Adeon Hawkwood

Renowned
  • Posts

    6270
  • Joined

  1. Quote:
    Originally Posted by Snow Globe View Post
    For an 11 piece set? 400 points... exactly like the Carnival of Light set.

    Given that Zwillinger on UStream said 15 packs on average for most players, I think that should be the baseline... Guess what? I got those 15 packs and not the complete set. Even if, as you say 24 packs, shouldn't everyone buying 24 packs automatically get the set, even if they don't roll them? I've heard up to 35 packs before some players got the complete set.
    Yeah, I really don't see them doing it for 400 points. The way I look at it costume sets come in three levels. Basic sets which go for about 400-600 points, Rarer sets which sell for a Premium or come in Super Packs and Very Rare sets which turn up in the Tier 9 VIP area.

    I realize that from a logical point of view costume sets should be priced purely on the amount of effort required to make them but the fact is that Paragon Studios is a business and having different tiers of pricing for similar but not identical things is a good way for them to make money. In any case, selling the entire set for 400 points seems rather insulting to people who bought packs just to get it. Setting the price at somewhere between 900 and 1440 would seem a lot fairer.

    For what it's worth I'd have no objection to them setting a streak-breaker in the system where after opening X packs all future packs are guaranteed to contain costume cards until you have all the costume parts (set X to whatever seems fair, 15 is a decent number).

    Quote:
    I disagree to the last, is someone has got a partial set, they should be able to buy just the remaining pieces.
    That's a good point and something I hadn't considered. My main reason for saying no to individual parts is that people getting the costume through Super Packs don't get to choose specific parts so people buying it directly shouldn't either. The compromise I'd like to see there is that you always have to buy the "complete" but if you already have some parts the price is discounted as a percentage of the number of parts you have (so using the 1440 price above each piece you own would reduce the price to complete the set by 130 points) but I doubt that's a feasible option.
  2. Quote:
    Originally Posted by Snow Globe View Post
    Not a binary situation. I would like to buy the costume parts. I'm telling the company I'd like to buy the costume parts. However I'm also telling them that I do NOT like the distribution method, and that is in turn COSTING them money. Every time I think I'd buy some points for something in the market, I think of the super packs and DO NOT BUY THE POINTS because of how I feel about the super packs. That is me not giving them money.
    Out of curiosity, how much (in points) would you (or other people who dislike the packs) be willing to pay for the costume on it's own? I don't know the exact drop rates for the costumes but empirical evidence suggests that if you buy 24 Super Packs you have a pretty good chance of getting the costume. So to that end would you be willing to spend 1440 points to get just the costume?

    Personally I don't mind the packs however I feel that if the costume were released on it's own the price should be set so that it's the same as the cost to buy enough packs to have a good chance (about 80%) of getting all of the pieces randomly with no option to buy individual pieces.

    I made a quick pass at evaluating the odds of getting a costume piece in each pack but based on the empirical evidence I've seen there is a significant weighting to the different cards in the pack so without that info it's impossible to say.
  3. Quote:
    Originally Posted by Arcanaville View Post
    Wouldn't you?
    Lets see I can shoot the little guy standing in the corner with a laser rifle or the 7-foot tall heavily-armed robotic killing machine. Which do I choose?

    Heck in character even if you know the little guy is the leader you don't know what sort of AI programming and/or dead-man-switch the giant robot has. Sure in game terms it shuts down but the NPCs don't know that.
  4. Quote:
    Originally Posted by Tenzhi View Post
    My SoA is the only character to date for which I've used the option of having multiple builds. I went Crab first, but while soloing for quite a while it wasn't working out too well for me so I made a Bane build for soloing.

    If I understand correctly, a third potential build is unlocked with Incarnate slots, at which point I may make a whaddya-call-it-Wolf-Soldier?-type build. I miss the AoE web grenade, though I can't bring myself to mix the gun with mace/leg attacks.
    I considered doing a Bane build on my Crab Spider but I think having the Crab Backpack on a Bane would annoy me to much.
  5. Quote:
    Originally Posted by Forbin_Project View Post
    I'd have to check all of my accounts but I'm pretty sure I still have characters that I never bothered to respec into inherent fitness cuz they play fine without it.
    Yeah but the difference is that if they had added the extra slots this would not have been an option. As soon as you logged into a character you would have gotten a respec screen in the face with no option to cancel out of it. Inherent Fitness you have the option not to respec, extra slots would have required a respec.
  6. Quote:
    Originally Posted by MortisEques View Post
    In the process of doing the same thing with my Crab although her spiders aren't perma yet, currently call it mini-MM mode

    There any must have powers to get the spiders perma?
    Hasten is pretty much required and you'd be foolish to skip Mental Training but other than that you can largely select the powers that you want. Pretty much every Crab power has an option for a decent recharge bonus so it's mostly a case of figuring out your budget and then selecting appropriate sets. You need about 100% recharge from sets (plus the 70% in Hasten and 20% in Mental Training) so Purple Sets and/or Superior Dominion of Arachnos help a lot there as well as Luck of the Gambler Recharge IOs.

    It's also worth trying to get at least the Pet Defense Auras into your build (and possibly the Resistance ones as well but get the Defense ones first). If you stack both of those with double Maneuvers you pets get about 30% defense so they will last longer.

    As a final note, if you have enough global recharge to keep the Disruptors and Patron Pet out permanently then you can actually keep the Spiderlings out Permanently without any recharge in the power itself. Personally I don't do that since I like being able to resummon them early if they die but it's an option to consider if you want to slot a Blood Mandate or Sovereign's Right set in them for the defense bonuses.
  7. Quote:
    Originally Posted by dugfromthearth View Post
    I have this opinion as well. But the blaster changes may fix this. They add a self heal or +regen which should greatly reduce this downtime.

    Arcanaville posted on another thread that what causes blasters to be defeated is primarily starting fights below full health. Given that, the blaster changes allowing them to quickly get back to full health between fights may be all that is needed to eliminate the blaster defeat disparity.
    I completely agree. My rest suggestion was made prior to that announcement and I think the existing Blaster changes will probably work out better than just decreasing the recharge on rest (although I wouldn't mind seeing rest get reduced recharge as well).
  8. Quote:
    Originally Posted by Kosmos View Post
    That's Entropic Chaos that gives the large +Rech. Like Kinetic Combat the set is short of Accuracy, so you'll only want to consider this in 6-slotted powers. Note that you have to slot the heal proc to get the +Rech and in the current implementation that proc is only decent in fast recharging powers. However, with the I24 PPM change to procs, and a reconsideration of the proc for balance, this is likely to get a whole lot better.
    Actually I was thinking of Decimation. I prefer it over Entropic Chaos because it has pretty decent values on it's own whereas with Entropic Chaos I feel you really need to a add a sixth slot for a bit more enhancement.
  9. Well as others have mentioned at 6 years you must be pretty close to having an IO license permanently so if you aren't it might be worth spending the cash to get the last few reward tokens.

    Before making an IO build I find there are two questions you need to answer. First what is your goal with the build? Secondly what is your budget?

    In terms of goals most Blasters focus on two things: Recharge and Defense (either Ranged Defense or Smashing and Lethal Defense). There are other options but those are the most popular (and generally the most efficient). It sounds like you could also use some Recovery bonuses but you can easily pick them up as well.

    In terms of Defense picking either Ranged or S/L is your best bet. If you prefer to focus solely on your blasts with your melee attacks being for emergencies then go for Ranged. If you prefer to be in the thick of it using your melee attacks (a Blapper) then S/L defense is generally better.

    You can find a full set of IO sets along with bonuses here:
    http://wiki.cohtitan.com/wiki/IO_Sets

    Some good sets for you to look at are:

    Thunderstrike: 3.75% Ranged Defense for each set, goes in single target ranged attacks.
    Decimation: A decent alternative to Thunderstrike, this provides a strong recharge bonus. Be careful though since Positron's Blast has the same bonus and you're limited to 5 of them.
    Positrons Blast: A nice Recharge bonus for your AoEs, you only need five pieces so skip the Damage/Range one since you have Boost Range and Positorn's is overlsotted for Damage).
    Kinetic Combat: The Smashing/Lethal Defense equivalent to Thunderstike, goes in Melee sets. Somewhat weak in terms of enhancement so I recommend 4 slotting it without the proc and then adding a Crushing Impact: Accuracy/Damage or Crushing Impact: Damage/Endurance in the fifth slot depending on preferences.
    Mako's Bite: A Ranged Defense set for your melee attacks.
    Crushing Impact: A recharge set for your Melee attacks.
    Stupefy: This is a stun set which boosts Recharge and Ranged Defense.

    Anyway that should get you started. In any case I would recommend getting a copy of Mids and working out your build there before spending inf on it.
  10. Yeah Crabs are awesome. I've got all of the pet powers perma on mine so I have a small army of mechanical spiders following me around .
  11. Quote:
    Originally Posted by Agent White View Post
    APP basically are neutral pools.

    And someone asked about "Hero Patron" pools at the coffee talk and they've said patron pools are really complex to do and they have other ideas they're going to run with.

    Basically it's kind of hinted that they've got plans for pools, both regular and epic.
    For what it's worth I'd much rather that they add more Ancillary Power Pools rather than trying to even it out adding another another set of unlockable Epic Pools.

    I'd also like to see Patron Pools either unlocked automatically or have a heroside arc added to unlock them (where we steal power from Arachnos) but I'm not going to hold my breath for that.
  12. Quote:
    Originally Posted by Psylenz View Post
    Attention Bubblers!

    One key factor has NOT been discussed. The effect of Repulsion Field will be drastically modified with one of the fancy KB>KD procs. You could run around and keep things falling down like a mobile ice patch. Force bubble is repel. Repulsion Field is KB like Repel from kinetics.
    I don't have a bubbler so I can't check but I'm pretty sure Repulsion Field cannot take Universal Damage Sets since it doesn't do damage. So you can't use the proc with it.
  13. Quote:
    Originally Posted by DarkBot View Post
    Per Mid's, Devices with 3 Lvl 50 IO To Hit Buffs is 21.99%. I'm not clear on how to interpret that number. Is Mid's accurate? Will the snipe effect round up?
    You can do it if you overslot a little bit but it's probably easier just to slot a Kismet IO since that gives you 6% (Field Operative is a good place for it since you'll be running that anyway).
  14. Quote:
    Originally Posted by GuyPerfect View Post
    You have to level up to 35 to get Task Force Commander, and you have to level up to get your Mayhem Missions. While the Mayhems can be easy to miss in the lower levels due to rapid leveling, they're certainly easy to access for those characters interested in Invader. Just be sure to take a brief detour to run some newspapers and you'll have it.

    Plus, if friends' characters have some Mayhems as well, you can get the badges without ever talking them out of your broker. To me, that's worth a lot more than suffering another Synapse ever again.
    To each their own. I used to do the Radio badges while leveling up my heroes and I found leveling up a lot more enjoyable when I stopped. Yeah Synapse sucks but I can suffer through it once per character to avoid having to worry about out-leveling radio missions or finding people with characters at the correct level.
  15. Quote:
    Originally Posted by GuyPerfect View Post
    • Easy access to Invader, sidestepping Task Force Commander entirely.
    I'm not sure I'd count that as a bonus. I consider TF Commander a lot easier to get than Invader simply because it isn't level locked. However I do find Demonic easier to get than Arch Mage.
  16. Quote:
    Originally Posted by Ukaserex View Post
    What's up with not being able to trade these on Wentworths? I can trade with another player, but I can't sell it? Seems kind of odd, to me.
    It's a bug.
  17. Quote:
    Originally Posted by Vyver View Post
    But what will warm my butt now? It's totally exposed to the elements!
    I don't think I can answer that without violating the forum rules.
  18. Quote:
    Originally Posted by Cheetatron View Post
    Is it even up to that level after considering AV debuff resistances?
    Yes. That assumes a level 50 character versus a level 50 AV accounting for AV debuff resistance. I don't know how it would work out in trials, the AVs there will resist it more due to being level 54 (87% resistance instead of 85% plus the purple patch modifier) but conversely they have more HP than a standard level 54 AV which increases the effective DPS.
  19. My Elementalist toon was originally an Earth/Storm/Fire Controller but I ended up rerolling him as an Earth/Fire/Ice Dominator since I found the combo more enjoyable to play (I would have actually preferred Ice/Fire/Stone Dominator but they don't get Stone Mastery).

    Now I was going more off of the classical descriptions of the elements rather than the Avatar series but I felt that the general combos I had fit the nature of the elements well. Fire is aggression and destruction so my primary attack powers use it (Fiery Assault and Fire Mastery). Earth is solid, reliable and tough which is why I would have preferred Stone Mastery on my Dominator (Rock Armor and Earth's Embrace) but I find Earth Control represents it thematically as using your connection to the earth to disrupt your opponents. Water represented by powers like Sleet and Ice Storm which represent the power of cold Water to sap an enemies strength and morale while Quicksand (Earth + Water) represents its ability to prevent movement through an area. Air is a little tricky, the Controller had powers like Gale and Tornado which represent Air's ability to move things while the Dominator mostly uses Air as a secondary element to control his other abilities (thematically his Fire blasts are a mix of Air and Fire while Sleet and Ice Storm are a mix of Air and Water).

    I also took advantage of power customization to make powers look like they mix elements a bit. For example with Earth Control using the lava setting with either a Red or Blue secondary color makes it look like he's mixing either Fire or Water into his Earth castings.
  20. A slightly off-kilter option you may like is a Time/Electric Defender. It's not going to win any awards for damage but it makes for an extremely tough character that can provide a lot of protection for a team simply by debuffing, holding and draining everything within reach. It works pretty well on just SOs although it is a bit endurance heavy (plus I'd strongly recommend a knockback protection IO). But even on SOs you get a tough character that cna protect a team and even fill in for a tank to some extent (at least against enemies without to much mez abilities).
  21. Quote:
    Originally Posted by Energizing_Ion View Post
    This co-insides with a new Pirate Summoning MM primary power set, yes?
    If they did that someone would have to make a Ninja-Pirate-Zombie Mastermind super team
  22. Quote:
    Originally Posted by Nethergoat View Post
    quick note: Blazing Bolt will become a nice single target attack when the snipe changes hit in I24.
    It depends on how the snipe changes work out. Currently if a Plant/Fire Dominator wants FastSnipe they have to use either Psionic Mastery for Mind Link or Soul Mastery for Soul Drain to hit the required To Hit bonus (with tactics and a Kismet). Neither are inherently bad but it does lock them out of other potentially useful Epic pools. In any case at the moment I still consider Snipes somewhat situational for Dominators but YMMV.
  23. Plants has three things really going for it. First Seeds of Confusion, compared to the AoE stuns in most Control sets (which this effectively replaces) Seeds is available sooner, recharges faster, lasts longer and increases your damage. Secondly Roots, this does twice the damage of the AoE immobilize in other control sets; it's not a great AoE damage power but it's not bad, especially since Seeds allows you to avoid most of the aggro it would normally generate. Finally Carrion Creepers, this come later than the other two but also adds quite a bit of damage. So overall Plants has very good damage for a control set and gets some very nice control early on.

    As for Fire it has damage, damage, damage. Fire attacks deal more damage than other attacks anyway and then Embrace of Fire enhances that further; compared to Build Up it has a higher damage bonus and three times the duration but only twice the recharge. Fiery Assault does have some drawbacks, Ignite and Combustion are a bit meh (not bad but not great either) and Blazing Bolt is a snipe but you can do pretty well just using Fire Breath, the three single target attacks and Embrace of Fire.

    Just as a general comment and observation. A lot of the time around here when people say a set/combo is awesome they frequently mean it's awesome at level 50 with at least some IO investment. In this case Plant/Fire is pretty awesome at any level but it's especially awesome at level 50 .
  24. Quote:
    Originally Posted by blueruckus View Post
    Been on a D3 break from CoH... is Spider Bite actually out yet? I was assuming the new ATOs would bet out with Super Packs 2. Any word on this?
    It is not out yet.
  25. Quote:
    Originally Posted by Vel_Overload View Post
    LAZ0RB3@MZ: No experience with the set. I have no idea.
    Beam Rifle is a toss up. On the one hand it's a powerful single target attack with an automatic disintegration spread. On the other hand the term "short of single target damage" cannot be used to describe Beam Rifle . It also depends a bit on AT, Corruptors and Defenders I think will definitely benefit by dropping Single Shot or Charged Shot for Penetrating Ray but Blasters will need to decide if it's worth dropping one of their two "use while mezzed" attacks for an extra single target attack or if they want to take an extra ST attack and accept that they'll probably only use Single Shot while mezzed (I'm assuming perma FastSnipe here).