Carnifax_NA

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  1. The best thing to make out of a molehill is Mole Soup.

    Or maybe 'Mole au Vin' if you've a nice fruity red handy.
  2. Quote:
    Originally Posted by Necrotech_Master View Post
    i agree 100% with this, the difficulty for a PuG and the very low rewards, make it not worth doing

    since i got the badge on my main, im not gonna touch the trial again till they start tying incarnate stuff to it
    I'd pretty much have faith (which could be incredibly silly of me but I'll run with it) that this change is a precursor towards upping the reward. They obviously don't want a repeat of the poor Eden trial and are trying to remove the Speed Run outliers before adding a proper reward.
  3. Carnifax_NA

    Bugs Mastermind?

    Quote:
    Originally Posted by Samuel_Tow View Post
    Half a minion, yes, provided that's possible. Hmm... This could be problematic. But provided it's possible, my idea was for the things to be weak, have only one attack and be relatively easy to kill. Say, low hit points, lack of resistances, etc. And I don't want to give them extra attacks as they level up to prevent them from being too strong, so just the one attack, but maybe slightly more damage to it, and mostly just making them harder to kill.

    As for the T2 minions, I actually specifically went away from more damage simply because it feels a little one-dimensional for a Mastermind. Mind you, I wouldn't be opposed to it, but I envisioned people having a problem with all henchmen being combatants. I have no problem with giving the T2s just damage if that's acceptable.

    The way I envisioned the T2s is kind of like the Mercenaries SpecOps - a couple of attacks and mostly debuffs. Not sure WHAT debuffs, as I'm honestly entirely terrible at support sets, though. I'm open to suggestions on that front. I should probably look into what debuff sets do a little more, but I have very little experience with them.
    Your Tier 2s are fine, give them some Poison-like debuffs and controls. I was more talking about making the 3rd pair of the Tier 1s ranged for variety (like the way you get different types of Demons, or an Arsonist as your 3rd Thugs Tier 1). You could also make them flyers of some sort, again just for variety.

    I always felt I was missing out on my Necro MM because Zombie #3 is just like the other two (or would be if I didn't use him mainly as Soul Extraction bait).

    6 weak melee tier ones are going to get slaughtered by AOEs later in the game, as well as the fact that it can be difficult to maintain BG mode with pure melee Tier 1s. The thoughts of having to keep track of 6 of the buggers when watching for Runners could also be demanding. Making 2 of them ranged means they'll tend to stick closer to you and they'll be better equipped for handling runners without aggroing extra spawns,
  4. Quote:
    Originally Posted by Master-Blade View Post
    The C.D.E.C in Imperial City hosts the University content for Praetoria. It includes an invention tutorial, worktables, and the Professor day job location.
    Or if you prefer the Resistance Underground Base under Imperial also has a Crafting Table and the entrance is fairly close to the Trading House
  5. Carnifax_NA

    Bugs Mastermind?

    Quote:
    Originally Posted by Samuel_Tow View Post
    I probably didn't describe the Swarm of Beetles correctly, if it comes off as a Phantom Army clone. What I meant was more something along the lines of Burn, where you put down a big patch of beetles on the ground and anyone who walks on them gets bitten for DoT and possibly slowed and prevented from flying. So... A cross between Burn and Caltrops, say.

    Remember, this is the Masterminds' third attack, the AoE one. I could have gone with an exploding toxic bug like the L4D Boomers, but I thought a ripoff of the Mummy's "carpet of scarabs" was more appropriate

    ...Maybe I should rename it to Carpet of Beetles. That might carry the meaning better.
    Ah I see. I misunderstood.

    I really like that idea, along with the other attacks being little bugs rather than just venom / poison attacks. You could have fun with the animations as well.

    Edit : Like the idea of there being lots of tier ones as well. I assume each would be small, and also only count as half a minion in terms of providing BG mode. Personally I'd probably make the level 18 pair armed with upgradable ranged attacks as oppose to melee (so they get more attacks, not more survivability), just for variety.
  6. Carnifax_NA

    The best trio

    Quote:
    Originally Posted by Nightchill_EU View Post
    Lack of kin will hurt too much imo (see earlier)

    SoA are amzing due to improved leadership, but they need heavy buffing to shine. Dom are good but I dont see the synergy with Soldier/Fortuna.

    In a trio situation I would see Mind/Fire more effective due to the power for consusion + domination. Locking down mobs is good, making they fight each other will really improve the way you go through high end missions.
    But for half the criteria you listed in your OP the kin will be less than stellar since they only bloom in buffing damage terms at 39. In the 40s and end-game the Kin will certainly blow away anything I mentioned.

    I'd actually switch the Mind for a Plant thinking more about it. Seeds is that good.
  7. Quote:
    Originally Posted by PennyPA View Post
    Actually that is a good point. If there was an intent for new players and people coming back, this would have been perfect.
    I suspect part of the change was to in some way combat people saying Praetoria is too hard or that is was too boring waiting / resting between fights in it. A few other small changes, like improving Sprint, seem to be aimed at this idea of keeping people moving more compared to older CoH, and perhaps also a nod to the fact that they want people to enjoy the content rather than getting frustrated and aiming to clear the teens as quickly as possible.
  8. Carnifax_NA

    Bugs Mastermind?

    I for one welcome our new insectoid masters and would like to remind them that as a well-known* forum presence I can be of use in rounding others up to work as slaves in their underground sugar mines.

    (*not remotely true)

    I'd love a Bug Mastermind. Although I'd like something other than a Phantom Army clone as their tier 5 (something involving bugs hatching from defeated enemy corpses perhaps).

    Edit : Like your Tier 7 for example. Dammit!
  9. Quote:
    Originally Posted by PennyPA View Post
    Who's complaining?
    I'll strenghten my previous comment and complain that they did it an issue too late if that helps?

    Rabble, rabble, rabble. The Devs hate Praetorians and waited until they'd all moved on before making this change!!

    (not serious though, I do think it was a small opportunity missed on their part though)
  10. Quote:
    Originally Posted by Techbot Alpha View Post
    New players don't have the vet attacks.
    Also, not having to pick the three fitness powers isn't gonna suddenly make everyone able to solo lvl 54 Hero class Statesman. It just means that 1-22 won't be a suck-trip that lacks endurance, so people can actaully get on and do what they should be doing; enjoying the game.
    ^This basically.

    In fact I'd go as far as to say that it was a design flaw for them not to offer this change with Going Rogue since that's when everyone and their dog was running 1-20 content.
  11. Carnifax_NA

    The best trio

    Quote:
    Originally Posted by Nightchill_EU View Post
    I also respeced out my fire breath I must say. Anim time on these powers are so long, cone is so narrow that they are not worth casting imo.

    Its another story for AR, everything in AR is cone.
    The thing is with two tweaks Dark would be a lot more attractive to a wider selection of secondaries. Make Life Drain do proper Tier 3 damage, or close to it (double it basically), and make the PvE version of Torrent Knockdown instead of knockback like they did for the Liche. Job done!

    My 3 would probably be a Fire/Dark Corrupter, a Fort/Widow (dual builds are hella fun for SoAs) and an Earth/Fire Domi, just from playing the 3 as different alts recently.
  12. Quote:
    Originally Posted by Memphis_Bill View Post
    Go to Dark Astoria. You can't turn IN the tips there, but (a) large mobs = fast tips, and (b) when you do turn them in, it seems they go in the zone you're in at the time more often than not. (For instance, I hopped into Atlas on my 50 tank to pay SG rent, realized I hadn't actually called in my tips, did so - and all three are in Atlas.)
    This is terrible advice. Dark Astoria is a dreadful place to hunt tips and it isn't fun at all hacking zombies up for them, honest guv. Especially since they drop worthless Magical Salvage which as we all know is completely useless and no-one wants it.

    (In other words my mid-20s Broadsword/Fire scrapper likes having the place to himself thank you Slicing Zombies up is indeed a great way to quickly garner tips and earn some non-trash Salvage in the process ).
  13. Quote:
    Originally Posted by Negate View Post
    I'm not a fan of KB since I've had some traumatic experiences with other players for having a toon that KB's...even though I shouldn't let that affect me...it has a bit but still after the buff to Energy Assault I've been dying to try it out. I was planning on making a grav/nrgy but I think I will go Plant/nrgy. I know nrgy's soft controls keeps you alive but plant should be a good back up b/c it's so awesome. Plus plant is slowly starting to be my favorite control set besides elec.
    My first character 5 years ago was a Illusion/Stormie so I'm used to knockback and general chaos at this stage

    I noticed last night I could queue Power Push and Bone Smasher so as they went flying they also get clobbered which is great fun (and means they're probably dead anyway by the time they land).
  14. Carnifax_NA

    The best trio

    Quote:
    Originally Posted by Nightchill_EU View Post
    Dark has pretty 2 solid AoE cone and to-hit debuff ist far from worthless. But i personnaly dislike cone attacks. The point is not that its "hard" to maximise the effect but that on many situations (mob positionning, wild aggro, average herding...) it will be just impossible to achieve what a Fireball-like attack would have done.

    Tho indeed it doesnt fits good with Kin's mele style. I personnaly dont play my 50 Ice/Dark Corr anymore. Even with pretty heavy IOing the damage does not follow. Blizzard is great but it has the classic nuke downsides, Freezing Rain does weak damage, Frost Breath is riduculous... what left is a very stong fast animation single target attack chain but with a very mediocre side effet. The insta hold combo on bosses with Petri Gaze + Freezing Ray is nice, but quite ridiculous compared to what Doms and Troller can achieve on this level.
    Not sure why you're so down on Frost Breath, it hits far harder than either of the Dark cones . For a Corrupter it's the hardest hitting non-fire based cone available (3rd after Fire Breath and Flame Thrower). It actually does around the same damage as Fire Ball (but obviously Fire Ball has a massive AOE advantage)

    Ice Storm (not Freezing Rain) is weak compared to Rain of Fire, but then nearly everything is weak compared to a Corruptors Rain of Fire.
  15. Quote:
    Originally Posted by Noght View Post
    I'm guessing 880 million. No KB protection? If you add that make it 890 million.

    Noght

    p.s. saw the celerity stealth at lvl 14, so add 100 million

    p.p.s no stamina might hurt, just saying.
    If it's an i19 orientated build then it could be deliberately omitted because it's going to become an inherent.
  16. Carnifax_NA

    The best trio

    Quote:
    Originally Posted by Candlestick View Post
    Dark's AoE damage is actually pretty decent with constantly spamming Tentacles and Nightfall. And the Immb is pretty helpful. Plus, more -tohit. Again, if I wanted to go for pure perfection, I would have tried to get my buddy to go Rad/Dark instead for the defense debuffs and all the Achilles Heels procs, but its not really that big of a deal.
    Yeah, my secondary didn't help much, the cones coupled with Kins love of being in Melee range meant I was toing and froing way too much. Dark Miasma wouldn't have that problem.

    My main issue with Dark Blast is how it ends with a whimper. The last 3 powers are basically ranging from situational (the nuke) to absolutely useless (the other two). Life Drain could really do with a Siphon Life style boost.
  17. Carnifax_NA

    The best trio

    Quote:
    Originally Posted by Candlestick View Post
    Me and my friends are rolling a trio of Corrupters right now.

    Dark/Dark, for the awesome debuffs, and tar patch
    Arch/Cold, The Shields and Frostwork give us alot more toughness, and the debuffs are great.
    Fire/Kin, For Speedboost and pure raw damage.

    So far, the speed we are flying through stuff is just incredible. Haven't faced our first AV yet, but I imagine it will be cakewalk. Our AoE damage right now is pretty much... Crazy.
    This is pretty much what I'd have gone for. Although personally I'd have picked Ice/Dark over Dark/Dark just because my Dark/Kin corrupter was unimpressive.
  18. QR : I've been flailing around trying to find a decent combo for Elec, I've tried a Elec/Ice and a Elec/Thorns and neither really was clicking for me. I know Earth Assault would work well but I've done Stone Melee on a Brute previously and don't really like the look of the hammers.

    Last night I tried Elec/Energy and things have finally gone click. Great fun soloing with the soft and hard controls in Energy and it feels suitably smashing. The single target nature might be an issue on teams maybe but I've generally found the Domi cones more trouble than they are worth when you want to be a melee capable Dom anyway, from playing my Ice/Psi. I'll just focus on controlling and then smashing tough targets to bits and let others worry about mowing minions down.
  19. Last night I made an Elec/Energy Domi called Concussion Blast.

    Doing the Loyalist Responsibility arcs I got these parting words from Monroe on one of the missions.

    "Knockout job Concussion Blast"

    which made me smile.
  20. Carnifax_NA

    I love my pet

    Quote:
    Originally Posted by Jibikao View Post
    Singy is one of the pets that you cast and just forget about it because it is extremely durable and it doesn't really "chase" (yes, I am looking at you Imps and Gremlins). I wonder how sturdy Singy is with four pet uniques. lol Just two +resistance will push Singy to 70% resistance to all or pet's resistance is capped at 65%?

    I like Singy a lot but I don't like Gravity much. I hate Dimension Shift and mostly for its position in the set. Wormhole is a neat power but some really hate it on a team and it comes a bit too "late".


    As for the pet I love the most... I have to say Fly Trap. It just looks so freaking cool. It's like a Plant/Spider looking thing. I love it when it bites.
    I wish Planty would do so more often though. My favourite is probably Dark Miasmas Fluffy. Drop him into a spawn and watch them miss, miss, miss. And if they do hit he just heals himself.
  21. Quote:
    Originally Posted by Deathstroke33 View Post
    Thanks for the great info, you've given me a lot to think about today while I'm at work when I'm supposed to be working .


    One thing about Storm, people keep saying that you need to learn how to us it to be good with it. What do they mean by this? Nobody has been specific (at least what I've seen).
    Storm is excellent, but it uses a lot of knockback in its powers. So don't be the guy who spams Gale to send things flying into another spawn while your minions chase after it and thus aggro the second spawn, learn to use Hurricane to edge-herd enemies into a kill zone (generally where Freezing Rain is doing its thing) rather than running blindly into the middle of the spawn and sending them flying and know when and where to drop Tornado so it works as a Stun and damage power without scattering things to the 4 winds (in small confined spaces it is gold).

    Things like hovering above enemies and using Gale from straight above to turn the knockback into knockdown, using Hurricane & TP to TP behind a spawn (without aggroing a second spawn) and pushing them back towards your demons and the Freezing Rain kill zone, using O2 Boost on any alpha takers who are getting hit by Sapping attacks and combining the -knockback from Electric Fences with Tornado are all excellent ways to leverage Storms strengths without too much scatter or driving the meleers insane.
  22. My mid-20s Broadsword/Fire Armour scrapper is a blast to play (BS is basically Katana with slower but heavier attacks).

    I've stuck Parry (Divine Avalanche basically) on auto and it's my alternating attack. Slotted for accuracy, defense buff and damage it's a great filler attack which can quickly make melee a non-threat (Noble Savage was dogmeat to this character).

    With the changes to Stamina coming in i19 it would be tempting to wait until then to roll your new character, it'll mean you can fit Blazing Aura in sooner and not have as many End woes.

    Or you can do what I did and craft the Recovery Serum temp power a lot and use it whenever you start running low on End. Makes a massive difference before you get Stamina and SOs. I ignored Fitness until level 22 and then switched to the second build with it, enabling me to also slot SOs (basically a free respec without needing to burn one).
  23. Quote:
    Originally Posted by Circuit_Boy View Post
    Don't focus much on Recharge on Soul Extraction. You need a dead pet for it. You used to be able to dismiss a pet and it would count (people usually dismissed the lich, then used Soul Extraction on it), but it hasn't since I started my Necro / Dark years ago. Unless you've got a pet dying every 5 minutes, you probably don't need it up that often. (And, IMHO, if you've got a pet dying every 5 minutes routinely, you need to reconsider basic field tactics.)
    Sacrificing a Zombie as Alpha material every 5 minutes is actually a pretty viable move for Soul Extraction and alpha nullification. It'll set off your other pets who are in BG mode and while the pawn is being sacrificed you can lay down Dark Servant and the AOE Fear, order the Knights in to get the delicious melee attacks going and get the Lich to lay down his AOE fear usefully by directing him to attack an enemy towards the rear of the spawn.

    It's trivial to resummon one and even with the new AOE upgrades Necro/Dark is pretty easy on the blue bar. The thing about Zombies is they don't actually need the 2nd upgrade that much (it's only Siphon Life, which does meh damage and is single target) so if End is an issue you can just do the first upgrade on him when you bring him back. Whereas the Spirit comes with Life Drain, a Phase, a ridiculously long ranged attack and a fairly heavy hitting melee hold attack.

    If it's a Knight who dies then you only need to do the second summon and you'll get all their attacks, because upgrading a knight actually changes their model unlike most other Henchie upgrades. So the level 32 upgrade will give you Disembowel and Gloom as well as the usual upgrades which are listed with it (Head Splitter and Siphon Life).

    I've a "Goto Aggressive" maneuver for my Zombie whipping boy which I use whenever Soul is ready to go, specifically for Ghost summoning and it works like a charm. With Hasten up I've had a pair of them out occasionally.

    Great on teams too when you're missing a Brute or the Brute is a little timid and scared of the alpha.

    I Frankenslot both Soul Extraction and Dark Servant, focus on using -ToHit/Recharge and Recharge IOs from the -ToHit sets topped up with Accuracy and either some damage (for the spook) or more -ToHit or Heal (for DS).
  24. I'd love this option.

    The main issue though is that CoH, unlike Mids, doesn't remember what levels you actually placed slots at.

    Mind you with a near cross-the-board respec event happening with i19 it'd be an excellent time to start recording that data too.