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You could fudge/RP it if you really wanted by not summoning your zombies in a mission until you'd defeated at least 3 enemies and saying they'd animated in your service.
Necromancy as a MM set is pretty much middle of the pack, it works pretty well already and doesn't really need a buff. I suppose you could give zombies a "summon corpse" power which would summon an uncontrollable shambling corpse for flavour, but they don't really need it to be buffed to the same level as other MM primaries really, -
Quote:But it's not min/maxing really at all. I mean the other person here in the thread against it is basically saying its useless, you're saying it's too powerful. I'm saying it'd actually be somewhere in the middle, useful but not overly so,I'm not against the idea of the Devs working on cleaning up some of the IOs which are currently available to better balance some of the more glaring holes and "vendor trash" that's out there. I'm just against providing a player customizable system like "IO alchemy" which would lead to hyper min/maxing. If as you say IOs killed build diversity already then "IO alchemy" would just be a further nail in its coffin. From that point of view why allow things to slip further down the slope in an unregulated manner?
An Alchemy Acc/Dam will always be inferior to a Set Acc/Dam of the same level for two reasons, no chance for a set bonus and it won't have the extra 25% effectiveness Set IOs have.
So there's a compromise right there. What it is good for is "odd slotting". It's like being able to meld two DOs together into a special half-and-half SO, nothing more.
I honestly don't see anything overpowered about them at all in any way, it'd just be a nice feature which some of the player base may use. I suspect most wouldn't because they'd still be stuck on the two-goal invention system and doing things like 6 slotting powers they've no intention of using for a Recharge bonus and/or Defense bonus.
Not to mention that anyone at 50 is probably going to ignore it in favour of things like Hami-Os (which are way, way more effective than these for any real min/maxers out there). -
Quote:Nice analogyManti TF is like bowling for me. Seems like a good idea at the time and starts out fun (Weee! Mow down fields of Crey!) but, by the end, I'm saying "Huh? My turn again? Yeah, okay, I guess... *roll* ". Nothing puts me in that late-TF fugue state quite like a Manti.
The fact that it has one of the least interesting ending AVs ever doesn't help.
Personally I find Citadel just trumps it by virtue of playing the Groundhog Day missions in a series of bloody council bases.
Mind you one of my worse ingame experiences was a 4 hour Manticore which I just had to give up on as my then-girlfriend (now wife) was going to leave me if I didn't get off that "damn computer" (I told her what I'd been told, that it'd take me 2 hours or so). -
Quote:Bet you're looking forward to Manticore in a couple of weeks timeOkay the Sister I'm currently on is the one and only time I'll be doing it this week.
For the rest of my notices I'll wait for something that doesn't involve ridiculously tedious mission after ridiculously tedious mission. AKA something that doesn't suck.
Have a good week all.
EDIT: And now on a mission that's bugged waiting on a GM to answer a petition. Yeah those older tfs are aweeeesommme. NO. -
Quote:That should be 4am Pacific / 7am Eastern.http://boards.cityofheroes.com/showthread.php?t=253395
Please be aware that there will be a hotfix for all live servers on Tuesday, February 22, 2011
Start Time: 4PM Pacific / 7PM Eastern / 12:00PM. GMT / 13:00 CET
Scheduled End Time: 6PM Pacific / 9:00PM Eastern / 2:00PM GMT / 15:00 CET
Basically it's happening right now. Avatae got confuzzled. -
Quote:I'd consider versatile to be throughout the entire game, not just the small % spent fighting an AV (which is why I mentioned but then ruled out my Dark/Sonic because she's wonderful against AVs and in a lot of the game but has some real brick walls too when she comes up against Nemmies, or tries soloing).Yeah... until -regen and -resist account for more damage than actual damage.
What you're saying works for normal mobs and some AVs, but when it comes down to the really hard targets, there's no damage like debuffs.
Granted, all the debuffs in the world won't actually kill a target. The right debuffs, though, and brawl becomes sufficient damage.
In fact Masterminds are probably better contenders overall than Controllers. AVs ignore a lot of a Controllers primary, but a Mastermind can bring damage, alpha taking/tanking, buffs or debuffs, Control and heals all in one package.
I'd also love to see an AV beaten by a combination of debuffs and brawl and nothing else -
Quote:A valid point. Although recently added sets (Basilisks Gaze for one) would indicate they may have started to reconsider their original intentions.The ability to do this might be "great" but it would also lead to not having to deal with compromises in slotting I believe the Devs intended. The Devs wanted a system that forced us to consider the pros and cons between having to deal with whether you "should stick a Recharge or a Range in there". Splitting the difference, as you put it, would eliminate the need to make tough build choices.
In a system where they skewed things so strongly towards rewarding Defense Builds and Recharge above almost anything else it'd be nice to add this as another direction to take, as is Inventions have become almost a 2 goal system, which can't be what they intended either.
Just fixing a lot of the crappy sets and rounding them out some more would go a long way to "fixing" my issues with it too. ie better Slow Sets which actually make sense, taking what they did with Basilisks Gaze and doing the same for other Mez sets, increasing the rather pitiful number of Targetted AOE sets and PBAOE damage sets.
Quote:The problem with this is not that it would unbalance the game. The problem is that it could potentially lead to builds becoming so perfectly min/maxed that eventually people would only use the "guru-designed" builds as cookie-cutter roadmaps for their characters. Build diversity would be lost. -
Quote:Vs AVs on Teams I found my Dark/Sonic defender to be downright evil. She'd strip them bare and help destroy them. Her problem was running into a brick wall when she ran into Nemesis.My Necro/Dark is the alt that comes the closest in general feel to my Ill/Rad controller, not so much in terms of the literal way the powers work, and moreso the variety in tools the character has available. And of the powers I think are the most interesting and/or strong (things like Fulcrum Shift, Carrion Creepers, Phantom Army) Necro/Dark has three: Soul Extraction, Howling Twilight, and Dark Servant.
However I'm not sure if I would call that combo highly versatile, or just weirdly powerful. Except for the things that are just nasty to masterminds in general, like massive AoE, I find it to be one of the tougher MM combos around. Bots certainly outdamages it, but it holds its own and with all the darkity dark dark stuff flying around in that combo it can be really hard to kill with anything short of an AV.
My Necro/Dark felt really close to my Illusion/Stormie in terms of playstyle, loads of weird control and a heap of pets and placables to dump onto things. Both are pretty chaotic too which I love.
My Plant/Emp is probably my strongest "addition to a team" character I have. During City of Dual Pistols she had a ball keeping all those Neo Blasters alive.
My Warshade is probably my most versatile character overall though in terms of "what sort of playstyle do I want vs this spawn?" -
You can have Synapse, Citadel and Manticore. Here you go. Ignore the smell and enjoy running the same ******* mission over and over again. Who cares about recycling a TF when you can run a TF which recycles the one, dull radio-like mission ad nauseum.
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Quote:Yep, it was a typo, one I think which was also replicated into the News section of the updater. I only realized because I play on the US servers but am in Europe so things seemed off when I looked at the announcement.First of all, clicking on the link does in fact state 7am EST, you are correct. If this is a typo, then that's fantastic. However, as of right now it's still not fixed. (http://boards.cityofheroes.com/showt...96#post3498596)
Second, thank you for pointing out those were links. I had never hovered over them as I assumed them to be underlined, bolded text.
Third, I have no issues admitting I'm wrong when that is the case. After clicking on the link I do see it shows AM, but up until today I didn't even notice they were links. I apologize for freaking out, but as you can all plainly see, it says PM in the announcement.
Silly Avatea. -
Quote:Dark Miasma or Traps would be my vote, with a nod more towards Traps for things like using Dark Pit & Seekers to set up toe bombing, using Tentacles & Caltrops together and the -ToHit & FFG working well together.So votes for /Kin, more for /Dark and more for /Traps
I'll be rolling up my character tomorrow, so I'll decide in the morning.
I actually had a Dark/Kin Corrupter for a while and deleted it at 26 because the 20s were so dull powers-wise (30s is good but I just sorta gave up on them, wasn't enjoying it at all) and how poorly the thin cone of Nightfall worked with the "like to be close to melee range" of Kinetics. -
Quote:The problem here is you're only seeing it from a "one slot" perspective. Personally I'd get more use out of using this system in a 5th slot.Why I don't support this:
1. The benefit is minimal.
2. Set IO's already mostly* serve this purpose.
3. This wouldn't be an easy thing to implement.
*To expand on point number 2, the situation you described is unlikely. Needing both recharge and endurance reduction on one power, and not willing to have more than one slot in it? I can't really think of a situation where that is reasonable.
Some examples :
I always slot cones with Acc/Dam and Dam/Recharge from Air Burst and Detonation. I also tend to have a 5th slot for them which always has me stuck between "should I stick a Recharge or a Range in there". The ability to split the difference and slot a Common Recharge/Range would be great, leaving me free to either use a 6th slot for a PROC (Forced Feedback for example or a Damage PROC) or just leave it 5 slotted and spend a slot elsewhere.
The same could be applied to other powers I slot the same sort of way where an extra End/Recharge in the 5th slot would be most welcome (costly, slow recharging attacks like Total Focus on my Elec/NRG Dom. Slots are tight on a levelling Domi too)
Slotting Adrenal Boost on my Plant/Emp. Normally I go 2 End Mod/Recharge, 2 Heal/Recharge. Being able to top it up with a 5th slot of End Mod/Heal would be very useful to me.
AOE Mezzes. Normally I go 4 Acc/[Mez]/Recharge with these. Again Mr 5th Slot would like a [Mez]/Recharge in there. Oddly [Mez]/Recharge is missing or very limited / expensive for most mez sets (the one in Hold sets is very expensive which goes against the concept of Frankenslotting, there's none at all for Stuns).
Slow Sets are frankly a total mess. A lot of Slow powers don't actually need many slots, I'd like to be able to slot an Acc/Recharge and an Acc/Range into Shiver for example, or an Acc and a Recharge/Range and call it a day (again on a levelling Ice Domi where slots are tight). Or a Slow/End into Snow Storm on my Illusion/Storm controller. -
To me overall Plant or Earth have the most synergy of the -knockdown sets for a few reasons. Not saying Fire or Ice /Storm aren't effective, they absolutely are but Plant/Storm or Earth/Storm is marginally ahead for me.
Plant is the "best" at AOE immob. Firstly your own AOE immob does the most damage (in terms of raw DPS it'll out DPS Fireball for heavens sakes, thanks to the larger AOE and the quick recharge). Secondly you aren't the only source of Immob patches. Fly Trap will also do it (as will some bit of Creepers, I think?) .Your AOE Immobing won't interfere with your most widely used AOE Control. You want to immob things which are confused by Seeds, once they've naturally closed with each other, so they'll stand there and take potshots / swings at each other.
With Earth you have multiple options to go with depending on whats recharged and how mean you feel.Earth has the rather nice Stalagmites / Cages / Tornado combo so you can alternate between "Soft-control patch of death" (Quake, Quicksand, Freezing Rain, Ice Storm) and "Hard Control patch of death" (Stalagmites, Cages, Tornado, Freezing Rain, Lightning Storm, Ice Storm), or lob down Gasses and throw whatever the hell you want on top of it.
With Ice Control you really don't want to be negating Ice Patch just to stop things being knocked back by Tornado / Lightning Storm. You also have the Arctic Air / Hurricane problem but you can decide to run one or the other depending on what mood your in and what you are fighting.
Fires main issue is the lack of synergy between Hurricane and Hotfeet. Mind you Hurricane doesn't need to be up all the time, especially if the group is Stunned / Held anyway.
My personal choice would be Plant, for the superior AOE damage from level 8 up and the overall synergy of the two sets. But any of the 4 is an excellent choice (hell my main is an Illusion/Storm controller which has very little synergy at all and it was still an absolute hoot to play. Storm is fun). -
Wee few things.
The Ghost Widow PROC is pretty much wasted in Vines given how long Vines takes to recharge and how little damage the PROC will do (14 at level 50 on average). I'm not sure what your totals are for Vines but one of the cheaper Acc/Hold/Recharge IOs is usually a good bet in there, or moving the slot elsewhere. Even moving it to Strangler (which you don't have slotted for Hold Duration by the way which is unconventional) it would work far better since you tend spam Strangler as a Plant controller.
Achilles Heel works fairly well in Fly Trap, it'll basically give it a change to PROC with 3 of it's attacks (all but its AOE immob attack).
As Local Man says World of Confusion isn't very good, especially if you're a ranged Controller who tends to hover about. Psi Tornado is a decent ranged AOE with soft control in the knock-up (which vines tends to negate, but even so it's a decent AOE, especially when you factor in Containment). It's also a good place for the Forced Feedback Chance for Recharge PROC.
Personally I'd drop Spore Burst, Recall Friend and Absorb Pain for Assault, Manueveurs and Vengence but SB could be a decent mule for your build so that may not be practical.
*Edit : Yipe, I suggested dropping Adrenal Boost. I meant Absorb Pain of course. Silly Carni. I know AP can heal for bucket-loads but personally if the person drops I can use their corpse to buff the entire team and then rez, Fort and AB the unfortunate instead which I much prefer myself. -
Quote:You can change your APP, but you've never been able to change your Primary or Secondary via any respec offered in the game.I was able to choose Earth on one/Controller(I'll post shortly) and I'll look at the other. I think I choose something different for her too.
I've burnt a few i19 respecs myself and they acted like every other freespec given out before (ie no change of Primary/Secondary).I started one last week on a Plant/Emp controller and it also acted like a standard respec too, no indication or method of changing from Plant to something else. That was on Build 1.
If your respec isn't letting you change your level 41 Ancillary Pool Power on your third build that is indeed a bug. -
Quote:Actually I've found the forums rather quick today for a change.But...but... without the CoH Favicon showing up, how can we see that the page has finally loaded after 5 minutes in a sea of tabs? That favicon showing up is what lets us know it's time to play Logout Roulette!
Place Your Bets, I'm clicking Submit...
I assume that's down to the downtime/reset and it will slowly creep back up as time goes on. -
Common IOs only, I assume? This is actually quite neat. As a Frankenslotter I like the concept.
I would suggest there should be a Inf cost associated with doing it though. -
I always read it as depot.
Mind you I've no idea why they decided to go with DPO over depot. -
Quote:Actually I find my Forts AOE chain to be pretty average, especially in Damage per Animation terms. Warshade AOEs have better animation times generally, not to mention that a Nova forms Scatter is a better cone attack than Psi Scream or Dart Burst thanks to the wider cone.it does depend on what we're comparing, but even still, Spin is a very nice AoE and you could easily get 2 off in the time it takes to do double mire and a human form AoE/nova AoE(assuming proper builds for both). not to mention your best human AoE attack is subject not only to you killing someone before you get it off, but the position of were they are which, considering how the current AI system likes to run, can be very inconvenient.
that being said, i could see how a WS AoE output could out damage a veat, but it really does depend on what we're comparing, for instance that same WS aoe chain wouldn't compete with a fort AoE chain, not to mention both have things that neither kheld could offer in the the form of self/team buffs, the mez toggle, and overall consistancy( one not being as mob dependent as the other). in the end, the veat is just the more current up to date designed AT and khelds are, for the most part, poorly designed for the current game and could use a buff to keep them(both khelds and all forms) in the conversation.
The PPP AOEs are good in general, but the 32 second recharge is a downer on them too.
My Shade is a lot fiddlier than my Fort, and I do think a few of the synergies the triform Shade has between powers and forms are happy coincidences rather than by design (the PB in general is evidence of this I feel). I'd be all for Khelds to get another pass, decrease the animation times of form shifts and maybe gain the ability to carry/use one or two human form powers in their forms.
However I wouldn't be confident of this happening any time soon. There's an ever-growing list of sets which could do with a balance pass and no sign that the new Powers Team is looking at them really (there was mention of Grav getting a pass about 6 months to a year ago but it seemed to be limited to animation times and it never materialized). -
Quote:I kinda disagree with this, I like Wormhole, especially solo. On teams it can be kinda annoying / clunky if your team don't know what you're up to.another problem with gravity IMO is wormhole. as a opening aoe stun its horrible . it requires too much set up and it scatters weaker mobs its just too much work and not enuff pay off
It could really do with being a 25 foot radius. And Grav overall should have a second AOE mez so you aren't relying so heavily on Wormhole in the first place. That's it's main issue IMO, it's a useful tool but not ideally suited to being your primary form of AOE control on teams. -
I've an Ice/Thorns who is quite fun. It's a remake of a Spines/Regen I made for a SG themed group based on sea creatures. He's a mutated sea urchin.
Thorns goes well with Ice as both like to be in close in melee, even Thorns Cone attack is melee friendly. Aiming to make him an Ice/Thorns/Ice eventually. -
Quote:I'm not so sure about it, even uninterruptable the Snipes would still be terrible in terms of the amount of damage you do for the time you spend animating.I'd personally want to see a much more basic fix - make snipes uninterruptible. People skip snipes, in large part, because they're so situational that you rarely get to use them. Being able to use snipes in combat would make them much more useful and much less skipped, especially for sets like Assault Rifle and Electrical Blast.
My own suggestion was sorta along the lines of CBeets, give them an additional secondary effect. A mag 2 Stun or Fear (depending on type) and an additional 10 foot Mag 2 stun or fear (which however would have the same bug as the a Stalkers Assassinate debuff power, if the target dies the AOE cannot be created). -
Quote:Erm, isn't the whole idea of the Well of the Furies the continued expansion and pushing of this idea? (or is my sarcasm meter broken again?)My favorite part, from what I heard, is that they basically force their origin on you. It sounds like it'd be like if our devs ket pushing that whole Pandora's Box and the Origin of Power thing into our faces every other issue instead of just quietly dropping it when they realised players like to pretend their origin is their own.
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As a Frankenslotter I approve of all of this!
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Quote:Could it be fudged using a pseudopet which uses a short duration Taunt and a wide area PBAOE TP Foe to get things gathered into the centre I wonder?A "Pull-in" mechanic is an often requested one, unfortunately the current game engine can't do it.
There's no Reverse Repel or Knockback effect that works toward your character (or target) instead of away from it.
The only possibility would be to summon a pet behind the mob and have the pet cast the Knockback, but there's no way to make sure the pet is summoned BEHIND your target. So just as often as it ends up KnockIN, it'd also be KnockBACK, KnockRIGHT and KnockLEFT with no knowing which it would end up as until it happened.
If you think knockback is hated now, just imagine how maligned such a power would be.