Eiko-chan

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  1. 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.
  2. Quote:
    Originally Posted by Rajani Isa View Post
    Wrong.
    Actually, the poster you quoted was right; they were just inelegant about the explanation.

    Try not to use the "Wrong." reply unless the person you're correcting is actually wrong, okay? It'll help us all out.
  3. 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.
  4. Quote:
    Originally Posted by Bubbawheat View Post
    So how long does the MA have to have been around to get a legendary forumite for it?
    It's already been done, but they made him a Dev instead. Dr. Aeon got his job because of his work in MA.
  5. Eiko-chan

    Soloing +4/x8?

    Quote:
    Originally Posted by Obitus View Post
    Any character that doesn't have stun protection is going to have an annoying time with Malta, even if we ignore Sappers completely. Those ~30 second stuns are outrageous.
    Well, fortunately, Dark Armour isn't without stun protection, and Tankers have the highest mez protection in the game.
  6. Eiko-chan

    Soloing +4/x8?

    Well, I don't consider using inspirations to be cheating, so you're still good in my book.
  7. Eiko-chan

    Soloing +4/x8?

    Quote:
    Originally Posted by RuthlessRaptor View Post
    I bet he was talking about the end drain protection in dark. Once you take out the sapper threat, Malta aren't very tough.
    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 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.
  8. Quote:
    Originally Posted by Goldbrick View Post
    I would have made the vet rewards a real incentive to hang around.
    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 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.
  9. Quote:
    Originally Posted by Optic_Spark View Post
    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
    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.


    "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.
  10. Quote:
    Originally Posted by Diggis View Post
    Is this off test? Because offical word from the devs was that any toon without it will get it automatically, any toon with it will have to respec to get it as inherent.
    Tyger is right and I am wrong.
  11. Quote:
    Originally Posted by DumpleBerry View Post
    Considering how the discussion has been in here recently, you probably don't want to be waving that common sense around so wildly...
    It should be okay. I've given up on it.
  12. 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.
  13. 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.
  14. 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.
  15. Quote:
    Originally Posted by GMan3 View Post
    I don't and they won't get any more micros from me. I would rather they increase the subscription price a little than continue these crappy micros.
    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!")
  16. Quote:
    Originally Posted by Marsha_Mallow View Post
    after all it is the 20th century, everyone has a cell phone these days.
    Two things:

    1. It's the 21st century.
    2. I don't have a cell phone.
  17. 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.
  18. Quote:
    Originally Posted by Dechs Kaison View Post
    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.
    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. )
  19. Quote:
    Originally Posted by Dechs Kaison View Post
    /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.
    Maybe if it was you and me teaming, Dechs. Not everyone plays at our level, though.
  20. Quote:
    Originally Posted by Clave_Dark_5 View Post
    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.
    Drawing alphas, maybe. Is that what you're talking about?

    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.
  21. Quote:
    Originally Posted by MadHobbit View Post
    If i remember correctly it is still only using dx 9 features and some opengl. and the physix is several generations behind
    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.

    Chasing the graphic treadmill is a losing prospect, and I'm glad CoX isn't doing it.
  22. Quote:
    Originally Posted by Clave_Dark_5 View Post
    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.
    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.

    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?
  23. Quote:
    Originally Posted by anonymoose View Post
    So which MM attack does more damage then the assault bot burn patches, I guess I should respec.
    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).
  24. Eiko-chan

    Soloing +4/x8?

    Quote:
    Originally Posted by Dechs Kaison View Post
    No purples, no PvP IOs.

    Just a Dark Armor/Fire Melee tank with about 300 million invested, and I manage +4/x8 Malta and Carnies without problems.
    How does it fare against enemy types Dark Armour isn't specifically tooled to counter?
  25. Quote:
    Originally Posted by StrykerX View Post
    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.
    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.

    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.