-
Posts
24 -
Joined
-
Imus here (which btw is Latin for Strangle, I believe).. I had a great time. Was very interesting to note the leap in synergies and effectiveness after some slotted DOs and we all started to get the pivotal powers. Can't wait till we all have Carrion Creepers. I'm 1/2 tempted to roll another Plant/Kin or exempt my existing to see what SB does the group steamrolling. The Sonic and Cold shields were very useful.
Looking forward to next 'carpeting' session. -
I love my Plants (Plant/Kin, Plant/Thorns and Plant/Fire) and this gives me a great excuse to roll a Plant/Storm.
My global is @Heisup
Will you be posting (weekly) the general team level? That way, anyone who misses a Saturday session can get caught up during the week.
Will be interesting to see how the resulting 50s will handle some TFs... I imagine some could be run extremely fast with the perma confused mobs and AVs. I've played on a variety of superteams before and one approach we took was to run all missions at +3-4 and do all regular TFs along the way so we'd arrive at 50 quickly with the TF commander badge. -
Quote:I'm seeing the opposite effect. On my Plant/Fire/Ice dom I got 2VR, 7R, 4Uncommon, 0Commons on my last 13 runs prior to the update. I ran 4 Bafs and 5 Lams yesterday and got ALL Commons on every single run.... I haven't seen a common drop in a long while and did not change my playstyle. Seems to me that DEVs borked how Dominators are weighed for their contribution vs. rewards given table. I know Random is Random... I'm just not used to seeing Commons, especially 9 in a row.from the patch notes
"Participation metrics have been adjusted in each trial. Players should have an easier time earning Incarnate Component rewards."
i'd say, just ran 2 keyes, a baf and a lambda and got
rare
v rare
rare
rare
any other toons using the new group buff noticed a change? -
[QUOTE=mauk2;3684523]Run radio missions at +0x8, killing everything in them, as fast as you can.
QUOTE]
If your Brute can handle it, doing Borea's Rikti mishes at +0/8 will yield a very respectable purp recipe rate for your time spent in addition to Vanguard merits. I've had better luck getting purples that way vs. radios and they are all on easy to clear maps... without elevators. -
Quote:This is what I did. On average I get a purple drop every 2 1/2 runs through the map. I've had as many as 3 purps drop in one run. You need to keep an eye on your recipes and keep deleting any you dont want to keep. Oddly, I also noted I seem to get more purp drops when I keep my salvage from also capping out. May just be random with regards to the salvage. I've been able to purp out 2 toons farming this mish at 50/8. Compared to AE, I dont get as much infl or rare recipes but it takes much less time to get a good purp drop than to earn 500-600M infl that most good purp recipes require. I craft and sell the purps I don't want for a fair profit.If you want to mix things up a bit, roll a SS/Fire brute, get his S/L def to 32%-ish (one small Luck away from the soft cap), cap his fire resist and get his S/L resist as high as possible, and max out your recharge. Then, switch to a Hero and unlock Harvey Maylor, and run his arc until you get to the mission Defeat All Villains In Area, commonly known as the "Demon Farm".
With that character, you'll be able to farm both AE and Demons, for whichever set of rewards you prefer to chase. Because, while Bill is right, someone has to generate those purple recipes, or there'll be none on the market. -
Quote:For those of you who haven't read about this already, I thought I'd share the good news. I never thought I'd actually see the day, but going live in the next issue:
Group Area Buffs: To make buffing easier for Teams and Leagues, these buff powers now affect all the eligible characters within a 30-foot-radius around the targeted character. (Previously, you had to target and buff each individual character to use these powers.)
Cold Domination (Defenders, Controllers, Corruptors): Ice Shield and Glacial Shield
Force Field (Defenders, Controllers, Masterminds): Deflection Shield and Insulation Shield
Kinetics (Defenders, Controllers, Corruptors): Increase Density and Speed Boost
Sonic Resonance (Defenders, Controllers, Corruptors): Sonic Barrier and Sonic Haven
Thermal Radiation (Controllers, Corruptors, Masterminds): Fire Shield and Plasma Shield
I may actually end up playing Kinetics again...
The only kind of downside to this is now all Force Fielders who didn't take Power Boost before should immediately respec into that (for ridiculously powerful shields). If you consider that a downside.
WOW.. I've been playing since before launch of COH. This is the best QOL update EVER. I have soooo many Kins I stopped teaming with because it was such a pain to respond to all the "gimme SB plz" tells. Being able to set a toon to ignore +movement means Kins are going to be in high demand.
Just imagining my Kin being able to do all the below to my whole team...
+Damage (to cap, for some)
+Recgh (50%) - this is huge, wonder if pets will be affected.. likely not
+End
-KB
+Res
I can't help but wonder how they handle Power Boosted powers.. before, one could maybe hit a few with the PB'd power before it ran out. Being able to Power Shield a whole team, however....
I hope this doesn't lead into a nerfing or lowering the effectiveness of the above powers
My main concern is about the size of the buff aoe and how close teaammates will have to gather. Also, as a group area buff, is the caster now affected, like Accelerated Metabolism? -
Quote:>>>> On my Fire/Kin, I'd have the next mob mostly dead by the time Creepers would show up vs. when farming with my Plant/Kin. You must be on a map with tightly packed mobs.I SS to every group and I've yet to not have my Creepers show up in time to do significant DPS to the next group. I'm not sure how Creeper travel works, if they actually travel, or just spawn onto the next group you start attacking..
Quote:You have both so have a better outlook on comparison, but the points you make are situational or opinion base..
Quote:As far as positioning, it's not more harder to SoC than getting in middle of a group to cinders. I never have any problems getting SoC on mobs due to positioning (now buggy no hits, straggler mobs being no where near the main gruop, or misses are different story)..
>>>>SOC has a huge cone so behaves almost like an aoe... not a good comparator. Try Roots, which has a narrower cone and is pain to get correctly positioned so I can spam damage on the whole mob. I prefer if SOC does not cause most damage so spam all other attacks as fast as possible, especially Roots.
Quote:Don't get to see too many Plant/Kins play, but in every instance I have, they've edged out Fire/... Not sure how the chain is harder to set up either..
Quote:Instead of choosing a center mob to flashfire off of, choose a front center mob to cone seeds off of. Which then makes mobs alpha each other and continue to attack. Even if all they got off was the alpha, that's significant (gotta remember with the -dmg and recharge from /kin they won't be doing as much dmg or as fast as a plant/storm SoC on them)..
Quote:Instead of a toggle that can be mezzed off if you aren't protected, you have a targettable cast for Creepers. Not only do you have briars that do constant dmg, but you have creepers doing constant damage WITH RANGE, they move and can attack stray mobs that would get out your hotfeet range, and they can be buffed by your FS.
Instead of being in middle of mobs to make sure cinders hits everyone, you can stand at range and use vines.
Those are the 3 differences really. The other powers are pretty much similar. You could add bonfire to fire, but don't know anyone who does..
2)Creepers are NOT constant damage if you are moving quickly from mob to mob
3) Vines require good positioning to hit the whiole mob vs. jumping into the middle of the mob and standing there while FS'd Hot Feet works it's magic. Additionally, to maximize Roots damage, you have to 1st get near the mob or in the mob, hit FS, then back up to position your cone. Bleh, I prefer jumping in once and staying there.
Not sure which of your "differences" prove your point.
Quote:While I never had a fire/kin at high lvl, my main for a long time was a Fire/Rad, so I am very familiar with fire/ playstyle. Really though it comes to personal preference to which style you like more. Plant is much safer, though. Personally I think it's easier to get my abilities off as Plant/ than when I was Fire/.
Also your buffed Creepers and Flytrap can decimate a group while you move on to the next group.
Quote:EDIT: Also does anyone know if Creeper can benefit from speed boost? If so with the new group buff change coming out, this is a significant boost in power to a plant/kin.
EDIT: I stand corrected. Just saw the below...
Group Area Buffs: To make buffing easier for Teams and Leagues, these buff powers now affect all the eligible characters within a 30-foot-radius around the targeted character. (Previously, you had to target and buff each individual character to use these powers.)
Cold Domination (Defenders, Controllers, Corruptors): Ice Shield and Glacial Shield
Force Field (Defenders, Controllers, Masterminds): Deflection Shield and Insulation Shield
Kinetics (Defenders, Controllers, Corruptors): Increase Density and Speed Boost
Sonic Resonance (Defenders, Controllers, Corruptors): Sonic Barrier and Sonic Haven
Thermal Radiation (Controllers, Corruptors, Masterminds): Fire Shield and Plasma Shield -
I have a purped out Plant/Kin and Fire/Kin and have experimented with many different IO combinations to try and min/max each. I'd have to say the Fire/Kin edges out the Plant/Kin .. mostly due to an easier attack chain and not having to position and move around mobs so much. Plant has some great crowd control powers but they are cones and I do much more button mashing and positioning when farming with my Plant/Kin. However, Plant/Kin does have a better survivability edge, largely due to SOC(especially when 6-slotted with 60 Coercive Persuasions, including the confusion proc). I could manage the mobs faster and safer with Plant but Fire has more DPS and required less effort(FS + hot feet ftw) for easy farming.
If you want more damage and ease of use, go Fire... if you want a fun toon that manages mobs well but requires a bit more effort to crank out the damage, go Plant. -
I'm not sure I fully grasp the OPs reason for "ranting". Add Alpha Slot, level shift, Incarnate powers to a variety of synergistic ATs (i.e. a well-slotted electric melee/shield defense scrapper) and you end up with a seemingly overpowered toon.
Granted SS/FA has some very effective synergies from a DPS perspective but I have other Brutes that are much less squishy and useful in missions or TFs.
I would go on to suggest that all Incarnate abilities are going to skew those towards the "willing to put all the extra time into fully incarnating my toon" end of the spectrum into a realm of feeling overpowered. For the bulk of COH gamers who can barely afford the time to mildly Incarnate a toon or many toons, I'd say the game is still plenty challenging.
Besides, part of the fun of COH is creating and nurturing a character to finally arrive at uberness and be able to show off that to other players. As such, I find it hard to pity anyone who is complaining about feeling too powerful... you put the time and effort into getting to that point, why not enjoy it?
To be fair, the OP backs up the original assertion with some solid data... my point is "so what if you feel overpowered?.. If you want a real challenge, try fully Incarnating an empathy/rad def. I've yet to hear any of those complain about being overpowered. Personally, I'm enjoying the fruits of my labor and really enjoy playing my maxed out SS/FA." -
Quote:The one remaining test I wanted to do is to make sure changes/server patches to one client set or another doesn't affect the other one. So if you make sure Properties changes in the Launcher doesn't affect the 2nd copy, and the upcoming patch on Tuesday doesn't corrupt one set or the other, I'll add it to the guide permanently.
I can confirm that the above technique works fine... even with updates. When I launched my duplicate instance of the launcher (located within a subfolder in my Apps folder) it succesfully updated the 2nd instance of COH to which I had tethered (via modifying the location in Properties). Both COH instances went throught their own patching/updating sequence and I was able to run both side by side on my dual accounts. Now, when I want to run a second instance of COH, I just activate the 2nd launcher. -
Quote:Although lacking in Mac-fu, I got it to work (thanks to your suggestions) by creating a folder in my Apps folder and creating duplicate copies of COH and the Launcher. You can rename the launcher and place a shortcut in your dock. One can change the path in the 2nd launcher to point to the COH app buried in the folder via the Properties button. The launcher requires that the copy must still be named City Of Heroes so do not rename that app.Actually that might work. I copied an entire folder with the Launcher, and both the Test Server and Live versions of CoH to another Mac, and it worked as it did on the first one, implying all the application's preferences are stored within the application.
But, because I haven't tested dual-launch specifically yet, I left that suggestion out of the Guide. I may add it on after I have time to test it and carefully analyze the results (i.e. no preference corruption, etc). You're welcome to try in the mean time, but be aware it's not tested. -
Quote:That's the part that actually worried me. If one has to use the launcher to run COH, then dual-boxing does not seem to be an option.The Launcher is not capable of launching multiple instances of City of Heroes on its own.
Like the other part of your description, I was hoping one could make a "2nd" copy of the luancher and tether it to the "2nd" copy of COH. As such, I do not see any advantage to using the launcher if I have to give up being able to launch a 2nd instance. -
I like to dual box on occasion with my 2 accounts. This was easy before as I just installed 2 instances of COH. How can I dual box with the new launcher?
-
Quote:I've discovered that also. Getting an additional +1 or +2 level shift has made my permadom very effective in the labs. My last run, I split off from the main group and managed to collect 5 acids by myself. Leading with SOC and then holding any others lets me focus on the acids for quick collection.A bit on an aside, but I'm finding my doms are also top notch for the Lambda trial. Built for perma-dom and a bit of stealth, I can go in neutralize the mobs surrounding the vats or crates and take down the objective. (Bonus points to Mind for doing this with little to no aggro.) Heck, even mezzing mobs on the way makes it easier for others to navigate the corridors.
Even on MoLam runs, a Plant dom shines. I was confusing the add-on mobs so they'd assist with taking down Marauder. Hard part was getting the rest of the team to ignore the adds instead of fighting them. Imagine having enough Plant dom to perma-confuse large groups of the add-on mobs. I noticed they tended to fight each other instead of hitting Marauder if you did not let them get close enough before confusing.
As far as trying to coordinate a Plant/Mind Dom trial on the Test server, I'd think a early-mid am timeframe on the weekend might allow all from EST to PST to participate in addition to some European night owls. If we can get 40+% Plant doms + add ons, would still be good. -
Not sure if it's possible in trials, but would be cool if we had these items mapped out and available in a Vidiotmap update.
-
Quote:That explains it. I was at a door with just me on my Plant/Fire/Ice and another Plant/Storm and we never saw anything get past the door. We both kept spamming Sleet, Ice Storm and Creepers and even the Lts. failed to sneak by.I LOVE playing my plant storm controller on BAF's . Creepers and freezing rain is pure win at the doors. Also, any persistant damage/mez powers do wonders for that phase of the trial!
Might be interesting to try and see if we can coordinate a mostly Plant BAF on the test server. I'm on Freedom myself. -
Quote:I'm half tempted to try and coordinate a mostly Plant BAF or Lambda. The most impressed I've ever been with Plant Doms was on a Lambda trial where we only had 8 total... oddly that included 3 Plant doms. The original discussion in the League window went from "not enough to do this.. but may as well farm for some threads"... to "wow, this is going smoother than it should" and finally, to " we can do this" and "we did it". Interestingly, we had to improvise when someone went in the vators to the acids. We decided to make a run for the acids only and got all of them before Marauder spawned. Dealing with Marauder was no issue as me and another Plant Dom camped out at the grenade spawn spot and fed grenades to the rest. Never underestimate the pwnage from multiple plant doms rendering mobs into null threat. To be fair, I'm sure the rest of the team were skilled damagers and debuffers so the Plant doms don't deserve all the credit. However, I'd like to see how often any group of 8... or less is able to do the Lamda.I disagree with with not using creepers, since they will help grab aggro, immobilize mobs, and help to stack Roots on reinforcements. This helps with the ease and efficiency of using AOE's , on the mobs. As long as they stay the normal lvl of lvl 54, then you have 30 secs to take out any adds and that shouldnt be hard when you hit lvl 50+3 and have a lvl tier3-4 ion judgement (that is still bugged btw so you do a LOT more dmg when you are buffed)
I would like to see the a team of 24 Plant doms take on the BAF together one day .....
I
I kind of agree with your "disagree". Creepers rock when it's not just me vs. the spawns. In other words, if I have a scrapper or better aggro magnet with me at the spawn spot there's little possibility of being wiped out by the alpha if I don't get off my confuse in time. I like Lobster's suggestion on the creeper slotting. I may have to check that out in Mids and see if I still have enough global recharge left to keep my creepers perma with that slotting. -
Quote:I noticed that to. Others who were patrolling the map to pick up strays kept pausing by my door waiting expectantly and nothing was coming out. Occasionally a Lt. would sneak by with about 1/2 or less health which was not a challenge to deal with.The most surprising aspect of plants on that TF is actually on the second phase. With Sleet, my creepers kill off entire waves of spawns, including lieutenants. Every time a new enemy enters the patch I get another vine, and the vines last for several spawns, so it seems like I'm building up 12-20 vines, each of which is hitting for 10-20 damage, and then proc'ing for another 60 damage fairly frequently. It's great.
Permacreepers definitely rocks on the 2nd wave.... now if only I had perma sleet. I tend to alternate back and forth with sleet or snow storm. The stacked slows and damage from those and creepers is nice. I'm tempted to respec and add another proc. -
Good point and as a matter of fact I broadcasted in the League window to team captains to ensure that we had roughly equal damage represented from all teams. Only once was there 2 teams and just me and a scrapper held back the mobs. Typically, on a '24' BAF, there are 4-5 of us wiping out the reinforcement mobs.
I could tell that the AOErs were loving how tight the mobs were. Interesting side effect of confuse is that the mobs immediately aggro on each other and with my immob second in my chain, most mobs were very tight. The experience did not seem to suffer due to quick disposal of each mob.
Advice to other plant doms.. don't use creepers. While it adds extra damage, it also raises the potential of a boss aggroing on you. I did that only once and died... by the time I got back from the hospital, the Reinforcements had gotten out of control. -
Have been running the Incarnate trials and have discovered that my Plant Dom with permadom is surprisingly helpful in BAF. Specifically, just me and 1 or 2 other damagers can hold back ALL Reinforcement Spawns while the rest focus on the AVs.
With permadom and roughly 160% recharge (total), I can hit the spawns as soon as they materialize with Seeds of Confusion(Confuse Proc helps a bunch to ensure the whole mob gets mezzed) followed by immobilizing them. As a /Fire dom, and with assistance from a scrap or blaster, we can clear each spawn before the next comes up. Rarely do any mobs even get to the grass area. As long as I'm on a BAF with more than 12+ players, it very rarely fails when I'm focusing on the Reinforcements. Only fails occur when we have trouble synching up the Av deaths.
My question to others is whether you've also discovered your Dom can have a huge impact in the Incarnate Trials or any other TF/Trial.
I'm not sure the mass confuse for Mind Doms has fast enough recharge to spam on each mob. Plant doms truly rule in this niche specialty for BAFs and to a degree in the LAM due to the low confuse resistance of the mobs, excepting the Lt. prisoners. -
It is very annoying when my 'confused' Vines knock fellow teammates out of the air. If I'm on a team that has players that are hovering out of melee range, my 'confused' Vines knock out their flight and drop them right into the mob. Bottom Line, Vines is only useful when there no teammates with Fly.. and I have hover.
I'm amazed a bug like this which invalidates the use of some powers has remained intact for so long. -
[ QUOTE ]
Are you crazy? It boosts my 3 slotted hover to flight speeds!
Not to mention that it's free vertical sj and horizontal hover + midair jumps at level 1
[/ QUOTE ]
To what?... a single slotted Fly for 30 secs? :-)
I most certainly would not call it a vertical Superjump, considering how slow it is by itself. It is similair to Superjump in the way it works, except it's a fraction of Superjmp's speed. If one has Superjump already, it definitely makes a difference ...if you think that's worth the extra $.... -
I would not recommend upgrading to the GVE goodies if you are inclined to think the Jump Jet Prestige power will be useful for a lowbie.. or in general.
The power is designed to augment travel powers and give them a little more speed while adding vertical ability. I wish I'd known just how "little more" it would add beforehand.
It's useless for lowbies (less than 14) unless you consider travelling at the speed of 3 slotted Hover for 30 seconds as useful.
I'm less than impressed using at higher levels too. I had anticipated more umph and less "is this thing on?" when using it. Lesson learned.