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The only character I hate that I haven't deleted is my level 27 Grav/Kin Controller. I hate both powersets, but I cannot delete the character for sentimental reasons. Not only was she my first character in the game, the first character to get Flight, and the first character to make me fall in love with the game because I could fly around the city (and thus the reason I came back to try the game again two years ago when I got the urge to fly around once more), but there are more personal (and private) sentimental reasons causing me to hold on to her.
So she sits over in the third column of characters and never gets played. -
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I've made 3 of my 5 50s Incarnates so far (two of those are the same character with different powersets). I intend to make at least one of the other two Incarnate at some point. So I guess I probably am making every 50 an Incarnate.
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Well, fortunately, Dark Armour isn't without stun protection, and Tankers have the highest mez protection in the game.
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Well, I don't consider using inspirations to be cheating, so you're still good in my book.
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Quote:Yes, that's exactly what she was talking about. Malta's status as a "problem enemy" is almost entirely based on Sappers, and Dark Armour is less susceptible to sapping than other armour sets (except maybe Electric, which is pretty much immune to it).I bet he was talking about the end drain protection in dark. Once you take out the sapper threat, Malta aren't very tough.
I will admit that I thought Dark Consumption was in Dark Armour, because I so often stick Dark Armour and Dark Melee together in my head for no real good reason. The End-Drain resistance in Murky Cloud is high enough that it shouldn't make that much difference, though.
To be honest, though, I'm not sure of an enemy type that Dechs's Dark Tanker wouldn't do well against, except maybe Rularuu. -
Quote:I would never have implemented veteran rewards in the first place. People that need "incentives" to hang around, other than the game itself, probably aren't going to be good for the game community, and a good community is better than a bunch of folks hanging around for the next great reward.I would have made the vet rewards a real incentive to hang around.
I also would have had ED from the start (I started playing with CoV, so I never saw the period before ED; the way it works now makes pretty good sense to me, though.) It just seems to be a sensible way to have designed things from the start (though, honestly, I'd do ED without the slow-build peter-out and just have a hard cap.)
I wouldn't have included PvP. The game would be a lot healthier without the ire that was created by the introduction, and inevitable failure, of the PvP system.
I would make the help channel easier to use (probably including mention of it in the tutorial) and made sure that faction didn't matter in chatting (lack of PvP would probably to much to ameliorate any problems created by hearing the "other side") to make the help channel and even greater asset to the community than it already is.
I would have worked hard to make sure global channels didn't need limits (in membership or number), or at the very least made sure auto-pruning happened automatically. -
Quote:Back when I had only a year of veteran rewards, I got really excited about a character idea for an angel character. There was absolutely no way for me to make that character, unless I completely surrendered my idea for "angel". Even now, without Veteran Rewards, the only way I could make that character would be if I could fit it with "armoured angel" and use the Valkyrie wings. If I hadn't just found a VG I really clicked with and stuck around for them, I probably would have stopped playing (again) right then and there.I seriously doubt the people that have just come to CoH are seriously depressed because that can't get angel/demon wings untill they played the game for 18 months
"Angel" is not a complex super-hero idea - it comes up all the time. "Wings" isn't a complex super-hero idea. There is absolutely no good reason whatsoever for wings or trenchcoats to be locked away behind any hurdle, let alone a veteran hurdle. The fact that "shorts", for males, is locked behind over three years of veteran hurdles is even worse. -
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They would probably have to majorly revamp the new exemplar code that lets you keep abilities up to 5 levels over your exemplar level to make Incarnate abillities vanish the instant you went under level 50, so level 45 makes a lot of sense to me. It uses existing tech without modification, which is always going to be easier than having to create a new system or modifying an existing one.
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I've never been in a Closed Beta (I'm not counting the loyalty program beta for GR, because that was all-but open). I feel all left out now.
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I'm not sure what powers I'd give my Masterminds in the place of Fitness, so those might sit while I ponder it.
EDIT: To those saying "I never had Fitness, so I get it free" or "I'm low enough I don't need to respec", you will need to respec if you want Inherent Fitness. You gain it at level 2, and if you're over level 2, you don't get a change until you respec. -
My willingness to buy the micros makes me a better customer for NCSoft, and that's why I get more stuff from them than you do. This is, in fact, the very logic long-time veterans tend to use against me when I argue against the Vet Reward system ("I've supported them for years, I deserve a little recognition for it!")
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Not every MM is /Traps (though I'm not sure why not), Sardan, and not every Brute has the IO'd mitigation to take alpha + sustained damage output from large spawns.
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Quote:Well, I've got the Corruptor (Fire/Dark) and Brute (Elec/Shield) to do it, and know a guy in my VG that can cover the Dom, so I think we can still pull it off. (I used to know a guy that could do amazing things with a Stalker, but he left for CO.So far, as a brute, dom, or corruptor, I've been nothing but complete failure. That's with a WP/SS even. I'm hoping I do better with my claws/dark project.
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Quote:Maybe if it was you and me teaming, Dechs. Not everyone plays at our level, though./disagree
The MM should take the alpha of the first group in a room while the corruptor debuffs and decimates the second. As this happens, the dominator locks down and eats the spawns in a different hallway while the brute charges forward, aggroing a few enemies from each of four spawns on the way to the boss.
In the meantime, the Stalker might have killed a pesky lieutenant. -
Quote:Drawing alphas, maybe. Is that what you're talking about?I stand corrected on resistance, you're right about the use Bodyguard.
I find (on my storm and dark) MMs that taking agro is really pretty easy with the AoE slows and such, nothing like a Tar Patch to draw agro.
That's a pretty good way to play a Tankermind, really, because alphas are the source of most of the danger of quick death, and MMs are pretty good at taking alphas. In a all-ATs villain team, the MM really should take the alpha, while the Brute then tries to take the aggro after the alpha. It's an odd design to those that play blueside, but really seems to be how the ATs were originally designed. -
Quote:Considering that Windows XP, which is still the majority-share-holder (over 60%, when I checked a couple weeks ago) OS out there, doesn't support DX 10, I'm not sure how that's a downside.If i remember correctly it is still only using dx 9 features and some opengl. and the physix is several generations behind
Chasing the graphic treadmill is a losing prospect, and I'm glad CoX isn't doing it. -
Quote:I allow the possibility of no MM attacks and no Provoke, but Bodyguard Mode is the source of the large health pool or 75% resistance, so you have not played a Tankermind without those.I've quite successfully played tankermind sans any of the attacks from the MM primaries, 75% resistance, Provoke or a health pool on par with tankers.
However, Provoke, like all taunts, is an aggro multiplier (that, admittedly, adds a large aggro by itself.) It is more effective if you have attacks to multiply that aggro. That's not to say it can't be effective enough without them, but I can Tankermind for teams, not just solo. How many of you claim the same? -
If you slot it like you would actually slot an attack, Pulse Rifle Burst. Unless you're figuring the burn patch for multiple enemies all stuck in it, all delivered at once (none of which actually happen).
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Quote:This is factually inaccurate. The actual attacks of the Mastermind themselves will be the single most damaging attacks available to the set; they only reason people can get by without them is because a) they're not playing the "tankermind"* style and b) there are six henchmen to pick up the slack.Oh, and remember that the attacks in Mastermind primaries can be useful at low levels but once you hit the 20s they do laughable damage for high endurance cost.
The first attack in each set (the one that, generally, comes without any sort of debuff or status effect) might be fairly deemed "useless", but the rest are fairly worth it unless you have a highly-active secondary (maybe Storm; I find even with Dark I have plenty of downtime). The only downside to the attacks is their endurance cost; they still do significant damage. And it's not like you're spending your endurance on an attack chain like other ATs.
*"Tankermind" refers to a style of play that concentrates on getting enemies to attack the Mastermind directly, rather than diffusing their attacks over the henchmen. Generally, it requires use of the Provoke power (from the Presence pool) and direct attacks from the Mastermind, and utilises "Bodyguard mode" (when minions are set on defensive and react to their master being attacked rather than instigating combat), which effectively serves as (depending on how you look at it) either 75% resistance to everything, or a health pool on par with Tankers.