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Posts
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Joined
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The problem is that with the BAF, they DO. Because very often when I'm finished looking at Mother Mayhem's strange hatred of pants and capable of moving again, I'll look up and see 12-20 Warworks already down.
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I usually don't mind the cutscenes. Some of them are fun even (though I really wish they'd put back Romulus's twenty foot tall "NICTUS!" scenery chewing. I like hammy villains!). My real complaint with the BAF one is that I'm not the fastest zoner in the world, and when I get in I'm often swamped by lag for the first fifteen seconds. I have had BAF runs where I wasn't able to get a single hit in on the war works because half the league rushed ahead and curbstomped them before I was even through the door.
The problem with skipping a cutscene is that not everyone will. So they're frozen while some guys will exploit this. Especially as sometimes I want to watch that cutscene.
(I'm also very much hoping that our confrontation with Tyrant is NOT a Trial. Having 24-36 people farming the confrontation with a major big bad seems... rather anti-climatic and un-epic to me, but that's a discussion for another time) -
Look in the I think Accomplishment (or Achievements, I get the two confused all the time) section of your Badge list. You'll see the Promethean badge, and then a second badge beneath it with a button. Push the button to trade in the second badge (it doesn't count towards your badge count, don't worry, it just represents the temp power from the Flames) for the Notice.
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If we really wanted to go down the giant robot route, how about Talos and Chimera, whose battle back in the 1960s created Talos Island and the story goes that they're still fighting down there... somewhere.
I can imagine an arc or a Task Force where the final mission has you journeying down beneath Talos Island, and you find the chamber that they're in... and they're absolutely colossal. Like that minotaur statue of Talos on Talos Island? That's life sized. And they're still duking it out.
Or if we wanted to go classic, how about the original, mythological Talos, the giant bronze robot from Greek myth? He'd fit well with the Cimmororans or, heck, the Warriors. Maybe Odysseus found and reactivated him. -
I gleefully look forward stomping the Magis with all my shiny new powers.
How do you like it now, Rikti Magus, huh? Ahahahahaa!
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The devs have said that there's some kind of odd way the graphics were originally coded that makes it a lot harder than it sounds to allow customizing the power pools, since they wern't originally designed for it. Something to do with the UI and it requiring them to tear out good chunks of it to rewire how it all works.
Simply put, it's a lot of work and while they hope to get to it, other things take higher priority. -
In general, the debuffs are good for helping either cover a weakness or assist the team more than you. While you alone might not be proccing that Reactive reliably enough to keep up that four pile stack, you and one or two others might. That's an extra 10% damage against that guy for the entire team. Same goes with, say, Paralytic. Going the -Damage route, it's like 5-20% Resist(That Guy) for the entire team. Handy for tankers and, well, everyone really.
At four applications, the -Regen debuff is about the same as one hit from Envenomed Daggers or Transfusion. While that's not a lot, even slowing down the regeneration of a GM or AV a little can help in a difficult fight. -
Carrion Creepers plus Seeker Drones. You have the most out of control lawn ever, and the most badass lawn mowers.
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I always figured the Robot Uprising was kind of an accepted article of faith among robots, good or evil.
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It does indeed work with pets and pseudopets. Heck, it works with Caltrops. And by that I mean every tick where Caltrops applies damage, the game rolls to check if the debuff is applied. On a high chance debuff, like Diamagnetic's 75% or 100% chance of ToHit debuff, it means you'll get the four applications on almost immediately. Which is awesome.
The debuff from Reactive is about -2.5% Resistance per application of the proc. At best, you'll get -10% Resistance on the target. Which ain't much, though isn't anything to sneeze at either. On a team against something heavy like an AV, GM or a heavily armored EB (like War Walkers), reducing their resistance by 10% can really help. I took it on my Dual Blades scrapper mainly because everything and their moms have absolutely obscene Lethal damage resistance, and it fit my concept. The fire proc from Reactive is apparently pretty decent, though I'm not a huge fan of DoTs myself. As mentioned, Reactive is by far the most popular choice, so you might consider looking at the other three if you team a lot. The DoTs function the same way the other debuffs do in the Interface powers, as in that only four can be applied at a time. So even if you've got 8 people firing this off at a guy, only four DoTs. A reason to consider diversification, especially when teaming.
The Diamagnetic power is great. -5% ToHit per application, and at higher levels, potentially -15% Regeneration per application. It fires a lot, up to 100% at the Rare level (at Very Rare, one debuff fires 100% of the time, the other 50% of the time). With the boosted ToHits of high level enemies, being able to reduce their ToHit by up to 20% is handy and makes the lives of both you and your teammates easier. The Regen debuff adds up to about one application of Envenomed Daggers... which isn't going to stop a big AV from regenerating, but it'll slow them down a bit and isn't too shabby. I took this power on my plants/storm controller, and near as I can tell, Carrion Creepers and Tornado are applying it. Obviously, this power is really handy for people with Force Fields, Ice Armor, Shield Defense, Super Reflexes, Ninjitsu, Energy Aura, etc. I am unsure if and how this power stacks with other -ToHit debuffs, like those from Dark Blast and Dark Miasma.
The Paralytic power is really good on non-defense based tankers, and a very good option for melee people in general, as well as buffers (if your teammates take less damage, your life is easier). The -Defense part is only -2.5% and kinda meh. But we don't care about that. We care about the -5% Damage debuff. Don't think of it as a debuff so much as a potentially 20% Resistance to that guy you just punched in the face. Nice for teams, too, as he does less damage to them too. It's also nice because a lot of high level content uses Energy damage instead of Smash/Lethal, which kind of leaves us poor Inv tankers in a rough spot, and this helps shore that up. The catch is the -Damage debuff isn't available until the second tier, so you'll want to invest in this a bit. Get it to at least Uncommon if not Rare, focusing exclusively on getting the highest chance for the -Damage debuff. I'm taking this on my inv/energy tanker, and if you're planning on increasing your survivability (either your own or your teammates), I'd recommend either this or Diamagnetic, dependent on your powers and preference.
The Gravitic power... I don't really know much about that. This seems to be the least popular one. At base, it's -10% Recharge per application, and later on picks up a grab bag of potential debuffs including -10% Recovery, -10% Speed and/or -10% Secondary Effects. That last one means you're making their holds, immobs, buffs, debuffs, heals, etc, all weaker. It's kind of an odd debuff, and I'm not sure what to make of it. I mean, yeah, enemy buffs are a pain in the neck, but how big of a difference will it make? And while -Recharge is a nice debuff... not sure how much difference in gameplay even -40% will make. Same time, because it's so uncommon you don't have to worry as much in big teams about your debuff not making a difference because an enemy already has four applications of it on (something that comes up a lot with Reactive). I'm thinking, though, about taking this set on my elec/earth dominator in order to improve the effectiveness of his end draining powers.
Another option to consider is that you are hardly limited to taking just one path. Incarnate powers are not like IOs. They're not locked into that slot. You can get a couple Uncommon level Interface powers pretty easily, so consider crafting more than one set and swapping them out as conditions warrant. The Interface powers don't have the level shift, so swapping down from a Rare to an Uncommon won't gimp you. Like, say, having Reactives for soloing or small team stuff, where you're really more concerned about raw firepower, and something else for teaming and need to switch to a more supportive footing. In your case, I'd recommend Diamagnetic. It should synergize well with your Force Fields, especially in the high level stuff against enemies with very high accuracy. -
I think the sticky bit with Illusion dominators is how the power set is heavily based around pets and pseudopets. I'm not sure if they'd be building Domination for you, or if they did, it'd be at an absurd rate.
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I've really enjoyed my Earth/Fire dominator. You've got the kinetic SMASH! of Earth Control with all it's AoE controls and the golem as your mini-tank combined with fire's high damage output. Additionally, Fiery Assault is almost all ranged attacks (except Incinerate). Heck, on my earth/fire, I skipped Incinerate and Combustion, going for a pure ranged fighter. You work a bit to build up your recharge and you've got very respectable damage while staying away from the pain. Best of all, the golem tanks for you and lets you set up your ranged attacks.
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By "No Funny Business" I mean the way we pretty much all break several laws of physics. Heck, Superstrength breaks a major one every time it's used. In the real world, even if you were capable of exerting enough force to lift twenty tons, you could never lift a car or a bus. You lift an object, you would go through it because you're concentrating a massive amount of weight on exactly two small points. The car would break in half around you, or you would simply tear it apart trying to lift it.
This does not happen in comic books. -
The recharge time of all incarnate powers seems to be locked in, so the recharge boost from Spiritual will not help them come up faster. However, the boost to healing powers from Spiritual will increase the healing and regeneration/extra HP provided by Rebirth, as well as any healing powers present on your Lore pets.
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Question about this all. I've got an Inv/Energy tanker who seems to be able to hold his own well. I'm planning on taking the radial Void Judgement and probably Barrier Destiny (for concept reasons). Now I'm wondering with the Interface power which way I should go, Paralytic or Diamagnetic. While my smashing/lethal resistance is awesome, I worry that my energy resistances arn't up to handling some of this stuff (they're in the low 30s. I've compensated some by boosting energy defense, regeneration, and HP).
The way I see it, having Paralytic Interface basically buys me an extra 20% resistance, once the proc starts stacking up, and combining that with Void and Barrier really hardens my resistances. Also, I suspect that Diamagnetic is probably the second most popular Interface power after Reactive, so the rest of my team will likely be providing that debuff anyways.
Thoughts? -
Quote:I've had an idea for that with Judgement powers. It works better, I think, for melee weapons like broadswords, katanas, dual blades, war mace, battle axe, etc. My idea was a Judgement attack where you it shows you tossing your weapon of choice, or a phantom copy of it, up in the air and a big pile of those weapons rains down on the target area. Kind of like Rain of Arrows, but with battle axes. The problem is this idea doesn't really work well with other powers, really. :-/I'd prefer just some alternate animations that work with weapons. AR, DP, Katana, BroadSword, Mace, Axe, etc
I'd also like to see some more magical style Lore powers. Not so much, say, Thorns, but maybe being able to summon, say... Tuatha or something.
As for the debate over origins and the Well and all... I see the origin of powers as more how something very fundamental was altered in how physics and reality works in the City of Heroes universe. Many of the things superhumans do are flatly impossible... but they do it anyways. The origin isn't where you're drawing power from, but how somehow, someone tore off the big "No Funny Business" tag from reality and suddenly everything got a whole lot weirder. Cosmic rays used to make you die horribly; now they give you superpowers. Aliens started to show up (the sheer number of baby aliens with super strength and invunerability sent to Earth from dying worlds makes me feel like Earth is the back alley dumpster of the universe :P). Magic started to creep out of the shadows. Etc. A lot of this stuff was around before, but very rare and tended to keep out of the spotlight. That's been my take on it. -
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The bug I've been seeing this morning is both times I try to get into a BAH, I mapserve out either during the cutscene or just as it ends. The second time this happened the entire game just spontaneously shut down.
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Ran the Sutter the other day. Had a blast on it. I really, really want Praetorian Faultline's special AoE attack for my Earth Controllers. I love their dialogue too.
The Duray fight was a bit tricky until I noticed something: Willpower tankers, scrappers and brutes can still target Duray when he teleports. Their Heightened Senses boosts their perception range. Have your controllers target through those with boosted Perception range, as Duray has only average mez protection. If you can lock him down, jump him. He's not that tough outside of his teleportation and flying. Another option is use -Fly attacks like Snow Storm, Air Superiority, Hurl, Hurl Boulder, and some immobilization powers on him. -
Dismantler, I think. It's about 7 or 8 feet with a chest cannon. But I think he's liking the underslung cannons of the ACUs, which I agree, make a very satisfying sound.
An option is to go only to the Rare level of Warworks Lore and go with the Radial path, going either Warworks Partial Radial Improved Ally, which gives you an ACU and a Battle Orb capable of attacks and support powers, or Warworks Total Radial Improved Ally, which is an ACU with an invulnerable Battle Orb (it has no attacks, just support powers, but it can't be attacked either, so you've got it's support for a full 5 minutes). The ACU would be just an LT, but it'd be an ACU none the less. -
You know what I want to see? A Clockwork King vs. Metronome (in a War Walker body, of course) throwdown. I just see the Clockwork King lifting up the shattered hulk of Metronome's body and going, "Hail to the King."
What can I say? I'm a fan of the King.
But we definitly need more giant robots. And if not robots, giant radioactive ants. To punch. Because this isn't comics without giant radioactive bugs and monkeys. And robots. -
Like others, I love attacks that feel mighty. Foot stomps, ground punches, attacks that make me feel like I'm putting my foot down and shaking the world. I want to elbow drop the planet and make things go boom around me.
The tricky thing with a lot of the attacks suggested is that all Judgement powers have a 2 second animation time. So they can't be long, drawn out Final Fantasy Limit Break attacks where a cutscene plays every time you use it. :P -
I recolored my Pyronic Judgement grey and have been RPing it as a high powered explosive grenade. Which works for the moment.
I'd love to see it with, say, the multi-missile blasts from those Heavy Troopers or the Rikti Pylons. Heck, I'd love a power with those, period.
Another thing I was thinking of is good for melee weapons users. Basically it's like Rain of Arrows, but with your weapon of choice. Fire it off, and you have a big pile of axes or swords or hammers or whatever falling out of the sky.
For a Stone Judgement power... hell, just give me the same power as that boss in the last mission of the Admiral Sutter TF and I'll be happy. You know the one. -
Introduce your character(s) for me: My main, Crow Call. Crow is a young adventurer-archeologist and weirdness magnet in the style of the old pulp adventurers like Doc Savage and Indiana Jones, always managing to find, attract, or when bored, cause trouble... and then rush headlong into it. She's actually the second Crow Call, the first being a paranormal detective and adventurer in the 1930s and 40s, whose memories and powers she now carries.
I find her to be the most fun of my characters, between her devil-may-care approach to two-fisted adventuring, her attraction to the weird and unexplained (she's the type to be running towards the Big Horrible Thing to poke it with a stick), and her magpie attraction to small shiny objects (her pockets seem to contain an improbable number of knives). She can always be counted on when the chips are down... even if she's probably the reason they got there in the first place.
Show us a few in-game screenshots of your character(s):
Crow in motion!
Crow reference
Crow up-close reference
Crow <3 knives and scarves. Just don't ask her to empty her pockets. It's like disarming Germany.
Now, if you have any previous art of them, show us that too!:
Crow Call by Tacitious (this remains my favorite picture of Crow. That grin of hers captures her perfectly)
Crow Call by Raddar
Crow Call by Commander Crimson
Group picture with Crow! by Avionetca. You should be able to see Crow there.
Any final words?: I'm going to keep an eye on this thread to see what comes of this, as I like your art. Feel free to draw Crow however you want. Oh, and for reference, Crow is about 5'3" but superhumanly athletic under that jacket and baggy pants. Shrimpy Crow is small but fierce (she can bench a little under a ton).