Brigandine

Informant
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  1. Brigandine

    Debuff Classes

    Star Trek Online's Science officer (specifically a Researcher) has a multitude of debuffs, both on the ground and in space. In space, they can be completely dedicated to debuffing enemies in a (especially in a science vessel, with multiple science boffs, I find it quite enjoyable. And this is someone who doesn't normally play a debuffer.) On the ground, they have (which is augmented with the use of kits) a combination of AoE/single target debuffs.

    In Rift, a Dominator, is heavily a debuffer, closer to a dark/ defender.

    In SWTOR, Sith Madness Sorcerers, focus on debuffing enemies (Albiet not to the extent of a Defender can)

    I'm sure there are more examples, but I can't think of any at the moment.
  2. Quote:
    Originally Posted by mammalian View Post
    I tried to join a chat channel, however no chat channels are listed, you have to know the name of it to join. I tied the word 'Paragon' and join some RPs from Liberty. This aspect of the game sucks but I am still trying to work the game as there are no other alternatives
    The most popular (with over 600 accounts now) CoH channel in Champs is the CoX channel (Case sensitive)

    /channel_join CoX will get you in.
  3. The community in Champs (especially in Millennium City zone chat) can be the equivalent of Freedom server's Atlas Park. But that is what happens when there isn't multiple servers, but one large clusters of servers, with chat broadcasted across all of them.

    It can really make it easier to turn off zone chat, stick to created channels (S.G. channels, CoX Channel) and go from there - thats what a lot of people do.

    Again, I urge you, if you want to see the Champs community shine, join the CoX channel, maybe join a CoH S.G. you may see familiar faces there.

    Edit:

    The chat system works similar to how CoH has it - the slash command is /channel_join, so to join the CoX channel, it's /channel_join CoX (case sensitive), that'll link your account to the CoX channel, so you're subscribed to it regardless what character you're on.
  4. Quote:
    Originally Posted by LadyGrimrose View Post
    My brief tenure in Champion Online last night.

    LOTS of people bashing CoH players now coming into their game. God help me if I said anything positive. The developers may be welcoming us, but their community is just as snub nosed as I remember. For fifteen minutes I heard a conversation go on and on about us being attached to a sinking ship and its what we deserve, etc. etc. Not just by one player either, there were a slew jumping on the band wagon.

    As its stands, after thirty minutes of being berated and being called "Welcome aboard, good luck finding a group flunkie" (that was the most kind thing said to me) I have decided to stick to my intial reaction where this game and its community are concerned.

    For the Record, I am not a whiner, fair weather gamer, or a drowning rat. Thank you CO community for treating me like crap just because I said, "Oh, the costume generator is diffrent than CoH. Thank you for..." And then the very person that helped me slammed me with a tirade of how sucky I was for coming over now.

    Thank you Cryptic Devs for the invitiation, it was cordial and well intended. Your community, however, has a lot to learn about being civil to others. True, we stuck to CoH, but that is no reason to treat us like garbage.
    Ignore 'em, they're not worth the time. Join the CoX channel and one of the many newly formed Paragon S.G.'s and you'll be surrounded by like minded individuals. Last checked, the CoX channel had over 600 unique accounts subscribed to it, several hundred of them having just joined the channel and have recently come over from CoH. I'm one of the CO and CoH vets in that channel trying to help any and everyone, and the channel is laid back and calm, where you can get your questions about CO answered, chat with fellow CoHers and decent CO vets, and find CoHers to team with.
  5. Quote:
    Originally Posted by Power Armour View Post
    Does CO have a feature where you create an arch-nemesis for your character (that you design yourself, and who then shows up at various points in the game) or is my memory lying to me?

    Because I'd try out a game for that feature alone.
    Yes, it does. Starting at level 25 you create your first Nemesis. You name your Nemesis. choose the powerset it has, you customize the Nemesis through the same character creator you use to create your own character. You also choose the type of minions it has, and the powerset the minions uses. As well as choosing what persona (through a list of three) your Nemesis has. You're also provided a place where you can type in your Nemesis' bio, in it's info screen.

    You go on missions about your Nemesis, trying to foil it's plot(s). Nemesis'll also find you in missions. And there is a high level lair revolving around your Nemesis (And the Nemesis' of your team)

    And you can have more than one Nemesis (When you put one away, you are prompted to create another)

    I greatly enjoy the Nemesis system, and can't wait til they update it again. I think my favorite Nemesis is the one my character Migraine (psionic user) has, named Professor Excedrin, a gadgeteer.
  6. Quote:
    Originally Posted by Samuel_Tow View Post

    When I complained about this to people, they told me most of the newer content took itself a little more seriously. I'm not seeing it. The game's "story" is one big joke, and it seems to have been created by someone who HATES comic books and wants to show how ridiculous they are.
    Actually, the story does get pretty dark and takes itself pretty seriously at times. The adventure packs, specifically Demonflame, has a great story about ancient gods in the Qliphothic. The Comic Series "Aftermath" follows after Demonflame, and shows you what happens when casualties of transdimentional battles get left behind in a dimension that is full of twisted and dark creatures (think of the Shadow Shard). The Comic Series "Whiteout" has a very dark story that has you stranded in the middle of a Canadian blizzard with shape-shifting aliens and has great atmosphere that reminds me of John Carpenters The Thing. (Seriously, if you ever play Whiteout, make sure the volume is turned up. It has great effects)

    And Vibora Bay's entire crisis zone has you saving the Champions, going back in time and trying to prevent a... "certain events."

    But that's not to say there isn't plenty of camp in Champs, there really is. I liken it to the 1960's Batman show on T.V. That then goes off into darker avenues that takes a more serious tone. It definitely isn't as serious and dark consistently as CoH is, but when the story gets serious, it's comparable.
  7. Quote:
    Originally Posted by Draugadan View Post
    Just thought I would mention that one of the CO DEVs just now jumped into the CoX Channel over on CO and gave a pretty nice welcome to everyone there. It was basically a welcome and so very sorry for what happened to CoH. Then he stayed awhile and answered questions.
    Yeah, trailturtle has been in the CoX channel on and off for about four hours now. Talking to people in the channel, answering people's questions about the game. He has even teamed with several groups for Alerts, and helped several others create their supergroup. He's still there as I type this.
  8. Quote:
    Originally Posted by Mad Grim View Post
    ... Ok, I admit, its starting to sound better. Especially the switching between builds every 10 seconds, that sounds really fun.

    Few questions:

    How many character slots do you have free, and how many character slots do you have Gold?
    Two for free players. Eight for subscribers. Twelve for Lifetime. You can also earn new character slots by getting characters to level 40. Also vet rewards grant some slots too. Between getting characters to level 40, and vet rewards, I have 18 character slots.

    Quote:
    Can you switch costumes?
    Yes, you can switch costumes. You're limited to switching them once every 15 (I think) seconds. You can get upwards of 8 costume slots, and another one from joining an S.G.

    Plus, you can also assign different costumes for different builds. So that when you switch builds, your costume automatically changes. On my Power Armor character I have my tanker role set with a heavier, bulkier armor, with the character scales set taller and more muscular. On the assault role, I have a costume that's slimmer and sleeker. And these costumes automatically swap as I swap roles. Unlike CoH, you don't have to buy access to a 'super tailor', and can make characters more muscular, taller, thinner wider, across costumes.

    Quote:
    Aaaand... how many summons can I work into my build without being useless?
    That's open to debate. But I routinely see characters with around five six pets. But that's including some powers that come with multiple pets (like healing drones).
  9. Quote:
    Originally Posted by Samuel_Tow View Post
    OK, so what I'm getting out of this is that if I want to approximate a Scrapper, I have to go with a defensive passive. Fair enough, I suppose, but doesn't that mean I can only ever use Tank or Hybrid builds since I don't notice others allowing for defensive passives?

    Just idle musings, really.
    Yes. A defensive passive only works in tank and hybrid roles. Hybrid is basically the default role, it's well rounded without any real weaknesses, but not excelling in any area either. Your super stats affect your damage and healing potential. And you start off playing in Hybrid role (You gain other roles early on in the game.)

    In other words, you're not really a tank in Hybrid mode, using a defensive passive. You're just more resilient.

    In comparison - tanker role increases your maximum health, damage resistance, control power resistance (Mez protection) and energy from blocking, while reducing maximum energy and equilibrium down to 80%. Super stats in this role increases your threat generation.


    Quote:
    Originally Posted by TwoHeadedBoy View Post
    Actually if I'm remembering correctly (I've been reading so much about CO the last few days that I might be suffering from information overload) on a Free Form character you can switch between builds on the fly with a 10 second (?) cooldown. This means that the same character can somewhat fluently switch between different passives, roles, etc.

    The closest thing it reminds me of in COH is Kheldian forms, but with a 10 second minimum to spend in each form (so no MFing Warshadin.')
    That's correct. You can switch roles every 10 seconds. And you unlock builds (lets call them character templates) that houses different gear and powers and even another passive. So someone with the Celestial power set, could go from being a healer, to switching roles (and builds) to being a tanker and tank for a team. It's something I use heavily on my Power Armor character. I have one build where he has Invulnerability and has gear stacking his Constitution, and he can tank for a team. I have another build that puts him into the ranged damage role, with the offensive passive Targeting Computer. Which increases damage, and energy regeneration. And I actively switch between both roles, whether in a team or soloing, depending on whether I need damage or defense.
  10. Quote:
    Originally Posted by Samuel_Tow View Post
    OK, I keep hearing about "passives," but what does that mean, really? Is A passive - singular - that big of a deal in Champions Online? I don't remember them being this strong when I played, but I also don't remember them being mutually-exclusive.
    Each build (your character can have multiple builds, using one role, one passive and whatever powers you have chosen) has one passive. Certain passives only work in certain roles (A defensive passive, can either work in a tank role, or hybrid/balanced (default) role.) and all passives (now, they didn't before) scale to your super stats.

    Examples of passive types are:

    Invulerability

    Regeneration

    Personal Force Field

    Stormbringer

    Ego Form


    To use Invulnerability as an example - Invul works in CO as a passive. You buy the power, it automagically goes into your passive power slot. The invulnerability power grants you a % of damage resistance to all, plus reducing damage of every attack by a set amount. The damage resistance and damage absorption increases as you level, plus increases with the ranks you put into the power. And also scales to your super stats.

    In other words, with just the Invulnerability passive in CO, it encompasses the entire defensive powerset of Invulnerability in City of Heroes, (excluding the mez protection and Unyielding and the top tier power Unstoppable) with just one power. Instead of having individual defensive toggles that increases your damage resistance, elemental resistance, energy resistance, you have a single passive that costs no endurance, and does all of that automatically and is always on while the power is slotted.

    Offensive passives work in a similar fashion. They can only be used in a offensive or 'balanced' role. Each offensive passive buffs specific power-types. For instance, in the Wind powerset, wind powers cause lightning, crushing and cold damage (Depending on the powers) the Wind Passive Stormbringer increases (by a large margin) your lightning, crushing and cold damage, plus increases your damage resistance to lightning, crushing and cold damage, as well as generating small amounts of endurance for you whenever you get hit by lightning, crushing and cold damage.
  11. Quote:
    Originally Posted by GreenLantern68 View Post
    Travel powers and branching abilities/specialties are pretty great, but barely being able to fend off a group of 2-3? Yeah, not so great.
    .
    I have to bring up that how many enemies you can take on at one time, really depends on whether you're free-form or using an arch-type and if you're using an arch-type, which type. And how far along in progression you are, how many powers you have. It also depends on what enemies you're fighting. Champions has the eqiviliant of minions, lts, bosses, elite bosses, supervillians, giant monsters. Most groups are comprised of several minions and an LT, or four or five minions and no LT. If a boss is in the group, then it's usually one boss one minion (This outside of missions)

    Before getting a passive - whether offensive or defensive - you're pretty squishy. When you get a passive (especially for tanks) your survivability goes through the roof. Even at lower levels, tanks can have upwards of 7-8 minions and a LT or two on them at the same time, by themselves. They can tank more enemies, obviously, if they have team member support. Those in the hybrid or ranged damage roles (ranged role is essentially a blaster) can take to the air - or attack at a distance and drop a group of 5 enemies using a variation of single and cone attacks.

    To give an example - last night I was tanking an elite mission, with a group of five (myself included) and I herded an entire room of elites (they're called "toughs") comprising of 24 enemies. I held their aggro and smacked them around the room with super strength (might) while another player was dropping sigils and healing me occasionally. The other three were doing damage and mopping up enemies.

    I also often run comic series and adventure packs on this character solo, on the "Very Hard" difficulty, and can herd groups of 15+ enemies, by myself, and take them down using room sweeper, havoc stomp, expulse, planar fracture and ebon rift. And blocking when I run out of endurance to recover it faster.
  12. Quote:
    Originally Posted by Primantiss View Post
    Right now I'm tinkering with a few lowbies, trying Alerts, and tryin gto get back into the game. What are these "CoH channels" people have been mentioning? There doesn't seem to be a way to search channels like there is in CoH.
    Cox channel is "CoX" you can use the slash command /channel_join CoX or right click a chat-tab go to channels and type in "CoX" to join.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Yeah, about that. Can melee powers be used on the move?
    A good portion of powers can be used and charged without rooting you down. However quite a few of the heavier hitting, more powerful powers (Such as Lightning Strike) roots you down as you charge it.

    Quote:
    Good to hear. Not quite the tradeoff I wanted to see, but it's a tradeoff that's easy to make, conceptually speaking. Plus, I believe I can take de-facto Super Jump as a second travel power, right?
    You get your first travel power at level 6. They get their second travel power at level 35. So yes, you can take super jump too, yes. Almost all travel powers can also be charged, as well.

    Quote:
    Are there status protection (protection specifically) powers, or does Ego do this? Or does anything at all do this, aside from blocking?
    Ego and block is the only status protection in Champs. However I should note, that you'll see specific symbols over your enemies heads that alerts you when they're charging up an attack or hold, and what type of power it is (I.E. single target, AoE, cone, etc.) so you're visually alerted to types of powers, and can react accordingly.
  13. Quote:
    Originally Posted by Samuel_Tow View Post
    Basically, it sounds like I'm playing a very off-hand mostly-passives build, because so much of what I had to pick is stats, gear, buffs and so forth. It felt like playing... Say, an Invulnerability character where most of my "powers" just alter my stats. I'm more of a "stuff to do" type of player, in that I want to shoot pistols or throw fire or jump real high...
    Champions has , arguably, more things to do and requires more moving, dodging and creative use of powers than CoH. Since attacks don't hit (and damage) you until they connect. For instance, if said enemy is charging up the power Room Sweeper, you can move back, jump over them, take to the air and completely avoid their attack.

    Quote:
    Speaking of which, is there any kind of jumping animation that's applicable to non-fatass characters who don't land with a thunderous crash, denting the world as they come down?
    What you described is acrobatics as a travel power. Not as fast as superspeed, can't jump as tall as super jump, but runs, twirls around in the air, back flips and the likes.

    Quote:
    But what you describe seems simple enough, and I guess I can always ask for more help. Only trouble is I won't be posting as Sam Tow any more. Thanks to Perfect World's corporate interests, I'll be posting as Stardiver. Well, at least Star is a cool character in her own right
    If you need any help, you can join the CoX channel in-game that was set up to help CoH players transition over. You can also contact me via @Akaebeel in-game, and I'll be glad to answer your questions, and try to put it into CoH terms.


    Quote:
    Speaking of which, does Champions have such comprehensive status protection as we do here?
    Do you mean mez protection? If so, Champion has a similar system that CoH does, in term of protection, certain stats increases your resistance to it. But where it differs in you're actually held, instead of riding the hold out, using a break free or power, you can repeatedly press z (or any button really) and break out of it earlier. But the primary defense is to block. Blocking vastly reduces damage as well as increases mez protection.
  14. Quote:
    Originally Posted by Samuel_Tow View Post
    I get the feeling that a lot of Champions' "customization" happens in the behind-the-scenes math, which isn't encouraging. That alone isn't a deal-breaker, but it just isn't encouraging.
    I find the stats to be no real different than enhancements in CoH. Certain enhancements increase damage, accuracy, end redux, recharge redux, etc. And the same goes for stats in Champions. Certain stats effect certain powers better than others - just like certain enhancements increase certain powers better than others. And instead of having to slot multiple powers, in CO you pick stats that blankets all your powers.

    Quote:
    Already people have advised me to go for Strength if I want to focus on melee damage (and I do, so I will), but Strength also has the implication of being able to lift cars and trucks over your head, which Sam really shouldn't be able to do.
    Now this I can completely agree with, and it is the same thought I have when playing 'strong' but not 'super-strong' characters. However, despite having Super strength, you don't have to pick up heavy objects. When you approach an item that you can lift, you get a small prompt at the bottom of the screen telling you to press z to lift it. All characters in-game have the ability to pick up the basic of items, barrels and small crates, as well.

    Quote:
    If it seems like I'm nit picking, it's just "Inventions" all over again, at least on face value. How "hard" is Champions Online and how much can I slip by with a mediocre build? Because if it comes down to a choice between taking what's "best" and taking what I feel fits the character, that won't be a choice I'm willing to make.
    Champions is pretty easy on mediocre builds. And as long as you follow the basic rules of having some form of self heal (when you get over your head and are unsure of your build) and slotting a passive, whether offensive or defensive, you can survive pretty easily. And if you're using an arch-type, they're pretty balanced to begin with, and there isn't too much to worry about. A self heal can be forgone by the use of inspiration like orbs that drop from enemies, and health consumables. But a self-heal can really make things easier.
  15. Quote:
    Originally Posted by Samuel_Tow View Post
    I still have to say, though - I'm not a big fan of variable critical change percentages. That always seemed like the most "gamey" of RPG meta-game stats, and for what it's worth, I'm glad we can't do that in City of Heroes... Or I can't, don't know about Inventions procs. So is "critical chance" what's supposed to up ranged damage? Isn't there a stat that straight up increases ranged damage directly?
    Critical chance can be completely ignored and acts like a scrappers innate. Each super state works automagically in conjunction with whatever passive you choose. Before, each passive worked better with specific stats. They removed that, thankfully. In other words, doesn't matter what you choose, it benefits your passive the same.

    For a dumbed down view of the stats in-game:

    Strength: Increase melee damage, knock-back distance and knock back resistance. It also influences how much you can lift in-game. Cars, barrels, street lights and posts, tanks, etc.

    Constitution: It simply increases your hit points per level.

    Intelligence: Reduces the endurance cost of your powers, increases the recharge speed of your powers as well as increase perception.

    Endurance: Increases your maximum energy level, also increases how much endurance your Endurance builder attack builds.

    Dexterity: Increases your critical strike chance, as well as the effectiveness of stealth granting powers.

    Ego: Directly influences your ranged damage (Not melee damage) and increases your hold resistence.

    Presence: Increases the effectiveness of healing powers. Also increases the duration and strength of crowd control powers.

    Recovery: Increases your energy equilibrium (Where your energy sits at outside of combat) as well as increasing your maximum energy and the amount of energy your energy builder generates.

    Stats are not as complicated in CO as I have seen in other RPG's. And if you don't want to look too hard into the numbers you don't have to, to be an effective player. You just look at what compliments the type of character you want to play. Min-maxers and number crunchers on the other hand can pour over the numbers and fine-tweak their character through super stats, gear and mods.

    Quote:
    Main problem I'm seeing with CO is the extremely low amount of powers. Unless I'm missing something, there don't seem to be pools or a secondary, just that one set. And since they are spaced out so much, you'll go most of your time with just a couple of attacks, which sounds like it'd be excruciatingly repetitive.
    There is 26 powerpools and individually there is 432 powers in the game. 49 of them are travel powers. More powers are coming soon for Telepathy, as well. There is a mind-boggling amount of powers going free-form. If you play as an arch-type, then yes, it does limit them.
  16. Quote:
    2. Beyond "subscribing," what else would I have to do to get "everything?" Buy stuff individually off the cash shop? Is stuff I don't own but could purchase shown in the editor/creator/wherever so I know it exists but can't use without paying?
    Quite a few costume sets that can be bought in the Z-store can also be found in drops. For example the Roin'Esh costume set can be found in drops in the Whiteout comic series, and can be found on the auction house. Other costume sets can be found as vet rewards. Many consumables in the Z-store can be found as mission rewards and boss drops. You also get a 500 point monthly stipend for subscribing. And can trade questionite (in-game end game currency) that drops from various sources, through an in-game auction exchange for Z-points. Many of the devices that can be purchased via the Z-store isn't bind on pickup, but bind on equip, so you can often find these devices in the in-game auction house.

    Quote:
    3. Say I want to make Sam Tow like he was always supposed to be - Katana as a primary weapon, dual pistols as a support weapon and super-human reflexes with which to dodge really fast, strike really fast and shoot really accurately, what would I have to do? Yes, I know about Dual Pistols and SwordAxeMace, and I suspect there should be some kind of Reflexes set, but what about stats? Last I played Champions, it asked me to pick things like Strength and Intelligence and... Ego? Is it even reasonable to build for all of that?
    Creating this character would be quite easy in CO. To create Sam Tow as you envision, you would either need to be subscribed and create a free-form character or purchase a free-form character slot. After you had that, you would have access to all powerpools and sets simultaneously.

    To put a rough build together for this character, I would choose:

    Single Blade from the martial powerpool with a Katana weapon skin with the following powers:

    Reaper's Touch (Single Blade energy builder)

    Reaper's Caress (Single Blade Attack)

    Dragon's Bite (Single Blade Melee Rush)

    Inexorable Tides (Single Blade AoE)

    Bountiful Chi (Self Heal)

    And Lightning Reflexes (Basically Super Reflexes in CoH) defensive passive.

    Then I'd choose Munitions from the Technology powerpool with the following powers:

    Bullet Beatdown (Single Target Dual Pistol Combo Attack)

    Two Gun Mojo (Single Target Dual Pistol Ranged Attack) or if you didn't want dual pistols then:

    Holdout Shot (Single Target Range Attack) which does more damage when fired with low Endurance.

    Breakaway Shot (Ranged AoE - Reverse Lunge)

    With this build, the primary stat would be Super Strength which increases melee damage. Your two secondary stats would be Ego, which increases range damage, and Dexterity, which increases critical chance. This isn't a full build, but gives you a look at the variety of powers available.

    There is other munition powers, such a shot-guns, sniper rifles, rocket launchers and grenades.

    Travel power could be acrobatics, or swinging, if going for a natural superhero feel, or perhaps superspeed
  17. Quote:
    Originally Posted by McNum View Post
    Let's just, hypotetically, say that I like my Forcefield Defender enough to not want to see her go away if/when CoH does. What am I looking at to make something like her in CO? Sticking to theme, she should use magic, too. If there's some kind of magic barriers, it'd be good, but I see there's also a Force set.

    I tried looking it over, but I don't quite think I get it.
    That depends; if you go free-form, you could create a Force Field Defender/support character quite easily. With a combination of Force Fields and some of the sorcery powersets.

    For instance From Forcefield you could pick up:

    Force Bolts (Energy builder)

    Force Blast (Range attack)

    Force Cascade (Range Are Attack)

    Containment Field (Single Target Hold)

    Personal Force Field (Defensive Passive)
    -or-
    Kinetic Manipulation (Offensive Passive)

    Protection Field (Single Target Friendly Defense Buff)

    Inertial Dampening Field (PbAoE Team Defense Buff)

    Then from the sorcery power pool (which has eight different themed powersets)

    You could pick up any number of single target or group heals such as Vala's Light, which is a targeted AoE heal or get further team buffs.

    If you go with the Impulse premium arch-type you'll have access to no heals, but still have bubbles to buff team-mates and yourself.
  18. Quote:
    Originally Posted by Zortel View Post
    I just didn't 'get' the information. It seemed so much more restrictive. If I want to have electric powers I... what? Need to be a subscriber or purchase the Tempest Archetype, but if I purchase the tempest archetype while being a non-describer I can't be say, Electric and ice-using, I have to be gold for that or pay even more?
    Free-to-play players get access to 10 "themed' arch-types. The Behemoth, Soldier, Mind, Marksman, Inferno, Grimoire, Glacier, Blade, Unleashed and Radiant. Which span from melee tank, to ranged damage, or support.

    There is also 14 "premium" "themed" arch-types, which encompasses more of Champions powersets.

    If you wanted to play as an electric power based character, if you're free-to-play, you'll have to buy The Tempest, which pulls it's power from the Electricity powerset of the Energy Projector powers. You don't choose primary or secondary powersets, like in CoHs; the powers are chosen for you - except at levels 17 and 27, where you can make a choice of several powers - all electricity based.

    If you wanted to choose both electricity and ice powers, there are several options. You can purchase a Free-form character slot, that grants you access to every powerset available in the game on that one character. And from there you can choose whatever powers strike your fancy.

    Other option is to subscribe to the game, which allows you to choose free-form for all your character slots.

    To give an example of a freeform character - I have a level 20 tank that has superstrength melee attacks from the Might powerset, lightning ranged attacks from the Electricity powerset, invulnerability from the Power Armor powerset for his defensive passive, and heroic flight for his travel power. And I plan to get more electric and might powers as he levels.

    The arch-types are more restrictive than CoH's version - but they're a good place to get started. But if you want to start mix-matching powers from multiple sets, free-form is the way to go.
  19. Quote:
    Originally Posted by Tenzhi View Post
    I was just looking at their official wiki, and it looks like the defensive abilities may still be rather weak. Weaker than an unslotted Tanker. Still, I'll probably give it a try again in the not-too-far-flung-future.
    On my Power Armor free-form character, which I use to primarily tank for teams has Invulnerability and his defenses are sitting at, and I quote:

    "Reduces incoming damage by a flat 75 damage and also grants a +51% resistance to all damage."

    That's with rank 2 Invulnerability. Using the tanker role. Which increases the follow stats:

    Max Health: 125%
    Damage Resistance: 110%
    Threat: 110%
    Control Power Resistance (Mes Resistance): 125%
    Energy from Blocking: 125%

    That's without using Mods for his equipment. While completely agree that in the first few months of CO's release, they've definitely buffed defenses up since then. I've seen Regen, Lightning Reflex and Defiance tanks preform admirably. Comparable to CoH tanks.


    Quote:
    Aside from the Burst Alerts, which I've tried a few of, and they were quite fun for a bit, is there anything like the CoH teaming system in CO?
    I can't say that teaming is as well of an oiled machine as CoH's is. But it has gotten better in recent years. With the Adventure Packs and Comic Series, as well as Nemesis Confrontation, lairs such as Therakiel's Temple - teaming is there. Though it does help to get into a supergroup or a LFG channel.
  20. I like blocking in the context of "Oh **** the tank lost aggro, gonna block til he gets aggro back", if when waiting a few seconds to get endurance to shoot off a strong power, or if a mob is gonna shoot off a mez, blocking negates it. (Generally, sometimes it breaks through) Or on a team, about to face-plant, holding block giving the healer time to heal you. I've never really interpreted as being "weak", per-say, and there have been several times playing CoH wishing I could block (especially playing a Blaster.)

    That said, I infinitely prefer the inspiration system CoH has, to orbs dropping in combat in Champions as that's inconsistent and unreliable. When fighting minions and LT's. Fighting bosses and CO's equivalent to elite bosses/arch-villians the orb drops tend to be more useful - dropping health and shield boosts. Fighting minions, you'll rarely get orb drops that you want.
  21. Quote:
    Originally Posted by MaestroMavius View Post
    COH has been my only MMO home, ever.
    After 8 years, I still suffer Altitis.

    Recent inventory of all servers revealed, I currently have 178 alts. That is my 'hearts content' so is that possible in CO?

    178 alts? Ever have a hard time remembering their names? :P

    When I say creating a concept character to your hearts content, wasn't exactly thinking about someone creating almost 200 alts. Though I do know a few players in CO approaching 60 alts.

    Was kind of talking about free-form characters, and using any combination of 26 powersets and 49 travel powers.

    Quote:
    I can't quite put my finger on it, but there's something awkward about the controls that I never managed to get accustomed to.
    There's options and control schemes to make the controls closer to CoH's. There's even some guides on the CO's forums detailing how to make the camera operate similar to COH's.
  22. Quote:
    Originally Posted by Tenzhi View Post
    I sincerely doubt that. How many character slots do you get? It was a rather anemic amount before. I imagine it's just as anemic now, and if they've expanded on it at all it requires gobs of cash.
    Paid members get eight character slots. Free-to-play gets two. (Life-time accounts get 12, I believe.)

    Paid members get extra character slots via vet rewards. Plus getting the icon perk (badge) grants you another character slot. (Which you get at reaching level 40. And counts for every character you get to level 40.) I have 18 character slots through combination of vet rewards and level 40 characters.

    Extra character slots can also be purchased through the Z-store. Z-store currency can also be exchanged for Questionite (in-game currency) from other players. (Using an in-game auction system)
  23. Quote:
    Originally Posted by Tenzhi View Post
    I had an account for Champions once (I was there for beta and the disappointing launch and a couple months after)... haven't checked in in awhile, so I don't know if it disintegrated or got hacked or something.

    The game wasn't nearly alt-friendly enough - the lack of character slots was terribly restrictive. Characters with defensive abilities were far too squishy, and characters that focused on offensive abilities weren't damaging enough to make up for being ridiculously fragile. They slowed down advancement so that instead of being able to follow different paths with different characters you had to do pretty much every story arc/area with every character.

    But I liked the free-form power selection - I had a character whose gimmick was a variety of breath weapons which was the only character I got to high levels. If they've killed that with their changes I'll likely be even more disappointed with the game, unless there's been a dramatic enough increase to defensive/offensive abilities to make up for the restrictions.
    Champions Online has changed dramatically in the past three years.

    It's virtually a new game.

    Instead of starting in Canada or the desert, players start in Millennium City. Freeform characters are still alive, and just as versatile as before - you can min/max, FOTM, and create your concept characters til your hearts content.

    There has been a steady increase of missions and story arcs (Though not near the degree CoH has) and has become more alt-friendly. Especially since they've added several "Adventure Packs" and "Comic Series."

    They've also added a plethora of new power sets (Wind, Earth, Batman-esque gadgetry) as well as padded out other powersets that were lacking (Might, Power Armor, Telepathy) and are continuing to do so. Cryptic is also releasing this Autumn customizable character vehicles. And currently have an in-game event regarding them.

    Both Champions Online players, Ex-City of Heroes players and those that played both (like me) have been trying to ease any transition City of Heroes players may have coming over to Champions. Several CoH chat channels have been created, as well as Roleplaying channels. There has also been several Supergroups created for City of Heroes players that want to join other CoH players.

    So if anyone is willing, You might want to give Champions a try. While it's a close cousin to City of Heroes, and it isn't as robust as CoH has become over eight years. It isn't all too different.

    And anyone that has played Champions several years ago and quit, you may want to try it again. While it was admittedly sub-par when it first released, it's grown and gotten better in leaps and bounds.

    If anyone joins and wants help, or wants to be pointed to the direction of other CoH players, feel free to get contact with me @Akaebeel (Both here and in Champs.)