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Posts
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Quote:My biggest problem is trying to figure out how to fit a travel and fitness pool into the build without sacrificing helpful powers in the process
What I do these days is just skip the travel powers and get a Raptor Pack from a bank mish. If you missed the Raptor Pack mish (< level 10) you can hang out in Port Oaks and offer lowbies help in exchange for this mish, you'll get the pack (I think) as long as you're on the mish and you're SK down to 10 or less. -
Quote:I would alter longbow to be more varied, like the ppd. as it stands they all look the same, I'd have powersuited longbow, magical longbow, ninja longbow, and then at the lower level, the guncrazy spandex longbow we see now. It jsut seems that for a large organization, they lack variety, other than at the warden level.
I'd like to see Lowbow change composition as you progress in levels. At low-levels, they're guys with gadgets and guns. At higher levels, as you suggest, you should start to fight a lot more wardens and other super-powered people. Longbow should call in heroes a lot more too, so you should be fighting super teams as well.
As you suggest, many Wardens should have a bit more personality in the way their costumes are designed.
Similar to what I mention above, the low-level gun-Longbow should be demoted to Underlings at higher levels, and then eventually to just basically stage props, no longer able to really hurt you. This would also give a feeling of progress and being super, as your former enemies are unable to touch you. -
Quote:I've always wanted to expand upon the Legacy Chain. They are underused and interesting.
If we ever had a "scourge" like event, I'd like to ditch the Goldbrickers and put The Family back to the low to mid-level roots. The idea of level 40 mobsters with Tommy Guns still boggles my mind.
I'm not sure what you mean here. I think you're saying that Family should be low level only, which is fine with me. I like fighting them around Port Oaks. Higher level, not so much.
On a similar note, I don't care to fight rent-a-cops around Cap A Diable, espcially Cage Consortium around the Hellforge and the Pit. Those areas need some sort of super mutant ninja robot thing guarding them, not a guy with a revolver. And while it's ok for us to break up strikers, being evil and all, I do feel that the Scrapyarders should be Underlings at most.
I like the Goldbrickers. While kinda underdeveloped, they're got super suits and super weapons, which make them a bit more "believable" to be fighting. I see them as slightly incompetent minions (most of their comments around Cap A Diable are funny and a little "off") who have good equipment.
My 2 cp. -
Quote:He meant Web Envelope, I think, not Venom Grenade.Venom Grenade 12 1 0.982 - - 1.67s 24s 11.856 80ft 20ft - Sphere
Electrifying Fences 41 1 0.8 - - 1.17s 20s 12.74 40ft 10ft - Sphere
Half the range, a little bit more endurance, and slightly less damage; but shorter cast time, faster recharge. Mostly, for me, EF doesn't cause redraw, whereas WAW does.
And no, I'm still tweaking the build so I don't have a good one in Mids. I need to put one together because I'm still fiddling some IOs around--so this is a good incentive.
Specifically, Web Envelope has -Fly, and Electrifying Fences has -Knockback. (Both do Immobilize.) It's the -KB that folks are after. -
Low level (< 20)
1 - 2 Acc, 2 - 3 Dam
Mid level (24-31)
1 Acc, 2 - 3 Dam, 1 - 2 Def (you should have Tactics by 24)
High level (32+)
1 Acc, 2 Dam, 2 Def, 1 EndRedux
Or IOs/HamiOs to the same effect, whatever you can afford. EndRedux is required after level 32 or the Protector Bots will run out of End in long fights. The Def is handy and better the Heal imo because the Def protects you as well as your bots.
Pet Auras are better in the Drones and the Assault Bot imo, which have somewhat looser slotting. -
For learning, I think something/Pain would probably be the easiest. Take your heals, take your pets and pet buffs and go to town.
While it's true that most MM play similarly once you get the macros and pet controls down, it sure can be hard to learn all that if you've chosen a difficult set to master. I think Ninja/Poison would be pretty tough, myself. I couldn't stomach Ninja/TA, too fiddly for me, and Ninjas are spastic.
I'd go Thugs/Pain for learning. Thugs is strong, and has enough weird corners that you actually will learn (the Arsonist nee sucide boy, and the melee Brute). /Pain should make it easy to concentrate on the pets, as Pain is pretty simple to learn.
Thugs/Traps is a bit more complicated but might actually be stronger once you do get the hang of masterminds. Your call. /Pain is easy to explain to a team ("I'm a healzor") whereas Traps is a little more complicated to grasp ("Do you know how the to hit and damage formula work? No? Well...").
Don't delete, just start a new one. You'll better understand what is going on with your Ninjas after playing something a bit more sedate.
Two tips: 1. When you first start, right click on the Follow button (the special MM power in your tray). Select Edit and then edit the text of the control. Remove the word "Aggressive" and replace it with "Def". Now the Follow button will use Defensive mode instead of Offensive. The result is Bodyguard and about 5 seconds of cool-down where your pets won't attack anything, but will still provide defense for you. Learn how this cool down works by playing around with it. Try to corner pull with and with out it and see how it the two differ.
2. Learn Bodyguard mode and how it functions. This works better once you have at least two pets. The button I gave will make this easier.
And finally when you think you have those two things down, check out Sandolphin's key pad bind guide. It's stickied in the MM Guides at the top of this forum. That will really help you control your pets once you learn it. -
I need an "I watch TV emote." Bonus points if it's from WKRP in Cincinnati, where Les Nessman says "And when I get confused, I WATCH TV!!" And makes the square shape with his hands.
Still wish I could find that on you tube. -
Quote:While it looks cool, I never really found it compelling. It's got a high recharge, short range and doesn't really do a lot of damage or stun. It's skippable, imo.Yeah, the [Omega Maneuver] is pretty cool (and is a Crab power).
What is not skippable: TT: Maneuvers. Lord Recluse will stab you in the eye if you don't take Maneuvers.
(I don't use Mids so I can't decipher your posted build, sorry.) -
Short answer: Thugs/Traps is great.
I can't compare it to bots/Dark or Bots/Traps because I play neither. I can compare Thugs/Traps to Bots/FF: Thugs/Traps is a lot faster and more active. I still love Bots/FF but Thugs/Traps is by no means in second place power-wise.
Poison Trap did get nerfed but it's still good, no worries. -
This is what I was going to say.
Widow stealth is broken up into two powers: Mask Presence and Smoke Grenade. With Smoke Grenade being auto-hit now, you really ought to be using it. Take it just after you take the more important powers (Maneuvers, IW, Foresight, Mind Link and Mask Presence). -
This is a great idea, and I applaud you for doing it. I wish I was on my regular account right now. *sigh*
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This.
While Smoke Grenade is not exactly "must take," it's useful once you get other powers stacked up with it.
Solo, with Maneuvers, it's worth 8.75% of Def, base. Add the -Perception to that for easy mob control and it's great. Plus, Smoke Grenade does not break hide, so you can spam it from safety even on large teams, and still have your initial crit available. -
Quote:To Silas: Agreed about the roving beacon, it would be cool to take a bit lower Regen rate in exchange for mobility.
See, I'd go the other way. Triage Beacon is already low enough regen that it's roughly the same as just standing around waiting to heal up. Giving it less regen would just be a nerf, regardless of what else you did.
I would: make the recharge un-enhanceable, and double the regen rate. Same amount of regen over time, but at least when you deploy it, it'll pack some punch. Also, slightly larger radius to make up for the fact that it's not mobile.
Or the whole single target heal thing would help too. -
True, but it's slow and somewhat unweildy; you can't move the beacon around and the recharge time is quite heafty. And its Regeneration, not a Heal. So Triage Beacon is not really the same as a Heal, imo.
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Quote:I'm also returning with a trial account and testing out the new stuff. I've played Traps on a mastermind and wanted to see how the new Traps worked on a Defender. I went Traps/AR for my little offender and so far I like it a lot.Hey everyone, I just started playing again after a year away. I saw that defenders could go traps now so I had to give it a shot. I am Traps/Sonic and I am loving it so far but I have a couple questions:
1. How do you deal with these long recharge times, seems like everything I do takes over a minute to recharge. I've taken Hasten as a bandaid for now but it seems like its going to be hard to keep up with a group when everything is on cooldown.
For faster team play (I seem to solo fine, but teams are more fun) I just alternate powers. Acid mortar first group, then Triage Beacon or PGT on the second, then switch back to Acid Mortar for the third group. I'm only low level still so not much recharge yet. The idea is that you don't deploy absolutely everything on every group, you save some for the next while stuff recharges.
Quote:2. How well does this set support compared to other defenders?
I don't mean to high-jack the thread, but I was wondering also if folks think Traps needs a single target heal (for Defenders only, not MMs. MMs already pretty insanely powerful.). Something simple like O2 Boost to just round out the set. The question is where to put it? Well, VEATS have some either/or powers where they make a choice and that closes off part of the set. What if Defenders where given the choice of either Web Grenade or a heal for their Tier one, but not both? That would let folks who like the set the way it is play it that way.
Yes, I'm planning on taking the the Medicine Pool too, but an heal in the set would be useful, I think.
(And if this turns out to high-jack the thread, then I'll just make my own and move the discussion there. Sorry for any disruption, but as long as there was an existing traps/defender thread I thought I'd keep the discussion here for now.) -
Quote:Well THIS Happened when I watched TV. But I still watch TV
Need to find a clip of Les Nessman (from "WKRP in Cincinnati") saying "I watch TV." Funniest scene in a long time.
I looked but my Google fu was weak. Anyone help me out here? -
Quote:edit: Something like - "Okay, now, when we set off this bomb it'll kill everyone in this 40 story-building, but we're hoping it'll get Marauder too. Got a problem with that?" - would be great. Do you *really* want to go that far?
Does the end justify the means? Or do the means justify (or invalidate) the end?
I was going to suggest the same thing. Make the resistance with good ideals -- overthrow the Tyrant, freedom for everyone (afterward) -- but their rank and file have terrorists leading the cells, collateral damage is acceptable and it's more than a tad uncertain when the peace and freedom phase is going to start.
Folks still join them though because they feel it's the only chance against the Tyrant that there is, so the real tragedy here is good people doing terrible things. -
Congratulations on your new responsibilities to WW and all the newly promoted devs!
Quote:My question: will we be seeing more zone revamps as we did with Faultline and the Hollows? There's a lot of "dead space" IMO, especially blue side. While brand new content is nice, giving me to a reason to actually go and explore ( as opposed to 'run to the door and Ouro out now that I've gotten that out of the way' ) a zone is good too.
This is basically my question.
Listening to the "Wouldn't it be great if..." Podcast, the devs seemed surprised that so many folks wanted to see zone revamps instead of new content. I look at it like this: If the old Faultline had a "fun factor" of say, -3 or something, then it's negative content and a drag on the game, where the new content might have a fun factor of +5. So if you replace Faultline, you actually get more bang for the buck because you get rid of the bad as well as getting something new.
Keep old Faultline, add other new content = total +2.
Remove old Faultline and revamp it = total +5.
Does that make sense? I do feel there's "negative content" in the game. Boomtown and Brickstown are good example. You go there and say "Bleck! I want the last 10 minutes of my life back." Deleting these zones just so no one goes there accidentally would actually improve the game. That's why zone revamps are such a big deal for players. We actually gain more than just adding new content.
So any zone revamps that might be sorta-semi-planned, can we hear about them? Oh, and do you agree that there's such a thing as "negative content" in a MMOG?
Also (second question), the players also said in that same "Wouldn't it be great if..." podcast that players wanted BOTH revamps and new content. (Gee, really?). I think something simple like alternate zone revamp, new content, zone revamp, new content, etc. would be a good predicable schedule. Since these are big updates, I envision about one per year, with smaller issues in between. Is this a viable expectation in the least? Or are the players totally off base here with wanting both?
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Thanks DR, you're a wonder.
Oh and I really loved that Avatar video you did. -
Hey all,
Does anyone have a link to the latest 2009 Herocon dev panel chats? I remember getting a link from the CoH RSS but alas my RSS folder deletes older messages, and that message is long gone.
I'm specifically looking for the one where the devs take questions from the crowd and ask about new content vs. revamping existing content, but a link to the whole list of all the audio casts would be great.
Thanks!