ChakaKhan

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  1. Tanker primary and Scrapper secondary? Tanker primary being defensive and scrapper secondary being defensive. I 'think' you were looking for Tanker AND Scrapper secondaries, because those tanker primaries look very much offensive. Nevertheless, I choose Shield (Fighting?) because of abundance of natural offense and lack of natural defense for tanks. Willpower for scrappers for roughly the same reason.
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    <ul type="square">[*]Invisibility, Grants Invisibility: -611 (Refer the stealth cap.)[*]Group Invisibility, Superior Invisibility: -575 (Refer the stealth cap.)[/list]
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    This is sad.
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    .....and secure tomorrow for themselves.

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    The word is out! Woohoo! j/k
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    Ok, i definately agree with Baltizar, There is NO reason to get any fire sword power, i mean, u are a blaster, THE REASON U GET A BLASTER IS TO BE A RANGE BASED TYPE, so why get a melee power, waste of a power to me, and if u did decide to get one, just get the 3rd one, they all all the same, better off getting the highest lvl one.

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    Guess you don't have a fire blaster. It's been so long since i've played mine, but I remember one point early on where you are forced to take combustion (melee) or fire sword (melee). (or maybe flares??) But Fire sword does great damage! Once you get epics, throw a hold and take a swing. Try not to be so closed minded...
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    4. Will you folks ever do what you did in 2004 and sketch out roughly the year ahead what we players can be looking forward to, either via convention panels or 'State of the Game' forum post?

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    Yes, answer this one, please.

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    Since you said please...

    Yes.

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    A true hero's hero
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    First...I confirm that we're working on right now (as in pohsyb in the next room) to add CoV costume parts into CoH if you own both games....

    Then we repeal the hated stealth nerf. The reason why: many well reasoned posts. It's that simple. You guys pointed out the problems.

    AND now...we're changing the way Archvillains spawn. A ton of forum goers disliked adding so many AV's into missions a while back...so we've come up with a solution. If the team size and mission difficulty are ABOVE a certain level, an Archvillain spawns. Below that, players will face only an Elite Boss. If the mission is set on the first two levels of difficulty, it takes 4 heroes or more to spawn an Arch Villain. On the third level, 3 heroes or more. On the fourth level, 2 heroes. On the highest (Invincible), a solo hero will spawn an AV. Note this works in BOTH City of Heroes and Villains.

    In order to incentivize larger teams, Positron is going to add a bonus to AV rewards!

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    Some faith has been restored. Thank you!
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    Will this resistance be in any way enhanceable?

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    Well, it most definitely should be enhanceable. I mean, what a shame it would be if we were to try and ONLY put defense enhancements in the powers. That doesn't encourage diversity.
  8. This is my logical view: 'IF' an enemy were to see through your stealth it should only be the ones you are attacking because they have been alerted to your presence. Other enemies should NOT see you even if 10 seconds has not passed and even if they are 30 ft. away. Also, defense should not be suppressed at any time. Without defense ALL stealth powers are pretty lame and not very useful.

    Next HUGE complaint: invisibility powers in the Illusion set ARE used for defense. We don't have the controlling powers that other sets have. We NEED this defense.
  9. [ QUOTE ]
    Hmm... I have certainly seen Masks in Talos, but not enough that I wanted to hunt them there. I'll have to investigate more. I expect to post on this in a day or two.

    Strigia Isle: Sadly, I spent about 1/2 hr here looking for masks and didn't find a single one. Maybe it's a day/night thing here too, but I searched the Maw, Bonny Morass, and the Bog extensively, since there were lots of BP there, but nope, no masks.

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    If you have a team of 3 or more they are abundant during the night near the buildings at the DA entrance (Talos side). They spawn very frequently too... much more than in DA. Once it gets daylight head to DA and check all of your spawn points and when the fog starts to get an orange tint, then head back to Talos. Getting a team in my experience is the best way to get more mask spawns though.
  10. ChakaKhan

    Spectral Terror

    Thanks Geko!

    Something I've always wondered about ST though is why the heck does 'fear' cause a mob to hate you so much (aggro)? Fear should make someone defensive, not offensive. Any chance this could be reduced? I 'think' that ST has an acc. debuff, but is there any chance that if the aggro is not removed that the debuff could counteract the huge amount of aggro? I'm talking about the mobs right after I3 who cowered... after 1/18 they ran too far away to aggro. This is just a concern for me if they don't run too far away. Thanks again
  11. Does going back and talking to the outdated contact only work for Storyarcs or does it work for badge missions also? I have a lot of pre-20 stuff that I need to go back and do. Also, now that I am level 35 I have 6 contacts and 6 Storyarcs.

    To get a particular contact to start a Storyarc if they don't initially give you a Storyarc mission, just do several of the missions that they offer until you get past aquaintance status (whatever that first marker is on their status bar). They will finally give you the Storyarc, but you can't have more than 2 arcs going at once.

    One thing that I do on missions is do as little as possible in the mission... if it is not 'defeat all' then I try to never defeat all. That way I can get the most missions I can from the contact to make sure that I will be introduced to the next contact. Once I get through all of their door missions I will go back and call them and stack the outdoor missions. Such as, try to find more than 1 contact who has a 'defeat x' of the same villain group. The bonus is double after defeating the villains.
  12. ChakaKhan

    Time Travel

    Considering that 1 day = 1 hour, hell it's got to be at least 2030 by now! My superspeed is getting slower by the minute!

    Can we get a walker or wheelchair when we hit 50?
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    The key to encouraging grouping is not in making soloing less attractive but in making grouping more attractive.

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    yes, Yes, YES!

    Make groups xp bonus about a metric ton worth more than it is now. Leave solo xp alone and AoEs alone.

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    YES!

    As I have said before... nerfing powers should only happen in RARE occurrences. Changing at the drop of a hat is IMHO poor planning/design and makes players resentful and shout for more changes. It seems too late now to erase all of the changes made, so I just hope that it get's corrected soon and then made permanent.
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    The issue isn't that they do too much damage, its that the alpha strike aoe elemenates the fight all together. no need for crowd controll, no fight realy, just BAM XP!

    even if minion HP doubled (not saying it should just giving you a worse case scenerio) then blasters would be even MORE important to get through all that HP (plus the xp would go up, as statesman already said they're happy with present xp progression).

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    Here's how fights generally happen...

    A. you get a good alpha strike on a group that you can handle and the fight is over

    B. you get a good alpha strike on a group that you can't handle (Issue 2), those who are left over completely destroy you

    C. you get a good alpha strike on a group that you can't handle (Issue 2), those who are left over are split on aggro between you and a tanker... they still kill you

    D. you get a controller to help you... but don't get me started on controllers because I already think they are gimped. (which is not their fault)

    If you are going to take away our ability to kill (our only defense), then we need higher HP or something to help mitigate the tankers inability to to hold ALL aggro. Any ounce of aggro left on us takes us to the grave. I've also found that one healer can barely keep up with the amount of damage I am taking. I am constantly dipping from full to red as they try to heal me. One healer actually killed herself trying to keep me alive with absorb pain. Maybe not the smartest thing to do, but I give her a huge amount of credit for trying. Oh, and that team did have a tanker without provoke. Don't know if it would have mattered anyway.

    Which brings back the subject of forced grouping if changes are made to AoE.
  15. You mean fix it so we don't aggro so damned much and die all of the time? (The only time a tanker has drawn more aggro than me is one who constantly taunted a single object and I only used single target blasts) If that's what you mean, then I say fix it! Or do you mean give us defense so that that we can protect ourselves with something other than offense? If that's what you mean, then I say fix it!

    However, I think you're saying that 1. my damage is going to be lowered and 2. I must perma-group with provoke tankers... Thanks Cryptic! You're making this game very enjoyable!
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    I just completed the Envoy of Shadows story arc (level 35 - 40) last night.

    There is NO WAY any AT can solo the Envoy (ArchVillian).

    We had 2 Fire blasters, an energy blaster, a fire/kinetics controller and an empath defender and we still had a major battle to take this thing down. Fire imps were useless as they were slaughtered as fast as they could be put out (and this is pre-nerf). This COT Behemoth has 11,000 hit points + dark shroud + regeneration. If anyone thinks they can solo this, I'd love to hear how.

    After 40 there are many more missions with ArchVillians in them. So if you want to do all of your story arcs, starting in your late 30s through level 50, you will need to put together a team.

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    http://boards.cityofheroes.com/showf...part=1#1343297
  17. <ul type="square">[*]Supergroup Name: Radiation Nation[*]Leader or Recruiting Officers: Texas-Ranger, Steel Chameleon[*]Preferred Method of contact: ingame email, ingame /tell[*]Guild Description: This is a group for radiation defenders and controllers. Only requirement other than being nuclear is to team up with one of us for a bit and be prepared to have fun. There is no required amount of time to play (we have jobs and lives too), but we don't plan to let members join only to put our SG name near their title.[/list]
    Texas-Ranger lvl 25 rad/dark def. (on most nights Central time)
    Steel Chameleon lvl 14 earth/rad cntrl.