Blood Red Arachnid

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  1. Sorry, but helping someone else doesn't suddenly negate unbound prejudice. It doesn't work like that, and it never will.


    Anyway, I never used dimension shift because Gravity Control has a tool that is exponentially more powerful: Wormhole. The greatest strength of Wormhole isn't just that it is an AoE mezz that you can fire on every other group. The power comes in it's ability to relocate enemies to wherever you need them. Protect the team? Around a corner. Want to nuke the team? Force them into a corner. Defense in an open area? Port them away as far as possible. Steamrolling so fast you can barely keep up? Port one group into another and blow them to bits. Want to avoid aggroing two groups at once? Port one towards you from behind a wall. About the only case where you wouldn't want to use wormhole is if it is an AV that is beating the tar out of your team, since they resist teleports.

    Dimension shift is less of a skip power, but I still find myself unable to take it over something else.
  2. They do not provide a level shift.
  3. Goodness gracious great wall of text! I honestly can't bring myself to read all of that...
  4. Blood Red Arachnid

    Concept Build?

    Quote:
    Originally Posted by Memphis_Bill View Post
    I don't get why anyone worries about anyone else's build.

    If you see something they're missing that might help, mention it - once - politely, in a tell. If they ask why, explain what it does. If they mention it's a concept or they have some other reason, shrug and move on. At most, if it's actually causing THEM (not you) excessive trouble, mention dual builds, then let it drop. You don't need to "get" it. You're not paying their sub. They're having fun their way, and it's not hurting you. The game's not that hard, they're not "dragging the team down" unless their concept is "I stand at the door throughout the mission."

    (This is not to be confused with playstyle. If they're *actively doing something* to disrupt the team because of RP or whatnot and didn't warn the team? Such as "I hate seeing people sliding on ice" so they keep intentionally knocking people off ice slick? Say something. But if it's just "They didn't take X power I think is important?" Then leave it be.)

    Only thing I can't stand are snobby players who go around putting other peoples builds down as "gimped" because they aren't min/maxed, or are playing an AT or powerset they don't like. Bothers you that much? Shut up, put in a playernote, and leave the team.
    There are occasions where you'll need something that is strangely missing. I remember once being on an UG trial with 2 Tanks and several more brutes. Not one of them had taunt, so we couldn't direct the targeting effects of the Warwalkers. This met it's apex at the Self-Repairing WW where we couldn't keep an offense on it due to targeting, so the trial failed miserably.



    There is a line, though. A point where needs becomes wants. I, myself, will sometimes take powers that are redundant or borderline useless just because they are fun or it would fit the concept. The line is whether or not you have the basic functions of your AT's and/or powerset's expectations covered and slotted well enough to perform those functions. It isn't that hard for the most part: Tanks are tough and handle aggro, controllers hold and mezz enemies, blasters die like dogs, ect. You can make a case for using such crazy things, such as if you have an alternate build so you never use your gimped one for teaming, or if you only team with people who are O.K. with your crazy antics. But if you go teaming with other players and you aren't contributing enough to make up for the difficulty increase that the team gets with you on board, it becomes that team's problem.
  5. Um... why don't you do it? I don't think I have any more clout to be heard by a dev than anyone else here...
  6. A bit n00bish with macros, but I believe to set it up you would do the following:


    /bind *key* target_custom_next teammate defeated


    or something like that. It should have you target the nearest defeated teammate on your screen.
  7. Well, the scaling is a power applied according to teamsize. The formulas can be found here:

    http://tomax.cohtitan.com/data/power...llains.Scaling


    And in theory this can be applied to an EB.
  8. Why did I not notice this forum existed until now??? I've gone a bit above and beyond tips, and I've made three videos for the TPN, MoM, and DD trial. They're in my sig, but for redundancy I'll post them here:

    TPN

    MoM

    DD
  9. Blood Red Arachnid

    RE: Gauntlet

    ...Arcanaville is a she?
  10. My kin stalker is already decked out with musculature and build-up that I swear is almost constantly active now, so the Melee set is definitely where I'll be going. Being /elec, I haven't decided exactly what to go with yet. With my current set, I'm in the odd position where both my defense and my resistances are good, but could be better. Right now I'm leaning toward defense, since I already have Power Surge in case I really need to lay on the resistance.
  11. There isn't any power pool that I have on all of my toons. However... there are power pools that I *never* take:

    Concealment: With power stealth and enhancement stealth I can never find a good reason to take something from this pool. You move slower, it drains plenty of endurance, and there's better options if you are going for defense (Weave, Maneuvers, Combat Jumping). The high end power, Phase Shift, is useful but it is also available as a temp power. Because of this, I don't think I'll be taking concealment on anything anytime soon.

    Presence: I recently broke this trend with my Kheldian (took Provoke). The fear powers in presence are horrible and require heavy slotting to be mediocre. The taunt powers are the only reason why you'd take from this pool, and in general nearly anything that would take a taunt power from presence already learns a taunt power. A scrapper can benefit from provoke more than confront, maybe, but unless you are IOed out and have a toon you feel is good enough to warrant taking provoke, you'll skip this pool again and again. The actual effectiveness of the taunt powers is only so-so, since just about everything can still steal aggro.


    I take the following powers from the following sets for various reasons:

    Fighting: I grab tough and weave for all of my melee toons. They're good buffs.

    Leadership: I grab at least maneuvers on any support toon. Might as well make them more supportive. I'll also grab the other three powers, since all of them are useful in pretty much any teaming situation.

    Leaping: Combat Jumping for defense, immobilization protection, and general maneuverability on the battlefield. Well aimed jumps can help you traverse an active field with ease, letting you get to enemies to fight them without having to deal with other players.

    Medicine: Aid self and Resuscitate are great powers that can find room for themselves on many sets. Aid self six-slotted can be a beast sometimes, and everyone will thank you for the rez powers.

    Speed: Hasten is one of the most powerful powers in the game. If you have anything that is strong but has a slow recharge, you take hasten to fire it off as frequently as possible. There are very few toons that can't benefit from hasten, but it does stop you from getting other power pools so I tend to only prioritize this on toons with those slow-recharge powers.

    Teleport: Recall friend and a little initiative is the fastest way to travel. Also good to port a dead body to safety to rez/veng it, good to port someone past a dangerous area. If someone needs to go somewhere and you're already there, recall friend is YOUR friend .
  12. Itrial: Minds of Mayhem.

    The reason why I like this trial is because the entire trial feels like one gigantic boss fight. Most AVs I encounter on teams are cases of done-and-over-with; the AV is dead in 20 seconds and it doesn't feel like we've truly accomplished anything. But in this trial, the whole battle feels like an active engagement with different parts that you have to pay attention to. I truly feel like I have accomplished something when Mayhem finally drops. The difficulty is high enough that the chance for failure is a reality, and thus pressure adds to the situation.


    TF/SF: Barracuda/Dr. Kahn.

    As mentioned above, I like the long and hard AV fights. I like Barracuda much better than Dr. Kahn, since it is more well put together and the final fight is more interesting. During that battle with The Reichsman, I love how hordes of nearly endless 5th column pours in while you beat the snot out of an enemy that feels invincible. The whole time, you yourself are super-charged, so you end up plowing through those endless hordes. The whole thing is dynamic.
  13. I've only tested the newer update of the program, but so far I have yet to crash once.
  14. I'm not convinced that the hair capes would be a problem for low-end machines anymore than regular capes are now.


    I would personally love to see the hair cape implemented for flowing hair. Half of all my women characters have long hair, and I would love to see hairstyles that are long and flowing. Or at least hairstyles that don't clip into their breasts.
  15. Maybe spoilers ahead.

    So, after participating in a lengthy discussion on the forums about how Dark Astoria should have AVs, I came under the assumption that there were no AVs in Dark Astoria.


    OH BOY WAS I WRONG!!!

    Much to my surprise on the rescue Slinger mission I was greeted by a level 54 AV Black Scorpion. I am, of course, running these DA arcs the first time around on my no-protection-except-through-mezz dominator solo. Now, I rose to the challenge. I managed to beat Scorpion solo, however it did drain away my entire inspiration tray full of super-inspirations, cost me several temp power recipes, and took four tries to do it. I'm still on the adrenaline rush of having accomplished such a feat on a toon that is distinctly set out not to solo AVs.


    This makes me wonder, though. Were things changed, or have people been skipping AVs this whole time?
  16. Blood Red Arachnid

    new kheld proc

    I get the feeling this proc will benefit WS more than PBs... again. My PB has no issues healing itself, and much like the other proc there's no real place for it.
  17. I've made a bane/huntsman, a NW/Fortunata, and a PB (human form and dual form).

    As far as SoA go, one of the funnest parts is their utility. My bane plays like a scrapper/stalker, except with a lot of pets and ranged AoE attacks. The power Surveillance is a great debuff, but it has the hidden aspect of revealing the enemies stats. This is invaluable during AE arcs, where the final AV may have Rise to the Challenge or something that you need to play around. Though he didn't get all of the leadership powers, since I needed to make room for all the other stuff he does. The huntsman build for him does, however, have double leadership and vengeance. The damage output isn't as high, but increasing the whole team's defense by 20% by himself more than makes up for it. Although the huntsman can't solo an AV like the bane can.

    The NW also plays like a scrapper/stalker, except they have great mezz protection/resistance, and a really high psionic resistance. I have a lot of fun with the smoke grenade power, and it has uses since it greatly decreases the aggro range of whomever it hits. Mind Link and Maneuvers gives the whole team a lot of defense, as well as psionic resistance. My fortunata build is slightly strange in the sense that it is built solely around the nukes. The AoE mezz and AoE damage powers are set up to recharge as fast as possible, and with all of them it essentially lets me have the enemy group constantly be either nuked or disabled. Though the NW can't do that, the NW has enough damage output to solo an AV.

    The PB is a jack of all trades. PBs learn pretty much every kind of attack, and this is a great thing if you have the recharge to back it up. The KB is fun, and comes in handy strangely. You'll need to build it for recharge, but if you can do so you can accomplish things like permanent lightform (85% resists to everything), permanent inner light (30% damage boost with 100% surges in damage) permanent essence boost (+400 Max HP with bursts of 800 heal). You can heal others and yourself rather easily, and all of your powers have -defense so you can help against tougher targets. I haven't tested my PBs offensive power, but their defensive power is high enough that I was able to tank the UG trial. If you want to actually see my PB in action, the three trial guide videos I have at the bottom all feature my PB doing her thing. /shamelessplug
  18. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I think Beam Rifle is the only Blaster primary that could solo GM's without /Mental as a secondary so I guess it gets props for that alone.

    I believe you. I managed to pseudo-solo sorceress serene with my beam/dark blaster (Diabolique was there) at level 25 with basic invention enhancements. This currently holds the record for me for lowest level AV solo.


    Anyway, I love the beam rifle, however I'm only meh with /dark. The rifle wants to fight at a distance, /dark wants to be up close, and the two don't really mix.
  19. I'm not so sure if he was off base. The Star Trek Experience over at the Hilton closed down.

    I would've loved to have gone there. My mother got a kick out of the workers when she went with my father. My father... was only so amused.
  20. Quote:
    Originally Posted by Forbin_Project View Post
    If the devs were ever going to consider something like this the only way they could do it would be by completely tearing out the current base feature and building a new one from scratch with this designed into it from the get go.

    They would also have to find a way to insure the players with current bases don't lose anything they currently have in their bases along with compensating them for anything earned/lost under the current base feature.

    The OP's idea doesn't even take into consideration the fact that thousands of the existing bases are Solo SG's. Nor does the idea take into account how unpopular zone events are with the player base and how unhappy players will be when they can't use their bases because a raid is going on.

    So in addition to the raids the devs would have to also add an option that allowed SG Leaders to opt out of the raids.

    Ah... I see. A lot of the confusion seems to come from my usage of the term "event". You'll have to excuse me, since I am only so good at English (also please take note that there are more definitions for the word "event" than how it is used in CoX to describe zone events). These "events" are planned missions that that a team can choose to do. Having various personally adjustable options along with three different game modes doesn't make any sense for a random attack, after all, let alone the ability to quit during these attacks.

    In light of that, the rest of the issues fall in line. The only time they would have to edit current bases is if that actual base is undergoing the mission in real time. Rather, a much simpler method would be to duplicate the bases in an instance. Though I am not sure if the technology is available to allow SGs to access their inspiration and item reserves in real time in an instanced mission... but this is an acceptable loss.

    With the mission in an instance, any player not taking part in the event would still have unlimited access to their SG base. Solo bases aren't a concern, since the SG that hosts the event can invite non-SG members to join them in the base attack. Solo bases probably can't even host their own unless their base is capable of supporting a mission computer. There would be no need to opt out of anything, since a base attack can't be started unless a team forms and chooses base defense from their mission computer, and with the simpler instanced duplicate mission no access to the base would be restricted.


    The only reason for a randomized event (which would be a new feature in CoX to have an instanced mission with a limited timeframe to participate) would be if the system could be abused in some way. Since I currently have no rewards for base attacks, there is very little to abuse.
  21. Ah, the ole' conflict of how zoomed I should be. Originally when recorded I would perform the action zoomed up, then later in the trial I would zoom back to show the going ons. Those zoomed out parts usually end up getting cut for time/size, though, since they don't actually show anything really new to the procedure. The zoom-in part is a throwback to a problem in the old times where I didn't learn to tie my shoes until the late into the 4th grade, because whenever someone would show me they would do it so quickly that I never got past the "fiddle their hands randomly" part of tying shoes.
  22. Got most of the way through the comics. Some really funny stuff, but the whole girl-girl relationship thing never sat right with me.
  23. Quote:
    Originally Posted by MisterMagpie View Post
    Okay, Genesis spoilers:

    It will take seven days to slot.

    One of the major powers involves making servants from dust.

    Snake debuff.
    I c wut u did there.



    I'm not sure if it will be genesis, but one power will eventually be a shapeshift, much like Kheld Shapeshifts, except temporary. My reasoning for this:

    • All of the incarnate powers are going through different kinds and types of powers available. Alpha was regular slotting, Interface is procs, judgement is nukes, destiny is click team buff, lore is pet summon, hybrid is toggle self buff. In theory, the remaining incarnate slots will all have different aspects that are distinct from the others. This makes you have to wonder how many game aspects are left. We have single target attacks, mezz, shapeshifts, and... what else? Damage auras, maybe? From the short list, it is safe to assume that at some point in time our characters will gain the ability to call upon an "essence" to transform with set powers.
    • The set strength of the transformations from an incarnate slot are extremely easy to balance around. By doing so, you can essentially set the HP, defense, resistances, and to-hit of the player while setting up the accuracy, damage, endurance cost, recharge rate, and secondary effects of their attacks. Any balancing that needs to be done can be applied directly to the power, instead of having to look at the toon as a whole.
    • They have been experimenting with these transformations as of recent. In the new trial coming up, one of the AVs transforms into a wolf mid combat and changes his abilities while doing so. I can't help but think that the four-legged system that they are abusing so much won't come back to benefit us when we ourselves are changing into Griffins and Manticores.