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Quote:You mean you don't ignore the gamey elements? I mean really...I ignore the whole influence, enhancement ordeal from an IC perspective. And many others do as well.I believe I would avoid it like the plague. The setting is too built around silly conventions put in to explain "gamey" elements. Heck, the whole Rogue Isles thing is pretty ridiculous, just to start with, the concept of heroes being paid to fight crime is tenuous at best, hospital teleporters, canon characters who can bring the dead back to life, the war walls... That's just off the top of my head.
Honestly it would make a lousy movie setting.
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Whilethe build is for RAD/DP, it should help alot with how I would do a DP/RAD.
I would replace Dominate with [Edit]EM Pulse[/Edit], as you can grab an Armor as a first tier power, with Corruptors.
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As someone who's played the heroic character in CoV.
There's the always "I write my own story" and anything I do with others outside of that story (like SFs for leveling/badges) is all OOC.
Or, on my last attempt, trying to stick more with the in game cannon, ignore alot of things!
Run away from the Longbow! I've found I can generally ignore them if I really want too. More so, if you join Vanguard at lvl 35.
The hard part, that I'd likely believe most who play the Hero in the Isles bit would want to do...is stay out of GV!
There's a reason you only see Longbow on the outside of that fort!
Pretty much anywhere else, it's not hard to sneak into. But Grandville?! No hero is going to sneak in there.
Undercover agent? Quite possible, you really think Recluse didn't see you coming from a mile away?
Here's another one with a little bit of possible handwaving...
Recluse knows your a hero! He knows you're playing the part of the hero in his Isles. But you're still following his one rule in the process...survival of the fittest.
Those Arachnos patrols attack everyone! Longbow, they're shoot first ask questions later types to begin with.
Recluse himself see's you as a destined one, he just has to turn you to his side.
...but again...unless you're going to go against all of cannon in general, going in and out of GV as a hero is near impossible. And to do it ona regular basis? Pffft. To do otherwise just assumes the biggest baddest in villain in all of CoX is an idiot (which people may think anyways, but in game cannon is not the case).
I was actually working on a hero in the Isles who I'd never have go to GV. It was going to be a bit harder to level up, but the SG fell to pieces, as well, it was a side project,and my side projects seem to always fail as I spend most of my time with my SG.
That said, I've found it's pretty easy to play the Black Cat/Cat Woman type hero/villain type Redside.
My Elec/Thermal Corr, falls into that category. She's not a murderer, but she's a thrillseeker, professional theif, sugar junkie, and part time hero rolled into one.
She'll be perfect for GR.
As for the Longbow, as a whole, one can assume, they're a good group. But the Longbow are one thing...MASSIVE. Comics will teach you one thing, Massive hero groups always have a darker side.
I actually use that as the basis of my main. Created to be a weapon in human form, by the Longbow. Good thing for the Longbow, she only has bits and pieces of her memory (amnesia), along with one of her sisters (there's 3 of them, triplets), and the other isn't talking (and was also snatched by Arachnos as they escaped from the Longbow).
So I obviously like the idea of Longbow having a darker side underneath it all, even if it's not known through the organization, maybe not even by some of it's top figure heads. -
Quote:You know. If you go to RWZ, you can avoid seeing a Abirter all together, and train with the vanguard trainerI've played two villains to 50, I've got quite a few up to the 30's. I don't really like being a villain. I don't like the villain contacts, story arcs or roles. I don't like the villains zones except for Port Oakes which is quaint, and St Martial, because I like neon at night.
I don't know that I would mind being a villain as much if I had any choices in the matter. I can only portray my villains as lackeys, errand boys, mercenaries, etc. I can't be the archvillain, because every story has me doing chores for someone else. Heroes work for the greater good, and don't mind filling requests from their contacts, but villains should be more arrogant, working for another should annoy them. I sure does annoy me red side.
I wouldn't mind being a gritty hero cleaning up the Rogue Isles single handed, but I would have to avoid contacts and mayhem missions, and be very selective about newspaper missions. I would mostly street sweep to 50, and that would get dull fast. So while I considered it, I didn't do it.
But I really do prefer the villain archetypes to most of the heroic types. I only like Blasters and Scrappers. I play more Tankers than Scrappers simply because I prefer the power sets available. Hate the low damage. Can't get into Defenders or Controllers at all.
And I'm tired of waiting for Going Rogue to come out. A few weeks ago, I had an idea that should occupy me until GR is out. I created five new villains, one per archetype and origin. I gave them all similar back stories.
Most of them began life in the Rogue Isles, trapped into working for an evil organization. Each of them either had or developed moral objections to what that organization is doing. Each of them fled the organization, adopting a new costume and name to hide from the agents of that organization. And each of them has chosen to hide in the AE building, running heroic mission simulations to train their powers so that when the evil organization that is searching for them finds them, they will be strong enough to defend themselves.
My natural origin stalker is hiding from a clan of ninjas after refusing to kill.
My tech origin brute is hiding from Crey, after breaking free of brainwashing. (Yeah, Crey is part owner of AE, but the brute is in disguise.)
My science origin mastermind was a chemist making Superdine for the Family, before fleeing and taking her group of friends.
My mutant origin corrupter is hiding out from the Malta group. Weak back story here, as I've never seen a Malta agents as mutants but I wanted to make a dual pistol/kinetic corrupter and Malta has those teleporting gunslingers...
My magic origin dominator is hiding from the Circle of Thorns.
Character concept aside, playing Heroic missions in AE with villain ATs has been a lot of fun. I tend to forget that I'm playing villains, except when I have to visit an arbiter to level up.
OR! Wait a couple of levels between training, and hit up War Witch in Pocket D.
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o.O I've fully IO'ed out toons with Gen IOs with less than 38million. And I tend to go over the amount listed. Though I use lvl 25-50 Gen IOs.
That said, if it's your main and you plan to actually play the 50 alot, not abandon it, well worth it to look into getting IO sets!
In fact, a 50 that you plan to run alot with, is the perfect toon to get IO sets on.
If you don't plan to play any toon past lvl 50, and just bench it, id take that 38 million, and xfer it to another toon, and not worry about it. -
Quote:Riiight, so since few people are actually talking about /rad...
I enjoy /rad. I'm on my second /rad corr, who is the DP/rad. Things going for it:
1. Two arguably skippable powers (Fallout and Choking cloud), three if you don't like EMP, or even FOUR if you don't want a rez with Mutation. This can loosen up your build considerably. Me, I like EMP and a Rez (since I team a fair amount), so don't necessarily count those out.
2. Debuffs will really help with DP/ 's oft-lamented less-than-UBER damage. Enervating Field will help drop resistance to your commonly-resisted lethal damage, while helping the other 30% on your secondary damage. Radiation Infection will work well with DP's innate -def as well has provide some survivability with some -toHit. Unfortunately these are both AOE aggro fields, so don't think you're invulnerable.
3. Radiation Infection + AOEs = Glee. Mobs can run all they want, they'll just die tired. I believe RI hits the slow cap pretty quick, though, so I'm not sure how it will stack with cryo rounds.
4. PBAOE self-heal at level 1. Not a huge healburst like in /kin, but you can stand back and pop mobs at distance and heal yourself.
/rad is less fast-and-furious than /kin but it is also a lot more fire-and-forget. If that meshes with how you're looking to run a DP/ Corr, try it out.
Waiting for Corrs to get a psi epic (concept demanded it!), so I went RAD/DP.
But pretty much all this
Skipping 4 powers on the RAD/ side (Mutation, Chocking Cloud, Fallout, and EMP Pulse). Mutation is handy, but it's like I said with my Ill/RAD, "You didn't invite the RAD to the team for rez
"
Allowed me to grab all but Suppressive Fire from DP. Which I could pick up, but don't really care for. I could easily stack it with another hold power, just don't feel the need for it.
With my planned build (and stealing of IOs from another toon most likely, so I can IO out my RAD/DP), I'll have enough defense, backed by RI's -ToHit, I should get around nicely
At least, that's how it works for my DM/Sonic Defender, should work just as well with RAD/DP.
I hate having to wait till lvl 38 for HoB now :/ Sooo, exemping lower than lvl 33 will be less fun, but so far at lvl 19, it seems to be working out rather well.
For a Corr, I would only think it would be better! -
I've never had a problem with the ST buffs witha 4 minute timer. Even on 8 man teams.
It's that 2 minute buff that I keep glaring at. Waiting for the devs to extend it to a 4 minute buff. -
Not only would I see it! I'd be begging them to put my main into the movie! Even as a cameo! I already know who should play her! She's perfect for it! If she can't act! Well...it'd most likely be just a cameo, so she doesn't have to talk!
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Quote:To powerful? Hmmm. I don't think they would be. Either they would have to take 2 Preq powers first, or 3. That in and of itself, would stop it from being to powerful imo.That is a point, of course. You just implement basically the same thing for all the pools with different special effects.
SS: Hyper-run: You move so fast you just blur away from where you are, vibrate through the war walls, and appear at your target.
Fly: Hypersonic: You take off upward and land at your target.
Jump: Hulk-mode: Same as Fly, but you jump instead of flying.
Still almost certainly too powerful, and the UI would be horrible. Probably not exploitable since the devs would be in control of the target locations.
Even 60 month vets have to take 2 preq, to get the tier 4 power in a travel power pool.
They could say you have to take 3 for this one. Some would be willing to sacrifice powers for it, others wouldnt. -
Quote:Actually, I don't see Parry doing ALL that for a Tanker, anymore than it does for a /SR Scrapper who has parry to stack on with the softcapped defenses.Put me down for a plants/poison controller(1) and a shield/sword tanker(2), and maybe an illusion/energy(3) dominator and an ice/ice brute(4). I'd also like a shivan summoning/radiation emission mastermind.(5)
Footnotes:
(1) "Poison isn't very heroic." And Dark Blast, Dark Miasma, Dark Melee, Dark Armor, Umbral Blast, and Umbral Aura are? Besides, you're going to have poison-wielding heroes by the end of day one of Going Rogue; at that point, the only remaining question is whether the only heroes who get to use Poison are masterminds, or not.
(2) I really do want it more for concept reasons than for game mechanics reasons. But I admit Castle is probably not wrong to be terrified (if, in fact, he is terrified) of giving Parry to a tanker. And the concept of a reflexes/broadsword tanker just makes me grin like an idiot; the only thing left in the whole game that could hit that would be Hamidon.
(3) "Domination won't do anything for illusionist dominators." As opposed to what it does for gravity dominators? And yes, yes it will: it will still give them the ability to auto-hold and auto-confuse bosses. If it doesn't do anything for Phantom Army, fine.
(4) "Recharge debuffs decrease incoming fury." And Cloak of Fear and Oppressive Gloom in Dark Armor don't?
(5) There's no reason to give masterminds Dark Miasma and not give them Radiation Emission. And Shivan Summoning really is low-hanging fruit; one developer could knock it out in an afternoon. No new models. Only two powers, and their animations and FX could be copied from the Necromancy ones and recolored. Take all of an hour to decide which powers the Shivans, Shivan Smashers, and Shivan Destroyers get with each upgrade. Powers: (1) Summon Shivan (1) Neutrino Bolt (2) X-Ray Beam. (6) Upgrade Shivans (8) Electron Haze (12) Summon Smasher (18) Summon Decimator (120 second duration, 15 minute cool-down, immune to recharge buff) (26) Summon Destroyer (32) Empower Shivans. Oh, and if Summon Decimator is too much? Even with that duration and cooldown? Fine, replace it with (18) Shiva Detonation (a version of Fallout that only works on dead Shivan pets). C'mon, do it! Even after Demon Summoning, masterminds will still lag everybody in powersets.
Tankers would just soft cap easier, and likely have the same +Def buff for DA/Parry as Scrappers. So more hit points, but less damage.
Shivian, probably take longer than that, but *shrug* unsure.
Who knows on Poison. Would be nice to see Corrupters get it at least. -
Quote:Not so much an odd build, but a DP/KIN!!! I just can't play it untill they turn SB into a 4 minute buff instead of 2min.I was having a conversation with a friend and we got talking about the characters you can't play that would be a lot of fun - we conceptualised a few, and came up with some interesting combos and twists on old ideas.
I'd love, for example to play a Force Fields/Sonic Shield defender. Almost nothing in the way of attacks but guaranteed a slot on every team
Or an Illusion/Poison controller - that would give a thugs MM a good run for the money I reckon.
I'm not a fan of Kinetics personally (as a player I should add, I'm fine with SB and FS
) but a kin/thermal might be interesting too, or maybe something like a domiscrapper - some ranged holds and then melee attacks?
What odd builds would you like to see that can't be played yet? -
This is why I said throw in Confront. Taunt/Confront usage have been the only times I've seen aggro on a AV reliably held.
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Quote:You know. I really don't see the other travel powers suffering because of this idea.I think because then the other three travel powers would suffer greatly. As it is the four powers are pretty much balanced in terms of speed, endurance, maneuverability.
If you allow Teleport to take you from say the RWZ to Perez Park in just the amount of time it takes you to load into the new zone then the others are at a severe disadvantage.
While yeah, some people will be all "oh yeah, PVE easy mode" others will still be "not in concept", "doesn't help me in PvP", "fly's just as safe/just a little slower/alot more fun"
Alot more fun can go to any of the other travel powers.
Not only that, I thought of it as a 5th Power Pool Idea, so they can come up with equally good 5th travel power pool ideas.
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Quote:In fact, with the person kicked, team morale was increased. Even after failing the TF.Honestly, if you got the star you're kind of responsible for these choices. If more than one person on your team is asking you to kick a person, that person is doing something wrong. If the majority of your team is asking you to kick a person, do it, you're the guy holding the star it's not your job to be nice to everyone.
I've been on teams like that and honestly if one person is making several people want them gone, it's better for team morale imo to get rid of the person before other people decide to stop wasting their time and quit, which isn't any better than kicking a person and is in fact much worse imo. -
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I see an occaissional person with it. Most recently a SG member, who liked to use it in missions.
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No not really. But I've done alot of teaming. So, others to spread the aggro around.
While on small teams/solo however...it becomes a lot more risky. And it has happened.
With IOs, I really don't see it being to much of a problem...Dark Miasma + IOs should be keeping you rather save.
Corrupters as a whole have access to S/L/E defense, that should go a long way in helping avoid the faceplanting.
For Blasters, yeah, it becomes alot harder. :/ -
Quote:Shield? I wouldn't go with Shield either.Thanks for all the advice. Yeah, pvp meant all but mostly thinking of arena. Adding in the other weapon sets for scrappers and tanks, would any be a better choice than the so often advised bs/sd?
Weapon set wise...
BS/Regen or Katana/Regen.
If you're sticking to fight club, Dual Blade/Regen.
That said, I enjoy my Katana/Fire Armor for something a bit different for 1 on 1. -
While I'm not for it...
...could do it this way!
The ability to purchase a ONE time only lvl 50!
Then if they see so many people purchasing that one lvl 50 combo, they can NERF IT!
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Quote:Hmmm...according to many...scrappers are meant to be beat you up period, how they do it doesn't matter.Far as I'm aware. Scrappers arn't shady. They're meant to run to your face, and beat in into the floor.
Stalkers? Yes, meant to be tricky, cohersive, and conniving, for the most part.
...and like in the above post. Ninjutsu wouldn't be Ninjutsu without the stealth.
There's a thread on Super Strength for Scrappers. Which pretty much says that.
Sooo...I wouldn't see why one couldn't be shady. More so, with Stealth, Invis, and Phase Shift as an option.
Personally...
Hide replaced with a Stealth (ala Dark Armor's Cloak of Darkness) and replacing Caltrops with another little trick.
Possibly Glue Pellets! Toss and cause sticky in a small AOE. -
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I'd rather see a 5th power pool option listed with Teleport, that when you clicked it...
List of...
All Zones you have access to, possibly broken down into a few smaller areas [ie...IP tailor, IP Magic store, IP Trainer...ect]
All WWs
You Base and Assessable Coalitioned Bases
And the Active Mission
...popped up. You click on the one you want to go to...and BAM! There! That would feel like some Teleporting to me.
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Quote:Hmmm...with IOs in the mix, I don't know if I'd say there's much of a difference between Claws/WP and Katana/WP for instance.This really is a loaded question
Rankin secondaries is too subjective.
If you change the primary paired up with it you can get DRASTICALLY different results.
Such as
claws/wp compared to kat/wp
or
dm/sr compared to ma/sr
or
kat/da compared to ma/da
Ive run up really strong combos and really bad ones.
In my experience as a 60 mo vet player, Id say all /sec are pretty much even. When you add an ultra survivable primary like dm or an uber mitagation primary like kat/ to certain /secondaries you can achieve stupidly powerful things. IO's are just icing on the cake.
An IO'd ma/fire is gonna suck compared to an IO'd dm/shield, but both toons will probably be "better" then "most" any other toon in the game.
Throwing IOs, into the mix, and going for survival, you're usually going to build for defense. Now, with Katana you can focus those Io sets in other directions, for something else, however, I find it's more of a way to ditch Divine Avalanche more than anything else.
And of course. Dark Melee paired with anything equals more survival. Siphon Life just adds that much more to one's survival, especially if you can get the recharge to pull off Dark Melee's best DPS chain, so you're pretty much spamming SL for it's heal.
That's why I didn't rank the secondaries with any Primaries in mind.
If I did. I'd have to rank them with each Primary in turn.
DM/all the secondaries for instance, and repeat with the other Primaries.
DM/ pretty helps all survive more.
The Swords, depends on how you go for survival. Getting to softcap through just power choices/set bonuses, or are you throwing the DA/Parry attack into the ways of getting that Defense? And for the sets with types defense, would you still try to build off of DA/Parry? That will vary from build to build.
Elec/Elec I'd then rank more survival over Elec/Fire, as Electric Melee will help drain spawns of END faster, and keep them drained. Which goes along way in alot of the focus of Electric Armor's survival.
I might even say Elec/Elec is more survivable than DM/ELA in this case, but it would be one of the few times I'd put anything above DM's ability to help a sets survival. -
Quote:I PvP with a Dual Blades/WP Scrapper. I can tell you, it's not that great. But I went into it with more of the thought "It's fun for me, so I'm not worried about being great."Talking strictly solo and occasional pvp, which of the following Dual Blades characters do you think would work best:
DB/WP Scrapper
DB/SR Scrapper
DB/Inv Scrapper
WP/DB Tank
Inv/DB Tank
WP loses out due to RttC being detoggled easily.
If by PvP you mean 1 on 1 fight club in the arena, it's not to bad, as usually fight clubbing is melee vs melee, as alot of fight clubbers don't seem to care for going up against the other ATs, if they're not melee oriented.
Of your choices. DB/INV. No toggle dropping, and you have Dull Pain for a heal.
Still, DB isn't the set to go with, outside of fight club, as you won't get the combos off, and Power Slice is one of the better PvP attacks as well. But the combo that makes use of Power Slice isn't that great.
But for Fight Clubbing, BF -> AV -> PS -> repeat isnt to bad.

