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Try doing it without Bots or Thugs, as those are some of the easier primaries available to us.
I would suggest Mercs or Ninjas for a real challenge (Necro is in the middle as it can be extremely powerful or mediocre)
Suggested Builds: Practically ANYTHING can do 8-man spawns at even difficulty if used intelligently MM-wise. -
Team Search Tools- Divide the search into "Available Members" and "Constructed Teams", then allow the teams search to flag itself accordingly just like the members search. Add appropriate flags to constructed teams and add a search advertisement for your group the same as the current search works (I.E. the little comment you have beside your name). The leader can change the team's comment accordingly.
Revamped Zones- C'mon, Boomtown needs some love
New villain zones in the form of hazard or otherwise- Co-Op and expansions are not an excuse.
More villain trials and task forces- Once again, Co-Op and expansions are not a suitable excuse.
PvP revamps- We need them whether you like PvP the way it is or not.
More color customization- It's on its way but I thought I'd put this down
Original dev-content revised and repolished- It needs love, some serious love.
More Architect options and customization features- Feels a little limited to me still. A bit more elbow room would be nice, and new file size limits already have me itching for the next issue.
More enemy groups/enemy group revision- Fresh faces are never a bad thing, although the Architect is no exception in this case.
More frequent zone events and more zone event variety- They're fun for most but not everyone enjoys them. Would be nice if it would be possible for others to avoid them easily should they chose to (although it is easy now yet still some complain).
More unique Giant Monsters and increased Giant Monster difficulty- Should it be easier than Archvillain? Honestly? Would also be nice to see some uniques added in that are rather difficult indeed. Oh, and slapping a larger health bar does not count for making GMs more difficult, it would actually make it more tedious. -
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So, I was wondering, is there an ultimate combination using the 5 primary 5 secondary combination that will make for the ultimate 5-man mastermind killing machine?
What I mean to say, is that if every Mastermind took one of each of the 5 primaries on a 5-man team and then chose the appropriate secondary (so long as that secondary was not already in use), then could there be an optimized team combination in such a way?
Here is my rendition of a suggested combination:
Bots/Traps
Necro/Storm
Mercs/Pain
Thugs/Thermal
Ninjas/Dark -
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I see what you did there, Pork.
Fortunately this party is neutral -
Quote:It's all about buget and where they spend the money. They choose to spend in on putting walk into the game. So meh.
Because the request for walking has been around longer than the request to fix PvP. They had an animator willing to do it/working on so it came to be. Maybe they're working on PvP (highly doubt it). It's better to complain about relevant things rather than become peeved about updates not concerning PvP. Besides, if you're hardcore PvP and hate the current system take it somewhere else. I, myself, cannot stand CoX PvP currently, and yet I take it elsewhere to, say, an FPS or something (which you probably do as well. Just using that example as a possibility). I REALLY, REALLY do hope they focus on PvP changes somewhat in the next issue, though. -
Hmm...
I smell a walking plot...
EDIT: Anyone down for a Saturday Night Fever strut across Paragon? -
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Necromancery has extremely quick summons as well, so it's no big deal, although Mercs could use much faster call-in animations.
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Hmmm, be unique and do it with Necro/Traps. If you succeed I will be highly impressed.
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The mez from aggroing pretty much anything provoke hits can be quite annoying and dangerous at times, although a break free or two will do you wonders. It's up to you on this one, dude. You "can" tank with a Thermal and bodyguard will help out with that, but be sure to have some sort of protection handy in case the mez downtime is hazardous.
P.S., with shields and pet auras your pets will be hardy enough with the heals and defense you and the pets provide. All up to your priorities. -
Maybe, I dunno, a unique GM that doesn't get salughtered by 20+ players? Something sturdy, long-lasting, and hulkishly strong so that it actually takes 20+ players to beat it? I mean you are given 20mins to find and kill it after all, and it only takes about one or two minutes to actually find the GM.
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A stealthable nuke with no end crash that can be used strategically is the worst Tier 9 in the game...?
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Quote:lol thank you sry i was trying to find the suggestion place but im new here, this was my very first post here and your right i bet someone has suggested this before. thank you so much for replying to this
Hey, since we're getting Demon Summoning then Veggie minions of doom can't be far off, right? -
I'm gonna have to play the bad guy and say that you may want to move this over to the "Suggestions and Ideas" Forum, although that's like saying feed your idea to the vultures. Second is that, while I can see you have good intentions, the developers do read the forums and have probably already seen this (although I doubt it because they hate villains
).
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Drop grant invis for maneuvers, get more slots in Triage, remember to save up slots for Clatrops as it's proc friendly.
Hmm, you may wanna think about putting more slots into your training powers. Even if Thugs/Traps is a highly survivable build it's nasty as hell when you have to retrain for a loss or two, especially without stamina. -
Quote:That is an interface problem I understand; you can't control them or see them in the pet window, but they still count for things like Supremacy and Bodyguard. The workaround is to use a targeted buff by clicking directly on the pet; a targeted heal, a shield, one of the upgrades; etc. That gives you control of the pet again.
Exactly. If you're a traps Mastermind train your FF gen and resummon it. There's a little surprise in store for you.