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Posts
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Joined
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Fwiw, there is/was a Discworld MUD too. You got to name your character and everything.
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Probably my favourite character is my Crab Spider, and a large part of that is the aesthetic - when I first hit 24 (which was early on enough that I hadn't seen anyone else's in action), way before I'd IO'd him out to be the tankmage he is now, my reaction would best be described as "glee", purely on how he looked in combat.
I just love having this hulking power-armoured juggernaut of destruction* unloading volleys of AoE death on a spawn before charging in to carve up any survivors with those highly satisfying slashy stabby crab arms. Add to that the spiderbot army, the flashy-if-mediocre Omega Maneuver, and hell even the animation for Serum, and it all just looks so damn cool to me.
*I picked the Huge model, and pushed most of the sliders to or near maximum - I pay for it in confined spaces like cave maps, but it's totally worth it.
Others that I like the visuals of are:
Dual Pistols - a bit over the top and silly, but that's a plus point when looking for "flashy".
Fire Blast/Melee - Especially with the extra particle stuff added since launch, these powers just feel satisfyingly burny and destructive. Very quickly into the fight it's like everyone and everything in the area is on fire.
Energy Blast - bright explosions, bodies sent flying, can't ask for much more (Nova especially).
Radiation Blast - the nuke is an actual nuke! The other powers look pretty flashy too - X-Ray, Proton Volley, Neutron Bomb, Irradiate.
Robotics - can't beat a robot army, and the Assault Bot is suitably intimidating.
There's a bunch of other individual powers that I enjoy (Dart Burst, Crane Kick, Solar Flare, Static Discharge, etc etc), but the above are probably the sets I'd use if I were showing someone the game. -
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Inspired by real life. The Mr. Johnson in the song references Dr. Gordon Johnson of the Pentagon who, in discussing work to develop robotic combatants has indeed been quoted as saying "there are no legal prohibitions against robots making life-and-death decisions".
(personally I like Melora/Rasputina) -
Regarding Kin's mitigation or lack thereof, I actually find it to be one of the strongest sets for AVs. Sure, it's only 20% (25% on Defenders I think?) for an application of Fulcrum Shift, but it stacks with itself, and also with Siphon Power. With a bit of +recharge (some of which Kin provides itself) it's not too difficult to get to the -damage cap of 90%, and the way -damage is resisted means AVs usually resist it a lot less than other debuffs (though there are a handful of exceptions). So long as you can survive the initial 20-30 seconds of setup, most AVs are declawed nicely by Kin (especially when pairing the debuffs with one of the strongest AoE heals in the game).
It's actually the big spawns of minions and such that I find Kin's mitigation to be weak against (though not non-existent as one poster suggested). It's kinda like Poison in that the aoe mitigation it brings is great if layering with other things, but not so much on its own, and Kin's only going to be layering it on one or two targets in the spawn. I guess enthusiastic applications of Repel would help there, though that's still risky and can be tricky to do without also affecting kill speed (which is half the appeal of Kin, after all). -
My first instinct, without giving it any *real* thought, was Mind/Emp controller. Mind because powers to put people to sleep or confuse them seemed quite appropriate. Empathy just because quite a lot of settings depict faerie types as having beneficial magic (possibly not the actual folklore, but certainly fantasy settings for various books, games, etc), and heals/buffs fits that.
On reading the thread, Plant seems a good fit too. Illusion as a general concept fits better than Mind, except I don't really think the specific depictions of decoys and phantasms in this game feel very pixie-ish. -
If we're talking the proper pure-hearted all out goodness variety of hero, then save the family. You rescue those who are definitely about to die and then do your best to prevent the possible/probable deaths that might follow from your nemesis escaping. You don't let an innocent (or if we're really goody-goody, a villain) die if you can prevent it. If you have a choice of a definite death or potential death(s), you prevent the definite death - the potential deaths might never happen (and there's still the possibility of preventing them too), but the definite one is here and now and needs to be stopped.. And it doesn't actually matter that it's your family in particular that are about to die, the same is true whoever it is.
But I don't think I'm that pure-hearted all out goodness variety. My world view falls a lot more in line with the more pragmatic realistic approach which says pick the option that will (likely) prevent the most deaths. If the nemesis has been killing people previously, and it's been tough to track down and catch them, then unless you have good reason to believe one of the above will change you can be pretty sure they'll kill more before you catch them again. So, assuming the time-to-catch:nemesis-kill-rate is higher than one family, you go with the option that saves the most lives in the long run, which is take down the nemesis. People are going to die either way, and all you can really hope for is damage control.
That said, I do still feel a certain draw towards the uncompromising approach of the former - that you save the person needing saved right now, no matter the consequences further down the line. Even if you know that ultimately it will (probably) mean a greater number of people die, you never knowingly let the ones here and now perish. You can't control the future, only what you do right now, so you always pick what's "right" then and there. Plus I'm not sure I'm swayed by the idea that X deaths is better than X+Y deaths. I'm not sure how easily I could explain it, but in my head it feels like a single person dying is the same as ten thousand people dying is the same as ten million people dying, that volume does not make it any worse.
So to be honest, I have no idea which I'd actually pick if I somehow found myself in that scenario. -
Quote:However, there *is* a set quota of complaining about the complaining that'll trigger everyone to realise the futility of their fight and just drop the issue and move on.It's not like there's a set quota of complaining they must do before the devs go "Wow, 7 people really don't like raids, I guess we'll just rip that out of the game entirely and waste years of development time to give them more solo story arcs they can solo in an afternoon." But that won't stop the vocal minority from trying to reach that mythical quota in their heads.
We're getting close, I'm sure.
Any post now. -
Quote:Light blue "pulsed" energy bolts and a sort of plasma spray (same colour). I uploaded some screenshots to photobucket, but not sure the bolts translate terribly well to a still image (or that my timing was great in capturing them): http://s1210.photobucket.com/albums/...wraith/Drones/targeting drone model? that's a bit dissappointig but what kind of attacks do they have?
The animation on the bolts reminded me a little of the rad snipe, though sleeker/thinner. Put me in mind of power effects of some of the Praetorian 1-20 mobs, but I can't place which (if any) they are lifted from (I'd be surprised if they were brand new animations just for the lore pets). -
Quote:Hardcase already makes Villains want to shoot him in the head, but they can't, so I don't see why Vigilantes should be allowed toUntil the mission where he has you send the Wailers to Paragon City, some Vigilante asks themselves WWPD (What Would Punisher Do?) and shoots him in the head.
Hardcase should totally give out missions to Vigilantes, so we can shoot him in the head. -
Quote:I have an Elec/Kin and I'm very happy with it. Elec keeps things safe, and Kin helps keep the rolling control going with stacked siphon speed. You've also got Transference to pretty much insta-drain boss/EB endurance, and Elec provides the tools to keep it drained. Obviously there's all the +dam later on too.How would Elec/kin controller work out? End drain + fulcrum shift looks tasty. And I like to move quick through missions so SB + siphon speed sounds nice.
I'm not sure Elec/Anything Controller is going to move *that* quickly through solo missions though, at least not if you raise the difficulty much. There's just not much of a base damage output to buff there, so despite all the +dam you're never really pumping out the damage (although I guess you'd have great recharge on epic/patron attacks, so it could work out once you're in that level range - mine hasn't quite got there yet, though I did brief tests when they were in beta and the results were average at best imo).
Given Gremlins' default behaviour seems to be to rush off mid-combat to find a spawn you've not aggroed yet, I'm not sure you'd notice any difference with OSA -
It varies somewhat with powerset - some have slots to burn, while others never have enough - but generally I'm glad for the extra slots in the 32-50 stretch. Up until that point I'm usually gaining new powers faster than I can slot old ones to my satisfaction - I'll have the basic function of the power capped, sure, but I won't usually have added the extra recharge, endurance reduction, etc, that I'd like. e.g. for melee characters that attack power at 26 comes at a point where I'm wanting to round out the 1-20 attacks I took, but I have to delay that because I don't want to underslot the new shiny.
So yeah, I appreciate the shift from powers to slots after 32, it lets me either further enhance my strongest powers, or bring up the weaker powers to useful levels, along with adding procs and uniques where applicable.
But as I say, it varies somewhat from powerset to powerset - the above doesn't apply so much if it's an early blooming powerset that doesn't take too much slotting; in that scenario I can see those last 20 levels starting to feel like a drawn out slog. On the other hand my Crab Spider valued those levels just as much as the ones where he was gaining new powers frequently, because he was rounding out his build and improving his performance all the way to 50. -
Ooh, that's not a good post if you're wanting people to move on....
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Other possibilities include leaving a trail of mines leading to your pull position so the first enemy gets killed (or knocked back) by the first mine, and then the next enemy hits the second mine, and so forth.
Or when you're going to be fighting a single hard target (e.g. an EB), set up a lot of mines on one spot to quickly remove a big chunk of their health as soon as combat begins.
Although, both of those options tend to be pretty inefficient in terms of time spent setting up and tend to be better suited to builds/ATs that are not as solo friendly as an MM tends to be - you're usually better/faster to just start a straight fight if your character can handle it (and MM's generally can), rather than spend ages setting up elaborate trap fields. But if that one EB is giving you trouble, it can still be a very effective option.
(oh, and on teams if we're pulling the spawn, or tank is herding, I like to spend that wait time dropping a trip mine or two - might not even be triggered in the fight, but on the other hand might blow up an enemy that was about to melee a squishy teammate) -
Lay it in the middle of the spawn.
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Procs are a chance when they hit the target. DoTs only officially "hit" on the first tick (even ones like Hail of Bullets where not every tick might apply).
There's special cases for toggles and "patch" type powers, where it's every 10 seconds (starting from when you first activate the power for patches, not so sure about toggles).
So yeah, Longfang will just get a chance on the first tick of damage, not every one. -
My current placeholder chars awaiting the relevant powersets are:
Billy the Corpse - Pistols/Poison Corruptor
Mad Jack McMad - Street Fighting/Willpower Brute (must include a headbutt somehow, and ideally some kind of charge/rush power)
And an alternative Biowraith - Dark/Dark Controller
Used to have a lot more placeholders, but happily Going Rogue made many of them possible. -
Quote:I'd feel compelled at that point to ensure the others all knew that I put in far more time and effort than they did, was clearly carrying them the whole way, and honestly sometimes I doubt their commitment to Sparkle Motion.(Last one I got to 50 was a Shield/Stone, part of a 4 person dual-pacted group. Three of them showed around 77 hours. Mine, for whatever reason, insisted it was 380 or something.... not sure why.)
(I checked my most recent 50, and he's at 126 hours after running a reasonable amount of post-50 content; I'm fairly sure Bio was nearer the 300 mark - I originally posted 300, but added the "150 to" because I had a moment of doubt as to whether I was remembering him or my first 50 in the text MUD I played before CoH). -
Quote:I remember a team of us at level 5 or so chasing a stray level 25 Sky Raider Forcefield Generator half way across Kings Row trying to kill it. I'm not sure what we thought we'd get if we managed.The other thing I didn't know, around level 11 and first visiting Steel Canyon was that in those days, there were leftover ambushes and spawns of MUCH higher level that would just hang out until defeated or despawned. I saw this big strange creature between a hedgerow and a skyscraper. It was a level 30+ devouring earth that quickly 2 shot me and sent me teleporting to the hospital.
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Quote:To be honest, I'm generally pretty happy when they reduce requirements on badges, even if I've already gained that badge under more extreme requirements. I view the badges as even less of an achievement than hitting 50, as so many of them are just about farming and tolerance of repetition (moreso than the normal game) - my feeling is I've shown you (the game, the universe, whoever) that I can do this task for 1 iteration, I've shown you I can do it for 10, I've shown you I can do it for 20, is there really any value in me showing I can do it another 180 times? We already know that I can, we just don't know whether I can actually be bothered to do it (I'm aware basically the same principle is involved in levelling, but eh, psychology).Like I said I understand why they did it but while not a lot of people are voicing it now Back when the change first occurred this was the source of yet another FLAME war here on the forums with one side insisting it was no big deal while the other felt it was just another thing they were doing that took away a prize (?) for acheiving something and just haded it to anyone. .... to use another odd example in Port Okaes it used to take 50 Pirate Ghosts captured in the traps to earn a badge. Then suddenly the requirement dropped to 10. The first time I got that badge a team of 5 of us spent more than an hour, since they only appear at night, getting enough for the badge. NOW.. With Tessa I managed to trap 10 solo in about 15 minutes. Its not a huge deal and personally if they'd make it so you at LEAST had to get a 20 on each server you played on I would be willing to accpet that as reasonable. What they did was drop the level and keep the account wide stuff and now its almost a joke.
So yeah, I'm generally pleased when badge requirements - at least on the kill x y times ones - are reduced dramatically. I ground out the requirements for Viridian on my first level 50 villain, and if they were to drop it to 10% of the requirements tomorrow I'd be ecstatic. I can see that people who actually enjoy the badge grind may feel they're being trivialised, but personally I do a little internal cheer every time it happens.
Quote:I did it on top of the Atlas globe in RV while my mech took down a pillbox
(for reference, Biowraith was sitting at somewhere between 150 and 300 hours played when he hit 50, not including a complete reroll at level 30 because I didn't like the choices I'd made for his build when respecs weren't in yet) -
I can't really remember hitting 50 the first time - I mean I know which character it was, and roughly how long into my subscription it happened, but that's about it. I'm not even 100% sure whether I got there before or after Kheldians were introduced.
So possibly as a result of that I never felt any kind of slight or dismay at the level requirement being reduced. Or perhaps it's just because I never really viewed 50 as an "accomplishment" of any real meaning, even within the context of computer games (and even if I did, I'd be scoffing at the time it takes today's 50s anyway - in my day it was uphill both ways in the caltrops, etc etc), so didn't really view things unlocked by getting there as something worked for, earned, or otherwise considered special.
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That's largely dependent on you - how fast is fast enough when it comes to taking down bosses and above. You can certainly get by with just your personal attacks, but it goes a whole lot faster with the full complement of pets out.
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Fwiw, the -Regen isn't very good. Normal enemies don't regen enough for it to matter, while the values on it are low enough that AVs will resist it into the ground.