 05, 2007 5:51 pm
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"Darin Johnson" <darin.RemoveThis@usa.net> wrote in message
news:1189025515.816540.223190@r29g2000hsg.googlegroups.com...

<snip>

|
| Where do you suggest squeezing in travel powers?
| Are any other pools useful? I considered health,
| but maybe it's optional?
|

Look at the fitness pool for sure... Most of my forays into tank characters
had so many toggles running at one time that my end was near zero
constantly... Poor guys were wheezing in combat like a 95 year old chain
smokin marathon runner... Stamina is a massively useful power to grab when
you can, it will help you stay in the fight alot longer, and you won't be
completely reliant on popping blues constantly or having somebody with
endurance modification powers in your team.

I used to take the Health power, then Stamina when it became available...
But it just seemed to me that there wasn't much of an appreciable difference
in my healing rate with it, even with 3 heal SOs slotted. However, Swift
and Hurdle are excellent powers for general use, and if you slot them up a
bit (with run speeds and jump boosts) you get a pretty quick movement rate
with a sort of "mini-superjump" effect... I found myself getting by with
these powers for quite a while until I finally grabbed my preferred travel
power... Something to consider as an alternative to grabbing a travel as
soon as it's available. Oh, and Swift has the added bonus of taking flight
speed enhances if you go the route of Flight for your travel power, which
makes it that much more handy.

CoinSpin
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Darin Johnson

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Posts: 609



(Msg. 8) Posted: Wed Sep 05, 2007 8:24 pm
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On Sep 5, 2:46 pm, John Parkinson <jp--usenet--spam--
t... DeleteThis @destiny.org.uk> wrote:
> (There's no aggro from anyone healing, either, unlike in some games.)

That reminds me of another question. I looked over
the defender power sets, and some of them have no
"heal" abilities. Are the buffs and debuffs
enough that there's no healing necessary?

--
Darin Johnson
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John Parkinson

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Since: Jan 07, 2005
Posts: 341



(Msg. 9) Posted: Wed Sep 05, 2007 9:46 pm
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Darin Johnson wrote:

>> There's no Ice Armour power which is useless, IMO.
>
> But you can't get them all Smile Some have to be
> more important than others at a certain level.

You can get them all eventually. Smile

>> Slot with 1 EndReduction, perhaps with 1-2 Taunt or 1-2 Slow if you
>> decide you want to.
>
> Yeah, I and seriously low on End very quickly.
> Couldn't find any taunts for sale, but I don't
> know if I need any yet. Does a slow enhancement
> only affect their speed, or does it also affect
> their attack? I don't care about their speed
> much since they should be attacking me, but
> slowing attacks can help.

The slow only affects their run speed, not the attack rate unfortunately.

>> Wet Ice
>> Available at 6th level, I would take it then.
>
> I took Frost. Which I'm a bit disappointed in.
> It's far too hard to aim to get more than one enemy,
> and too little damage against a single enemy.
> At 8 I took hoarfrost.

I've not used Frost myself, although I do hear complaints about the size
of the cone.

> Do I have to take Wet Ice at level 10 instead of
> worrying about a travel power or other pool? Is
> it so useful that I can delay other stuff? Only
> one enemy has use any of these holding effects
> so far.

You'll meet a lot of them soon, most groups have someone who can do some
kind of hold, stun, sleep, immobilise etc.

A hint for travel powers is that you should try to do Safeguard missions
- the first two give you a temporary jet pack and jump pack on
completion. This is a 2 hours usage (so if you turn it off as often as
possible you can make them last a long time) travel-power equivalent.

> I assume I can use wet ice after the fact to wake
> me up. Or do I have to know in advance to use it?
> I don't think I have the endurance to use it constantly.

You have to be running Wet Ice before getting hit with the mez.
Everyone has endurance issues in the early levels, but it's your attacks
which drain a lot more than your toggles.

Frozen Armour, Chilling Embrace and Wet Ice each cost 0.26 endurance per
second. (As a base you recharge 1.67 endurance per second.)

You can leave Wet Ice as long as you feel comfortable with the number of
mezzes you're meeting I suppose, but there are more coming in later
levels.

> Where do you suggest squeezing in travel powers?
> Are any other pools useful? I considered health,
> but maybe it's optional?

I often squeeze in a travel power by taking a useful pre-requisite if
possible. eg, my Ice tank took Air Superiority, which is a great attack
and opens up Flight without hurting your progression.

A pool you certainly want to get is Fitness.
Swift or Hurdle, then Health and then Stamina.
Stamina is available from level 20 if you have two of the previous powers
and will help with your endurance problems along with Energy Absorption.

>> IMPORTANT: Make sure you have the aggro and will keep it for as long as
>> you need to hibernate
>
> Do I lose aggro over time? Your statement seems to imply
> that. Where in WoW aggro was only accumulated unless
> you used abilities to lower it.

Taunt effects in CoH are time duration, but Taunt is a funny thing.
If a Taunt effect is on a mob, that holds no matter what anyone else
does to the mob, unless they are hit with a longer duration Taunt effect
from someone else which then 'wins'.

But if the Taunt runs out, it'll go back to normal aggro rules which is
mostly just based on the person doing the most damage.
(There's no aggro from anyone healing, either, unlike in some games.)

--
John Parkinson
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Robotech_Master

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Since: Jan 11, 2005
Posts: 247



(Msg. 10) Posted: Thu Sep 06, 2007 3:51 am
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On Wed, 05 Sep 2007 20:24:14 -0700, Darin Johnson <darin DeleteThis @usa.net> wrote:

> That reminds me of another question. I looked over the defender
> power sets, and some of them have no "heal" abilities. Are the
> buffs and debuffs enough that there's no healing necessary?

In the hands of a skilled player, yes. Or at least no healing beyond
what the affected parties can do themselves with Inspirations,
Medicine Pool, or self-heals.

Therein lies one of the biggest pet peeves of Defender players: the
way that ignorant players always want an Empathy Defender or other
healer over anything else--disregarding the fact that it's much better
not to need healing in the first place than it is to be healed after
the fact.

--
Chris Meadows aka | WWW: http://www.terrania.us | Somebody
Robotech_Master | ICQ: 5477383 AIM: RoboMastr | help, I'm
robotech.master DeleteThis @gmail.com | Skype, LJ-Gizmo: Robotech_Master | trapped in
robotech DeleteThis @eyrie.org | Yahoo: robotech_master_2000 | a sig file!
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Amigoid

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Since: Jun 05, 2007
Posts: 108



(Msg. 11) Posted: Thu Sep 06, 2007 12:11 pm
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On Sep 5, 9:51 pm, Robotech_Master <robot....DeleteThis@eyrie.org> wrote:
> On Wed, 05 Sep 2007 20:24:14 -0700, Darin Johnson <da....DeleteThis@usa.net> wrote:
> > That reminds me of another question. I looked over the defender
> > power sets, and some of them have no "heal" abilities. Are the
> > buffs and debuffs enough that there's no healing necessary?
>
> In the hands of a skilled player, yes. Or at least no healing beyond
> what the affected parties can do themselves with Inspirations,
> Medicine Pool, or self-heals.
>
> Therein lies one of the biggest pet peeves of Defender players: the
> way that ignorant players always want an Empathy Defender or other
> healer over anything else--disregarding the fact that it's much better
> not to need healing in the first place than it is to be healed after
> the fact.
>
> --
> Chris Meadows aka | WWW:http://www.terrania.us | Somebody
> Robotech_Master | ICQ: 5477383 AIM: RoboMastr | help, I'm
> robotech.mas....DeleteThis@gmail.com | Skype, LJ-Gizmo: Robotech_Master | trapped in
> robot....DeleteThis@eyrie.org | Yahoo: robotech_master_2000 | a sig file!

Man you said a mouthful! Often I see defenders posting in their
status "NOT A HEALER" because they get excited invites then "Oh, he's
not a healer." I decided rather than fight it, I would accept it.
Thats why my primary character, which I'd set up during beta as a
blaster, came out when the game first started as a Empathy/Energy
Blaster. And I built my powerset largely on how I could be the best
team player, and get guaranteed invites 24/7.

Want to always be invited to the dance? Be a healer. Or have a
skimpy costume. Or be a healer with a skimpy costume. Smile
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Amigoid

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Since: Jun 05, 2007
Posts: 108



(Msg. 12) Posted: Thu Sep 06, 2007 12:24 pm
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On Sep 5, 3:46 pm, John Parkinson <jp--usenet--spam--
t... DeleteThis @destiny.org.uk> wrote:
> Darin Johnson wrote:
> >> There's no Ice Armour power which is useless, IMO.
>
> > But you can't get them all Smile Some have to be
> > more important than others at a certain level.
>
> You can get them all eventually. Smile
>
> >> Slot with 1 EndReduction, perhaps with 1-2 Taunt or 1-2 Slow if you
> >> decide you want to.
>
> > Yeah, I and seriously low on End very quickly.
> > Couldn't find any taunts for sale, but I don't
> > know if I need any yet. Does a slow enhancement
> > only affect their speed, or does it also affect
> > their attack? I don't care about their speed
> > much since they should be attacking me, but
> > slowing attacks can help.
>
> The slow only affects their run speed, not the attack rate unfortunately.
>
> >> Wet Ice
> >> Available at 6th level, I would take it then.
>
> > I took Frost. Which I'm a bit disappointed in.
> > It's far too hard to aim to get more than one enemy,
> > and too little damage against a single enemy.
> > At 8 I took hoarfrost.
>
> I've not used Frost myself, although I do hear complaints about the size
> of the cone.
>
> > Do I have to take Wet Ice at level 10 instead of
> > worrying about a travel power or other pool? Is
> > it so useful that I can delay other stuff? Only
> > one enemy has use any of these holding effects
> > so far.
>
> You'll meet a lot of them soon, most groups have someone who can do some
> kind of hold, stun, sleep, immobilise etc.
>
> A hint for travel powers is that you should try to do Safeguard missions
> - the first two give you a temporary jet pack and jump pack on
> completion. This is a 2 hours usage (so if you turn it off as often as
> possible you can make them last a long time) travel-power equivalent.
>
> > I assume I can use wet ice after the fact to wake
> > me up. Or do I have to know in advance to use it?
> > I don't think I have the endurance to use it constantly.
>
> You have to be running Wet Ice before getting hit with the mez.
> Everyone has endurance issues in the early levels, but it's your attacks
> which drain a lot more than your toggles.
>
> Frozen Armour, Chilling Embrace and Wet Ice each cost 0.26 endurance per
> second. (As a base you recharge 1.67 endurance per second.)
>
> You can leave Wet Ice as long as you feel comfortable with the number of
> mezzes you're meeting I suppose, but there are more coming in later
> levels.
>
> > Where do you suggest squeezing in travel powers?
> > Are any other pools useful? I considered health,
> > but maybe it's optional?
>
> I often squeeze in a travel power by taking a useful pre-requisite if
> possible. eg, my Ice tank took Air Superiority, which is a great attack
> and opens up Flight without hurting your progression.
>
> A pool you certainly want to get is Fitness.
> Swift or Hurdle, then Health and then Stamina.
> Stamina is available from level 20 if you have two of the previous powers
> and will help with your endurance problems along with Energy Absorption.
>
> >> IMPORTANT: Make sure you have the aggro and will keep it for as long as
> >> you need to hibernate
>
> > Do I lose aggro over time? Your statement seems to imply
> > that. Where in WoW aggro was only accumulated unless
> > you used abilities to lower it.
>
> Taunt effects in CoH are time duration, but Taunt is a funny thing.
> If a Taunt effect is on a mob, that holds no matter what anyone else
> does to the mob, unless they are hit with a longer duration Taunt effect
> from someone else which then 'wins'.
>
> But if the Taunt runs out, it'll go back to normal aggro rules which is
> mostly just based on the person doing the most damage.
> (There's no aggro from anyone healing, either, unlike in some games.)
>
> --
> John Parkinson

I designed Caliente Sam much like that, with my main focus on the
secondary defense powers and area affect functions. He is a fire
tanker, and I've added taunt to any power that supports it, without
adding an actual taunt power. I just fire up my six toggles including
fire aura, my defensive powers, my combat jumping and my acrobatics,
and I just leap into the mobs. I have the fire attack that ignites
everything around me (with taunt), the endurance drain (with taunt),
and once I have a big mob taunted around me I fire up burn and auto-
hit for a lot of damage. But he mainly just soaks up damage while
slowly burning away enemies. I had a great temp power that helped me
drain health from others and transfer it to me, but that went away in
my last fight... (sniff). I chose the Leaping Pool since it had 2
defensive powers including one that protects against holds
(acrobatics). Next pool will be the fitness pool. Oh and he sells
his salvage and inventions and buys the now cheaper SO's that IO-happy
players are dumping at wentworths. Also, speaking of wentworths, I
shop there first for all my inspires, as you can get them cheaper than
the 50 inf that they regularly sell for, and sometimes really really
dirt cheap. I think some people are buying/selling inspires at
Wentworths to bulk up to the higher sales badges.
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Darin Johnson

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Since: Jun 01, 2007
Posts: 609



(Msg. 13) Posted: Thu Sep 06, 2007 12:33 pm
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On Sep 6, 12:11 pm, Amigoid <lbrown-amig....TakeThisOut@comcast.net> wrote:
> Want to always be invited to the dance?

No problem, I get random invites all the time.
Just pop into Atlas Park for a few seconds.

Had someone spamming several times for a team.
Invited me but I declined (I won't accept if they
don't ask first). A couple minutes later I get
asked "sure you won't join, we already have 6
players". Wow 6 players, maybe they've got
something interesting going on. I ask what
they're planning and he says "just mishes".
I asked by "why do you need one more if you're
just doing random missions?" and never got a
reply.

So *why* did they need one more for the team?
They get slightly more xp perhaps, but that's
easily offset by all the time spent trying to
recruit more people. I could finish most missions
solo in the time this person spent trying to
recruit.

--
Darin Johnson
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Darin Johnson

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Since: Jun 01, 2007
Posts: 609



(Msg. 14) Posted: Thu Sep 06, 2007 3:55 pm
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On Sep 6, 12:45 pm, Robotech_Master <robot....DeleteThis@eyrie.org> wrote:
> And it really is true that you get significantly more XP on 8-person
> teams than alone.

But I want to do the missions given by contacts.
Already I feel like I'm levelling faster than it
feels right to; ie, all the random enemies in zones
are turning gray long before I'm done with the
contacts, except maybe for a few outliers. Why
would one want to be level 10 before being
introduced to Dr. Creed?

The odds of 8 people all having the same mission
to do seems low. So after doing one mission, 7
players will likely still have the same mission
to-do list that they had when they started.

Is this an RPG, or a tactical simulation where
the back story is intended to be ignored?

Is "8" a magic number for teams?

I see some level 1 players looking for teams too,
when you can get to level 2 by doing the incredibly
easy tutorial mission.

>(There's also more chance of finding an idiot on your team,
> but, well, you can't have everything.)

In WoW I usually only grouped with a friend or when
doing instances (which are too hard to solo and require
groups). Groups were just too stressful most of the
time. You either got idiots (5 people all thinking
they're soloing the place) or elites who yelled at
anyone who wasn't doing things perfectly. And in
both cases you spend most of the time either trying
to get a group or coordinating the group or arguing
or finding another fill-in when someone has to leave
to do homework 10 feet before the instance entrance.

If I find myself bored, or needing to level up a
bit before a mission, then I'll consider a team
to do random missions for someone else.

Now if I was in an SG and people in the SG needed
help, I'd be glad to go.

--
Darin Johnson
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Xocyll

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Since: Jan 08, 2005
Posts: 1806



(Msg. 15) Posted: Thu Sep 06, 2007 5:47 pm
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Robotech_Master <robotech RemoveThis @eyrie.org> looked up from reading the entrails
of the porn spammer to utter "The Augury is good, the signs say:
>(There's also more chance of finding an idiot on your team,
>but, well, you can't have everything.)

Once I added the search comment "Allergic to morons." I got a hell of a
drop in people asking me to team while my flag was set to not accept
invites.

I guess they knew right away that they were the ones being referred to.

Still didn't stop some moron sending me a tell asking me to join his SG,
while I was already in one.
He seemed to think it was a great idea to just send invites to people he
didn't know, who he had never even seen. What a great way to make a
good solid SG </sarcasm>.

Xocyll
--
I don't particularly want you to FOAD, myself. You'll be more of
a cautionary example if you'll FO And Get Chronically, Incurably,
Painfully, Progressively, Expensively, Debilitatingly Ill. So
FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr
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