Angelic_Kitten

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  1. Just a note...

    If you dont want to get 'no experience' for the story arc, you might consider doing them when you have a Pile of debt. Go back, start your arc, and find someone appropiate to the mission level to join you for the story arc, and have them exemplar you.

    In this way, you close your arc, and while exemplared, enjoy the challenge of the mission and reduce the debt you might have lying around.

    Milk and Cream,
    Kitten
  2. Just an additional addendum...

    Combat level also affects the effectiveness of your enhancents. as soon as you level, they change colors for the worse, some times turning red.

    Combat levels will affect your SK/Exemplar.

    Combat level goes up by itself, Security level does not. Security level goes up when you train.

    Security level affects your access to hazard zones.


    A REALLY important addendum to the rules and tips above.

    DO read the instruction manuel.

    DO NOT take it for carved in granite information.

    COH honestly hasnt been around that long and the information in it (except for basic information) is a little dated.

    Due to patches, revisions and dev tinkering many of the powers work differently from what's listed in the manual.

    OF the top of my head some examples are...
    Blaster - Ice - Freeze Ray
    Controller - Mind Control - Telekinesis
    Scrapper - Martial Arts - Storm Kick

    I'm sure there are others i just dont know them all. It would be nice to maybe start a thread somewhere to list all the powers and how they differ from what's listed in the original manual...
  3. I'm time pressed or this would be alot longer...
    I've read the last page or two of postings and i'd like to throw in my pennies...

    Tankers do need more offense and less defense. If youre going to cap their Defense and reduce it so that they're taking some damage, you really should open up their offense a little so they can contribute more.

    Regarding the Tanker/Scrapper invunerability issue, perhaps it might be fair to reduce scrapper invulnerabilty by a percentage, similiar to the way controller buffs are reduced in comparison to defender buffs? I think the devs are aware of this and tinkering with it, as Super Strength Tankers seem to be rejoicing with issue two.

    *-----*-----*-----*

    Some one mentioned that the Device pool didn't have Build up to make it an uber power pool for alpha strikes.

    Thats true and not true. They do have targeting drone, which if slotted to always be running, provides all the accuracy they need to slot powers with all damage. (+33% damage for the SO replacing accuracy). The accuracy is present all the time, as is the slotted damage, it doesn't run out after the alpha strike, or need to be recycled to to use again like BU.

    The sets with BU are missing alot of useful stuff for a blaster. Out of Nine powers, you're lucky if you can find three or four that you want. SG, is still a good power, if you're willing to go the long route and forgo mass AOE attacks, you can still single shot and not cause agro. (Sorta like the controllers version of sleep, except once the fighting starts you cant sleep them again.) If you look at the power, it's a secondary power, in a damage oriented AT. You get it in the teens which in the picture is pretty early. It's power level is about where it should be (now), for a power like that. Its not your final level 40 power, it's not suppose to be uber, get over it.

    There are alot of blasters that survive with out SG. Learn and adapt.

    Must dash to work, i'm ranting longer than i meant to already

    Milk and Cream,
    Kitten