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Messages - ElBee

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61
General / Re: Rebirth Herocrafting
« on: April 28, 2022, 05:02:37 pm »
Hey there! Welcome!
We do have a bespoke copy of mids reborn floating around. You can find it here: https://forum.cityofheroesrebirth.com/index.php/topic,127.0.html
It's a little out of date but from what I've heard, were close to getting an update going. Hope this helps!

62
Live Bug Reporting / Re: CTD in Supergroup Settings
« on: April 27, 2022, 08:12:02 pm »
Our further research has shown us that, somehow, this bug is tied to the Edit MoTD permission. Another confirmed work around is to give everyone Edit MoTD permissions. This prevents the crash. We will continue to investigate.

63
Announcements and Important News / Costume Theme Clarification
« on: April 25, 2022, 11:29:25 pm »
With this great prizes like loyalty tokens and super packs at GM Vahzen's
Costume Contest this coming FRIDAY, some of you have reached out to ask
what qualifies for Ri3 Costume Parts.

We've decided to simplify this aspect of the contest. **You need
JUST ONE Rebirth specific costume part in your costume to qualify.**
This means one detail, pattern, cape, or emblem that can only be
found on City of Heroes: Rebirth.

New to Rebirth and wondering "Where can I find these items?"

 - Any asymmetric chest or hip pattern on Male or Females
 - Any integrated tights for chests or hips on Male or Females
 - Any glowing emblem on all genders
 - Any chest emblem specific to Rebirth, which currently can be
found at the bottom of the chest symbol category OR the last
star options listed in the stars section of the chest symbol category
 - Any upper body detail on Male or Females
 - Any Rebirth specific cape pattern, found near the bottom of
your basic cape pattern options beginning with Arbol
 - Any diversified glove, glowing or not, on all genders, that allows
you to customize the wrist texture underneath (See Barbarian Wristbands,
Tai Gloves, Small Flared Gloves, Small Pointed Gloves, Dragon Bracers,
Spines, etc.)
 - Any tie or scarf normally found only in jackets but now avilable
on tight and robotic arm chest options for all genders

64
Issue 3 has been released. You can find the patch notes here:
https://forum.cityofheroesrebirth.com/index.php/topic,269.0.html

We are hosting a Costume Contest!

Date: April 29th
Time: 7 to 9 pm EST
Theme: See Replied Post

The Costume Contest will be held at the big star in Nova Praetoria. If you have trouble getting there, Vahzen and our staff will be able to teleport you. All participants will receive some Candy Canes! 

1st Place: One permanent costume power, special 5 week title “Highflyer”, and 5 Loyalty Tokens.
2nd Place: 3 Loyalty Tokens and a 3 week title “Rising Sensation”.
3rd Place: 5 of each superpack or 3 Loyalty Tokens, 2 week title “Up and Coming”, and everything below.
Runner-Ups: 1 Loyalty Token
Participants: Candy Canes
All participants and spectators: 1 Halloween super pack

Groups are allowed, but prizes will end up being split amongst each group member.

Oh, and before I forget, as always, yes, there will be a Monster Mash following the event. Hope you like XP Debt!

65
Hello everyone! We have a couple of announcements to go over along with this weeks maintenance.
Firstly, we have 654 tokens distributed this week with 949 tokens distributed for the month’s token. The server is online at time of posting.

We have distributed a freespec and 10 free tailor sessions to every character. Last week, the freespecs weren't granted out properly.

We have had a minor hotfix released. Here is the notes thread
(https://forum.cityofheroesrebirth.com/index.php/topic,274.0.html)


This Friday on April 29th 7-9pm EST we will be hosting a costume contest! You will find it details here
(https://forum.cityofheroesrebirth.com/index.php/topic,276.0.html)

We’re excited to see what people have come up with. See you there!

- El Bee

66
Patch Notes / LIVE SERVER - April 24 2022 - Ri3 Highflyers (Hotfix)
« on: April 24, 2022, 10:47:43 pm »
COSTUMES
- Texture for Plant with Leaves on female hips should now display correctly.
- Circuitry pattern mask for male and female hips should now display correctly.

67
Live Bug Reporting / CTD in Supergroup Settings
« on: April 24, 2022, 01:17:57 am »
Hello! We've received reports of CTD (Crashes to Desktop) when trying to remove a supergroup Emblem. Our current understanding of the issue is a conflict with Upper Body Details. Our current work around is to remove any upper body details before opening the supergroup settings.

If anyone runs into this issue that does not follow our current understanding (I.E. doesn't involve upper body details) please post here. Thank you.

68
Patch Notes / LIVE SERVER - April 17 2022 - Ri3
« on: April 17, 2022, 10:02:28 pm »
New to Rebirth? Interested in checking out our server? Start here: https://play.cityofheroesrebirth.com/
Need help? Join our Discord: https://discord.com/invite/mhkYg2sQPe



Issue 3: Highflyers! brings over 800 new cosmetic options to players!

Rebirth's costume revamp soars to new heights with asymmetric chest and hips for male characters! And we didn't stop there: there's a bevy of new options for both male and female costumes, including Arm Wings and many more expert layering options for Integrated Tights!

And if that’s not enough, we’ve added two automatic Inherent Slots in Health and Stamina, adding four whole new slots to your endgame builds! Keep reading for details.


Upper Body Details

Arm wings, that classic staple of many a comic book character, have been added to male and female characters! Several styles and multiple coloration schemes.



Additional upper body details include Freakshow inspired regulator tubes, hardboiled shoulder holsters, Anime-tastic midriff spicules, and an entire library of hazard vests.




Asymmetric Chest and Hip Patterns for Males

Standard Male characters will now have access to the entire library of asymmetric chest and hip patterns introduced for Female characters with Issue 3. Over 100 new pattern options, seamlessly woven through the legacy library!




Integrated Tights Added to Males! Female Integrated Tights Options Expanded!

Take your costume game to the next level! With Issue 3: Highflyers!, male and female characters can take advantage of newly expanded integrated tights options. This advanced costuming feature allows players unprecedented power to mix and match over tights and under materials.
With version 1.5 of this system, players can now layer skin tight garments over a variety of under surfaces including stone, bioluminescence, chitin, and chainmail. And then choose which layer gets patterned!



To get started with integrated tights, seek out any of the following base textures and then dive into the sub options:

Male Chest: Belly Tee Long or Short, Deep Vee, High Waistline, Modern Angle, Modern Halter, Moden Singlet, Retro Singlet, Reverse Halter

Male Hips: Biking Shorts, Briefs, Modern Briefs, Retro Briefs

Female Chest: Bustier, Catsuit, Halter Top, Leotard High Hip, Leotard Turtleneck High Hip, Single Shoulder Halter

Female Hips: Leotard Briefs, Leotard High Hip, Retro Briefs


Pants Revamp!

The pants make the man! Options first introduced with Issue 2 for females are now fully available for male characters. Revisit the 1970’s with flares and bell bottoms. Go full superspy in a leather catsuit. Fly high into the golden age in Aeronaut jodhpurs. Evade your nemesis in High Street Houndstooth. Or just turn up in the shiniest pair of skin tight metallic pants known to mankind!




Asymmetric Pattern Proliferation for Female Skirts

Mod-out with a variety of new skirt and dress looks now with the expansion of Issue 2 asymmetric patterns to female skirts!





Inherent Slots in Health and Stamina Powers


Back in the NC Live days, Paragon devs said, “We hear you! You want more power slots. We’re investigating ways to make this happen.” Though we’ll never know exactly how Paragon may have done this, we’ve expanded upon some stubs in the code to finish one avenue that gives everyone 4 additional slots for their builds in a way that we think makes sense to most every build out there.



At levels 8 and 16, all characters will automatically receive one free slot in their Health power. Stamina gets its free slots at 12 and 22.

To obtain these slots existing characters will need to use a respec. We are handing out free respecs to every character at the launch of issue 3, to use these respecs type /respec into the chat window. For more, watch this brief tutorial video by GM El Bee.



Coming soon: Support for Inherent Slots on Mid's Reborn character build planner tool! Special thanks to the Mid's Reborn team for their assistance.



Team Transport Power Available for Alignment Merits


Heroes and Villains now can now use their alignment merits & influence to call in a Longbow transport or Arachnos copter for a quick shuttle to their next mission destination. Charges can be purchased at the Hero and Villain alignment vendors.





Quality of Life Changes


Call in some big guns! Now 90% off! Signature Summons powers available at Hero and Villain Alignment vendors have had their price reduced from 25 to 2.5 million influence.


Spend that candy year round! A revamped Candy Cane vendor has been added to Pocket D just outside the ski slope entrance allowing players to buy badges, cosmetics, and the Lords of Winter Super Pack any time of year.




Buy it in bulk! The Architect Entertainment ticket cap has been raised to 99,999 per character, with a mission limit of 2,039 tickets per mission. New bulk purchase buttons added to common salvage.




With great power comes more trays! Fourth dockable power tray added to the UI with all new commands for macro users.



New commands available include:

Code: [Select]
next_tray_alt3 - Go to next tertiary tray.
prev_tray_alt3 - Go to previous tertiary tray.
goto_tray_alt3 - Go to specified tray number.
tray_sticky_alt3 - Toggle the sticky-state of the alt3 tray.
powexec_alt3slot - Executes the given power slot from the second alternate tray.





Bug Fixes


Powers
  • Corrected oversight on Mastermind Cold Domination not having boostsets. They should now properly take sets.
  • Mastermind pets can once again slot Recharge Intensive Pet invention sets.
  • Fixed Guardian Spring Attack incorrectly dealing no damage, it now does damage as normal.
  • Guardian Hellfire Assault's Lash and Crack Whip now correctly use the melee damage table instead of ranged.
  • Controller Darkness Affinity's Fade is no longer affected by power boost effects; this should never have been possible as it leads to a bug with the resistance values.
  • Dominator Psionic Mastery's Link Minds can now correctly be affected by power boost effects.
  • The resistance buff in Nature Affinity's Wild Growth is no longer resistable. (This bug did not affect the Guardian version.)
  • Rain of Arrows should now correctly deal all 3 ticks of damage again instead of 2.
  • Fixed missing animation on Telekinetic Blow for all Psionic Melee versions and Guardian Psionic Assault.
  • Fixed missing sound in Hellfire Smash for Guardian's Hellfire Assault.

Costumes
  • The Tech Knight mace and staff now have the energy ball correctly positioned at the end of the weapon instead of being stuck to the character's hand.
  • The Tech Knight mace and staff now correctly despawn when the character uses a non-weapon power.

Misc
  • Overt 500 grahmathical grammatical and! spelling errors have been andresed adresed fixed.



Rebirth Issue 3 Highflyers Trailer


69
Patch Notes / PTS (Test Server) 04/06/2022 - Ri3
« on: April 06, 2022, 05:30:54 pm »
MAPS
The Candy Keeper has taken up shop in Pocket D near the door to the ski chalet.

BUG FIXES
Powers
- Fixed missing animation on Telekinetic Blow for all Psionic Melee versions and Guardian Psionic Assault.
UI
- Fixed a bug that caused the new 4th Alt Tray to disappear when zoning or logging out.
- New AE ticket cap should now work in menus properly
Cosmetics
- The Tech Knight mace and staff now have the energy ball correctly positioned at the end of the weapon instead of being stuck to the character's hand.
- The Tech Knight mace and staff now correctly despawn when the character uses a non-weapon power.

Ri3 Cosmetic Additions:
Quote
For testing purposes the original symmetric torsos have been left on and the new asymmetric torsos have been labeled as "Asym" right below each corresponding category.

This is to permit testers to compare and contrast what is available currently in the symmetric torso options and make sure no texture or pattern mask has gone missing with the new system.

When Issue 3 goes live, the original symmetric categories will become hidden legacy categories. And only the asymmetric chest and hip categories will be visible, with their names reverted to the familiar "Tights," "Baggy," "Armored," etc., minus the " Asym" tag.

(click to show/hide)

70
General / Comments: STATE OF THE ISSUE: RI3
« on: March 21, 2022, 07:31:10 pm »
Place comments here about the announcement

71
Announcements and Important News / STATE OF THE ISSUE: RI3
« on: March 20, 2022, 10:17:46 pm »
STATE OF THE ISSUE: RI3

Hello everyone!

I'm writing to break the Rebirth team's recent silence regarding upcoming issues. We've been very busy behind the scenes! Something that doesn't always convey to the public. Firstly, the Rebirth team has invested in a lot of tool development over the past 6 months which will increase our ability to develop content and edit maps. I don't know the exact details, so I'll I'm going to quote one of our other team members.

Quote
We re-engineered our entire development environment to gear up for major innovation and content updates.  Not only will this allow us to produce and test updates faster but it also positions us for larger, more complex projects.  We're focused on creating the best content possible which we began by steadily building up the tools in our arsenal. - SuperHero


Secondly, we are preparing PTS for a huge push of content for our next issue. Originally, we were treating this batch of content as an edition, having slated it as Rebirth Issue 2: Edition 4. But when we stopped and took stock of the over 800 new cosmetic items it includes, we realized that this gargantuan release was really Rebirth Issue 3.

Here are some select details from this truly massive upcoming publish, designed specifically for costume lovers:



Over 800 new cosmetic options:


Here's a preview of one of the premier costume pieces in this pack!

List of cosmetic features
(click to show/hide)



Inherent Slots for Health and Stamina:

Before closure, the Paragon dev team had publicly stated they understood that players "really wanted more slots" and they were exploring means to make this happen. With cross-server assistance with Ourodev, we have been able to bring this to reality. Our powers team wants to stress that while this represents some minor power creep, this sets the stage for a deep and considered revamp of the currently existing power pools.




Other Previews:
Some new powers will be available soontm as well! Here is a preview of the FX of one of them.

All of this is in addition to the previous bug fixes and minor additions already on PTS.

This is not to say we haven’t been busy with future content updates. Here are some snippets from what we’ve been working on for Ri4 and beyond.




We have a lot of exciting things in the works. The images immediately above are the only things I'm allowed to tease at this point from Ri4 and beyond!

But don't worry, Rebirth Fans! Issue 3 is right around the corner. It's coming to PTS within the next few weeks and includes the items outlined at the top of this post.

On behalf of myself and everyone on the Rebirth Staff, we thank you for your patience and hope you'll join us for Rebirth Issue 3 this April!

- El Bee

Comments? Leave a post Here

72
ADDED
Lambda, BAF, Keyes, and UG

73
RESERVED IN CASE THE SPECIFIC TRIAL SECTION IS MEGA HUGE

74
I've been tanking in trials for quite a while now and I've begun to notice some lack of understanding with them. I've noticed a lot of apprehension about stepping up to be the main tank at times. I understand. I get it. To help alleviate this I've decided to write...

On Point: A guide to aggro mechanics and incarnate trial tanking

To begin, we ask a simple question: Why is tanking in an incarnate trial considered more difficult?
The answer is equally simple. Mechanics When you're in normal content, tanking mainly involves eating the alpha strike and occasionally trying to get a big group together to nuke them all at once if you feel saucy. With the right build, anyone can do it. I've seen blasters with builds that can eat alphas and survive.

Trials are different. You need someone to actively position bosses, angle them as necessary, get them out of dangerous effects so the melees can attack them safely, keep them away from the league if they're dangerous with AoEs, soak incredibly high damage from attacks that require a higher defense to dodge, throw stuff at them to make them vulnerable, all while staying alive sometimes without support! It's a pretty big difference from normal content! While I can't list every viable build for doing this, I can give my tricks away.
But before we get into any of that, I first need to go over one of the fundamental aspects of tanking in any MMO and one that is crucial to being able to keep control of your bosses. Threat.


Threat is what the game uses to keep track of who is most angry at who. The rough equation looks like this:

Code: [Select]
Threat = Damage * Debuff Mod * AT Mod * AI Mod * Range Mod * (TauntDurationRemaining * 1,000)
The big three were concerned about is the Damage, AT Mod, and TauntDurationRemaining. ATs have their own modifiers for threat, with the biggest being Tankers and Brutes at 4. Damage is self explanatory. The TauntDurationRemaining however highlights that the longer the taunt you have on the mob, the more threat you will generate with your damage.
There are essentially two levels of aggro management to play with here. Passive Taunting and Active Taunting.

Passive Taunting I refer to as not using a Taunt ability and relying on your Aura and any taunt that may be on melee attacks to keep things attention. Willpower is famously terrible at this because the duration of it's taunt on it's aura is really short. This is also why Brutes are so handily able to rip aggro from a Tanker if the Tanker is not being active with taunting. Both their auras will confer the same amount of taunt duration, but the Brute is made of angry and does bigger number damage.

Active Taunting refers to using a Taunt ability to place a long duration taunt effect on the mob. Your best bet to gain massive threat is to throw out your strongest attacks, preferabily under a Build Up effect, directly after taunting.

To summarize: The longer the taunt you have on something, the more threat you'll generate with your damage dealt.
Understanding threat and how to generate it is an important factor in a few trials. Underground's Avatar Fight using the Trench Line strategy and BAF's Nightstar and Siege fight come to mind particularly. .. Along with ALL of MoM. (It's getting it's own section)


Okay. You have threat! The boss is extremely mad at you above all else! ... Now what? Well, now we need to begin to position the boss. How do we do that? Two ways to handle this - Line of Sight and outranging.

What do I mean by Line of Sight? When you have taunted and generated threat on a mob, that mob will be mad at you even if you move behind a wall as long as you're within their range before they leash (or lose interest because you ran).  They want to keep attacking you but can't see you to do that. They can't shoot through walls so they do the next best thing: march right up to you behind that wall to give you the business even if they only use ranged attacks! Find things to hide behind to break your Line of Sight (or LoS for short) and the boss will come marching to you. I've used trees, light poles, pillars, tanks, barbed wire coils, anything that counts as an object will break LoS if it's big enough to hide your character. I'll have examples in the specific trials sections.


The other thing you can do is simply yell at the boss and run outside of their range. By outranging them, you'll force them to move up to attack you. This can be less reliable if the enemies or boss you are trying to pull has ranged attacks.

One major thing to note about the two above: You'll want to throw Taunt and Damage onto who you're dragging around to keep their attention in case someone decides it's time to fight now. The Damage doesn't have to be much. A judgement, a t8/9, A quick combo of a variety, etc.

By feeling out their range and using LoS, you'll be able to position mobs and bosses however you wish (provided they don't get stuck on things).

THE SPECIFIC TRIALS SECTION
With the basics of threat and line of sight in mind, how do you apply this to Incarnate Trials? The most common places to utilize them is when you’re fighting one of the various bosses. I’ve collected quite a few tricks and locations so I’ll go ahead and break them down by trial. As a note ahead of all this -  the following assumes you are familiar with the basic mechanics of each trial.

LAMBDA

Lambda is a straight forward enough trial. The need to reposition Marauder only really comes up when you’re doing badge runs. Marauder will jump between four locations during the fight. One of the corners has a containment chamber spawn close to his landing location. To avoid accidental pet aggro on the chamber, drag them away from the rooftop of the bunker using the tanks on the ground. This will give you some room to maneuver as well to avoid Nova Fists.

Tip: When Marauder does Nova Fist, he will stand completely still. You’re safe to simply walk away without dragging him with you. Once you see his fist raise in the air, you’re safe to walk back in. This is because after he’s launched the attack, the targets will have already been selected. This is called Snapshotting.


BAF

The bosses of BAF require pulling out of the tower crossfire and is the only example of a punishing tank swap mechanic. A tank swap being when you need the person tanking the boss to swap with a different tank due to mechanics.
Nightstar’s pull is simple. Taunt and run back to the league. Here’s a location to pull them closer provided you have generated threat by damaging them.
Tip: Nightstar can Fly! Taunting above them may cause you to take some tower fire, but if they take flight after you, they’ll be significantly faster! Sticking the landing may be more difficult though..

Siege’s pull is more difficult as he is large, slow, and has a huge expanse of field for you to be pummeled by tower fire. Both LoS pulling and simple outranging is possible on them. LoS will involve the trees as seen here:

By bouncing between trees as he closes the gap, you can keep him on you. It’s also possible to outrange him by simply jogging. No matter what method you choose, keep an eye on them. They’ll get bored if you stray too far and stop, or worse, head back to their spawn.

KEYES

I’m sorry, but there are no tricks to make the cutscene faster. ... Luckily the trial itself is a fairly straight shot until you get to his final battle. During which, you’ll want to position them near the terminal they will go to. Doing so will minimize the time freeze at 80, 50, and 20 percent health and give your league a better chance of avoiding green stuff and not dying to disintegration.
There is a set pattern that he visits.

Using the piping along the side, you can LoS him to chase.

Tip: Keyes is a constant flyer. Thus he is VERY fast. Experiment with only breaking LoS for a second then moving out to meet him. His momentum will carry him far along with minimal uptime loss for yourself and any chasing melee.

UNDERGROUND

Not only the longest trial, but also requires good positioning for it’s bosses with the strategies used at time of writing. Let’s go over the boss you’ll be fighting three times. War Walkers.
Each War Walker has the same set of moves. They will target people randomly within 30 feet of themselves, giving them the Targeted! Status. They will then fire one of three moves:
Lethal Force: (Extreme DoT; a quickly cyclying attack that deals 30% damage per cycle)
Arrest Mode: (AoE Hold; lasts 10 seconds)
Crowd Disperal: (AoE Fear; lasts 10 seconds)

The big one you’ll want to be VERY concerned with is Lethal Force. You’ll want to make sure you are buffed by the league or be absurdly self sustaining if you are unlucky to get hit by it while moving the walkers. Lethal Force is also a gigantic cone attack so you’ll want to keep the boss pointed away from the league as much as possible. The first war walker, the Extinction War Walker, is a good place to learn this.

With that in mind, you are then put to the test for the Self Repairing War Walker and the Lichen Infested War Walker (Louie for short). At time of writing, the league will stop halfway into the room. Your job is to shove the war walker in the opposite alleyway as the league and call for them to whale on it. The easiest way to accomplish this (I find) is to use a Pillar and a Tooth to LoS them.


Once you’re on the tooth, wait for the walker to hit the fleshy bit, enter their LoS, turn them around, and call the league to attack while pelting it with Lichen!
Louie’s spawn is further down the hall. You want to position them in the farthest corner to be out of range of as many of the regenerative lichens as possible. This Corner serves that purpose

To accomplish this, you can LoS with the pillars again and hope for the best. This is where I reveal my own trick! Look up!

Break out your Raptor Pack and fly into this crevice behind a pipe! Make sure you stuff yourself up there as much as you can.

Ideally they will come over into the alley and you can position them close enough in the corner to then allow the league to attack it.

The Avatar Fight, at time of writing, is done by the league forming a wall of bodies upon which the Avatar struggles to navigate. You, as the tank, will keep threat as best you can on the avatar so they’ll target you above all else. You then LoS them and wait for the league to kill it. You’ll want to keep Confuse protection up during this, so a Clarion is a good investment (You’ll also need it for MoM).

Threat Management is key here. You need to generate threat and regenerate threat as it decays over time. If you see the avatar turn away from you or see the warning that it will cripple the league, you need to Taunt and Attack it immediately to regain threat and quickly LoS it before it uses the move.

75
Looking for Group / Re: Rebirth Weekly Schedule of Organized Events
« on: March 08, 2022, 10:18:52 pm »
Starting this week of 3/8/2022 Friday trials will be changed in the following ways:

It will begin One Hour earlier than it has. That is 7 pm Pacific, 10 pm Eastern.
I am replacing a badge night with CoP with an open time slot for either Badges or MoM afterward. The cycle now looks like this:
  • Magisterium
  • CoP w/ Bonus Badges or MoM
  • Magisterium
  • Badge Night
I encourage people to ask for badges during the normal scheduled release trials. Badge Nights will dedicate to Keyes and Magisterium badges where possible as those are the ones that require the most direct coordination.

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