Airhammer

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  1. Did I miss something >?? Are the AT Specific IO's now live ????
  2. My request is that you PLEASE make some animations with the set that DO NOT have " Death Heads " in them. There are other "Darkness" concepts that have nothing to do with the "Netherworld". You have Dark Matter, Negative Energy, Anti Matter etc etc.

    I am not saying there should be no " Death Heads " because people do like those concepts and I can easily see them fitting people characters and backgrounds. My hope is that there are alternate animations that support other concepts as well.

    Thank You for your time.
  3. As one of my old PnP gaming buddies used to say..

    " There is no kill that is quite as good as overkill"

    My Perma Dull Pain INV tank, my Perma Hoarfrost Ice Tank, and my Perma Energize Electric tank all laugh heartily at you ludicrous statement..
  4. Dominators IMO function with two thoughts in mind

    LOCK IT DOWN and KNOCK IT DOWN...

    Lock down your foes so they have less ability to attack you.. then take them down before they can take you down. Depending on your build you can be mostly ranged.You can be very melee-centric. You can be a mix of both..

    Definitely strive for perma dom because once you have it you are protected against most mezzes in the game and you get your end bar refilled each time in activates.

    Pets.. Im a dominator.. im not dependent on them for damage.. sure they are nice to have around but i dont NEED them.. Ive got my own arsenal of attacks...

    Depending on your build you may or may not have access to a heal or a lot of self buffs

    But that what those defenders and controllers are there for.. Plus im taking down the stuff it takes them too long to take down...
  5. Great they are fixing the attack portions of the set but not fixing the sets CONTROL issues at all..

    Brilliant...
  6. Still no official word on whether or not Chrono Shifts recharge time was reduced ???!!!!!!
  7. Then whats the point of VIP?

    I believe there are things that should be available only for VIP status. Thats how they are going to get subscribers.
  8. Quote:
    Originally Posted by MetalBritches View Post

    1) The Hollows and the radio missions have become neglected as characters level past them after a few runs through the sewer trials. I have managed to hit level 16 in a matter of a couple of hours with about half a dozen runs through the trial. On the surface, this is great, but there was a lot of good content in the lower levels. Maybe we need to find a use for all those initial, origin-based contacts. As it now stands, origin is meaningless, beyond role-playing "color."

    The Hollows have been neglected for a long time and way before this issue was released. The typical pattern was to run through the sewers till around level 8 and then head to Kings Row.. do the missions there.. do bank mission.. get rocket pack.. Then off to Steel Canyon. This was way before the current content.

    And I agree with what someone else said. Origins are meaningless except for concept reasons. It has never meant anything substantial in the actual game


    Quote:
    Making a Villain ("red-side") character is now pointless, causing all of that content to now be neglected. I have yet, even during peak periods, to see anywhere near the volume of traffic in the Rogue Isles that I once saw before Issue 21/Freedom. With the blurring of archetypes, making a character on "red side" is now meaningless. The changes to Mercy Island are nice, even interesting, but everyone is making Regen brutes and Masterminds in Paragon City, now. Any time I get on, again, even during peak periods, there are not enough players in the Rogue Isles interested in the sewer trials to get a group formed.
    I think here you are dealing with several issues. First off at its core the game is called City of HEROES. I believe most people would rather play a hero than a villain. You grow up watching Superman and Spiderman cartoons not Lex Luthor and Venom cartoons.

    I also believe that people who play villains lend themselves to playing solo more than teaming. I see villains playing, but I do tend to see people running more solo than team. Everyone is not making Regen brutes and Masterminds. I believe many people are doing like me turning Villains into Rogues allowing them to run whatever content they wish and not being restricted to one since.

    Also my suggestion is always utilize your servers Global channels to find teams. Many times no one wants to start a team so there are no teams running. The best way to find a team is to start a team. [/quote]

    Quote:

    3) The Tutorial now has less meaning. The run-up to the release touted it as a more "streamlined" experience. It certainly is more brief, but it lacks the informativeness of the original. Sure, the content had gotten a little stale, but I could have set my 10 year old loose in the "Breakout" tutorial and been reasonably confident he could have picked up all he needed to know to play the game, short of intermediate-level strategy. Now, there's just enough instruction to get you able to run around and attack things. The audio cues are annoying, at best, and the audible exposition is kind of pointless.
    I agree with this 100%. The tutorial was OVER simplified.

    Quote:
    I'm not jumping ship, or anything, but I'm a whole lot less enthusiastic about maintaining my "VIP" status.
    Well this is a personal choice but I dont see how any of these things have to do with the things VIP status offers you such as free transfers, free paragon points, access to all available AT's, IO's, Signature Story Arcs for free, and the Incarnate system, as well as the ability to utilize the forums and all the in game chat channels..
  9. Here is my Grav/Time as he is on live.. a lot better than my Grav/Psi..still working on Incarnates

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Prime: Level 50 Technology Controller
    Primary Power Set: Gravity Control
    Secondary Power Set: Time Manipulation
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Teleportation
    Power Pool: Leadership
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Crush -- HO:Nucle(A), HO:Nucle(3), HO:Nucle(3)
    Level 1: Time Crawl -- Acc-I(A), Acc-I(36)
    Level 2: Gravity Distortion -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34)
    Level 4: Temporal Mending -- Dct'dW-Heal(A), Dct'dW-Rchg(17), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal/EndRdx(37)
    Level 6: Propel -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Crushing Field -- HO:Nucle(A), HO:Nucle(11), HO:Nucle(11), ImpSwft-Dam%(15), Posi-Dam%(17), TotHntr-Dam%(42)
    Level 12: Time's Juncture -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(13), DarkWD-ToHitDeb(13), DarkWD-Rchg/EndRdx(15)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-EndRdx/Rchg/Hold(23), BasGaze-Rchg/Hold(39)
    Level 18: Gravity Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-EndRdx/Rchg/Hold(21), BasGaze-Rchg/Hold(21)
    Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Rchg/Hold(37)
    Level 22: Temporal Selection -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(25), Dct'dW-Rchg(25), Dct'dW-Heal/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(50)
    Level 24: Hover -- Krma-ResKB(A), LkGmblr-Rchg+(50)
    Level 26: Wormhole -- Amaze-Stun(A), Amaze-Stun/Rchg(27), Amaze-Acc/Stun/Rchg(27), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(34)
    Level 28: Farsight -- HO:Membr(A), HO:Membr(29), HO:Membr(29), LkGmblr-Rchg+(40)
    Level 30: Recall Friend -- EndRdx-I(A)
    Level 32: Singularity -- HO:Nucle(A), HO:Nucle(33), HO:Centri(33)
    Level 35: Slowed Response -- HO:Lyso(A), HO:Lyso(42), HO:Lyso(42)
    Level 38: Chrono Shift -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(39), Dct'dW-Heal/Rchg(39), Dct'dW-Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40)
    Level 41: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
    Level 44: Indomitable Will -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(31)
    ------------
    Set Bonus Totals:
    • 7.5% Defense(Energy)
    • 7.5% Defense(Negative)
    • 3.75% Defense(Ranged)
    • 6.75% Max End
    • 12% Enhancement(Heal)
    • 24% Enhancement(Accuracy)
    • 92.5% Enhancement(RechargeTime)
    • 49.6 HP (4.88%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 8.25%
    • MezResist(Terrorized) 6.6%
    • 15% (0.25 End/sec) Recovery
    • 7.88% Resistance(Fire)
    • 7.88% Resistance(Cold)
  10. Quote:
    Originally Posted by Cobalt Azurean View Post
    I like the way you think.
    Thank you.. same to you !!!!
  11. The best setups I have found is a combination of IO's and Hami-O's
  12. Quote:
    Originally Posted by Cobalt Azurean View Post
    For my Ice/Nrg Blaster's Hami Build, I slotted for Lockdowns w/ chance for Hold in my two holds, and then Devastations with the chance for Hold to help with greens while still bein' able to deal solid single target for the blues. Without the Invention system IOs, I wouldn't have been able to do that in the very specific way that I wanted. This allowed me and a group o' friends to do a 16 man Hami Raid last year.

    Which had nothin' to do with softcapped defenses.
    Backing this up...

    Airhammer my First ever character is an NRG/NRG blaster that has absolutely ZERO defense in his build.. None.. Zilch... Zippo.. No S/L defense, No ranged defense..

    He is build as Air Hover blaster. he has 4 Devastation IO's and Two Damage Range IO's in every single target attack. He has three damage Range Hami's in Power Push He also has Boost Range pretty Perma..

    He can pretty much outdistance most enemies. He attacks from a distance.. thats how he is built..

    I wouldnt worry about how everyone builds their character.. as long as YOU enjoy your character.. thats all that matters..
  13. Quote:
    Originally Posted by Vauluur View Post
    But how custom is that when your character and everyone else's is performing the same way, with softcapped defense being the main goal most players use for set bonuses?
    This is your assumption. Everyone does not build for softcapped defense.

    I have THREE toons out of the 40ish I have that are not Tanks or Brutes that have softcapped defense. Even some of my Tanks dont have it.

    Also I believe you are also assuming that everyone that is using IO's are min/max types that have Mids calculations and spreadsheets everywhere and nothing could be further from the truth..

    Remember the people in the forums do not represent the majority of players.
  14. You realize that part of the problem with Propel IS he random object.. every time it is used the game has to generate a random object for EVERYONE..
  15. The IO system is entirely optional. You dont NEED IO's to play the game. In fact most of my signature characters did not get IO's until THIS year and they were plenty playable.

    My rad/rad defender was still on SO's as of last year..
  16. The short answer.. NO...

    Im glad that IO's exist.

    They have allowed to to build several characters exactly as I imagined them when I created them.

    They have allowed to to regain pre ED status on several toons.

    They have allowed me to be creative with slotting.

    They have allowed me to push the envelope on some toons.

    I love IO's.

    And I dont care about anyone elses build. i dont care about keeping up with other people. I care about whether I am having fun doing what I am doing. Even with IO's I still might not have the "optimal" build according to some..

    but it works for me.. and thats all that matters.
  17. You can handle end issues with slotting and IO's...

    Musculature all the way baby...
  18. Why does Gravity suck....

    1) Propel Sucks.. too long to animate.. Often hits target AFTER its dead on teams.. I have suggested changing the animation multiple times over the years to something that doesnt generate an image to make it go faster.. I suggested a smaller singularity fired from a palm-up facing forward animation.. I guess they would rather have an iconic power that sucks

    2) Wormhole. Needs to have the stun applied at the BEGINNING not at the end as they come out of the wormhole.. whats the point of me being attacked by a whole mob before they get mezzed ??

    3) Dimension Shift- Manages to defy the laws of physics being able to both suck and blow as a power at the same time...

    4) Dimension Shift- Yes its THAT bad it gets two spots..

    5) Long Recharges on AOE controls. Because they are hard controls ( which is all Gravity has ) they are all on long timers... If you dont oick a secondary that offers better control.. It can be tough on a Grav

    6) Crushing Field DOESNT offer -kb... you would Think that gravity WOULD offer this...Makes sense right.. its GRAVITY it Locks stuff down... NOPE not so...

    7) Lift should do more damage. Levitate in Mind does more damagae than lift does even though they are the same power. It was probably originally balanced around Propel.. which also sucks.

    Gravity should be more like this...

    http://www.youtube.com/watch?v=iSeBxGgHAv0

    What do I see in this video.. Do I expect to lift a whole city.. no...

    Did I expect to see some type of Anti-Gravity Beam or field that would act like an Ice slick that makes foes fall UP...

    YES...

    Did I expect some kind of toggle power that would be a massive -fly,-run,-slow - recharge, field with a a chance to hold you know something like what they gave to TIME

    YES..


    Oh well... at least my Grav.Time didnt suck as much as my Grav/Kin did..
  19. can you extend it until like Cyan Thursday a week from now when I have more money ??
  20. This thread has made me decide to make more Brutes LOL !!!!
  21. Quote:
    Originally Posted by ClawsandEffect View Post
    And how much resistance is that Corruptor packing?

    Faced with something like Quartz-buffed DE, your soft-capped Corruptor is going to eat floor just about instantly, while the Shield tank can get by on some resistance and 3000+ HP to get them through the fight, at least long enough to kill the Quartz.

    I don't think tanks really need much help these days, to be honest.

    If a damage cap increase were pushed through, it shouldn't get any higher than +400%, as opposed to the current +300%.

    Living up to classic comic book tanks is just completely unfeasible when you have to balance a video game that thousands of people are all playing. Being unkillable AND dealing near top levels of damage is too much for any one AT to be given.

    Oh, and to the person that said defense caps should be lowered for other ATs: Do you really want to tell those SR scrappers and stalkers that their ONE means of survival in difficult situations is being taken away from them so that they HAVE to rely on a tank to keep them alive? Way to enforce the trinity that this game is so good at avoiding.
    This pretty much sums up all my thoughts on this topic.
  22. Every argument seems to always point to the tank doing more damage.. that simply is not going to happen.
  23. Quote:
    Originally Posted by Muon_Neutrino View Post
    I'm pretty sure he was referring to the general type of secondary (i.e. buff/debuff), given that the distinction between buffs and debuffs has already been brought up at least once. Regardless, it's a really significant difference.



    I have just one question about this scenario - how is it any different from any *other* permadom mezzing everything to kingdom come and ripping them up with impunity? That's what doms are *supposed* to do - tie things up and then beat them mercilessly when they can't respond. Perma just lets them do it more easily and without having to worry about a lucky shot from a mez. The only difference between an illusion dom and a regular one here is that the form of control is slightly different, and actually arguably *inferior* to a traditional control against large numbers of foes. Again, if a *regular* permadom cycling, say, powerboosted total domination and mass confusion for perma mag 6 AoE hard control isn't overpowered, than neither is an illusion permadom.

    The only real difference is that the illusion dom's 'regular' control also works on PToD bosses. However, that's rendered moot by the fact that a perma fire or mind dom's regular control *also* works on PToD bosses. Again, if a mind permadom perma-confusing or permaholding members of the freedom phalanx in the LRSF isn't overpowered, than neither is an illusion permadom.
    The simple answer for me.. Phantom Army does damage.. holds aggro.. and is unkillable.. Thats the problem...

    Again my hope is that the developers look at Dominators and give them something special and unique rather than.. oh well lets just give them Illusion too...

    I really dont want to see Illusion dominators.. in fact in my mind it doesnt scream DOMINATION as a set to me..

    I dont want to see dominators as the afterthought any longer..

    And the devs never said they were proliferating every set...
  24. Quote:
    Originally Posted by evoallover View Post
    hi all i have a blaster with 50% def to S/L and he still gets his but kicked, is it better to go soft capped ranged def.

    I have a corr with 51% def to S/L and he dose just fine, I'm not to sure way the blaster gets hit more.

    So S/L or range def?
    Part of the question is what are you fighting.. Defensive builds are good however you also dont have any defense debuff resistance.. and lots of attacks have a small measure of defense debuff built in.. that can whittle down your defense fast..

    You might also want to mix in some Nrg defense and a little bit of ranged.. I am working on a rad/fire build that should be softcapped to S/L/Nrg and about 25% ranged as well.