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Posts
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There is still a lot of content in this game I have never touched. At the moment, I don't need a bunch of new added content; I can wait an issue or two for new content if it means I can get my characters to look right. I'm very visually-focused and have a very hard time "pretending" something doesn't look like it looks.
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Quote:WRONG.Note that I'm not saying anything about getting introduced to contacts. I don't care how you get the contacts, and neither does the game.
The game does care. The choice you made in the tutorial determines which side you can be undercover for. While switching sides will give you the other side's contact, they still will not give you sabotage options when you call them if you weren't with them from the beginning.
If you want to sabotage the Resitance, you must start as a Loyalist.
If you want to sabotage the Loyalists, you must start as Resistance.
You'll still see the options there, but if you started a Loyalist, calling Scott Calvin while doing the Responsibility arc will only result in him offering to introduce you to new contacts. The same is true of calling Marchand if you started Resistance.
Another note: the Power and Crusader arcs in Nova Praetoria do not contain any betrayal options (the game is balanced on the assumption that you will move on to Imperial City after your first Nova arc, so they didn't bother making the exclusive arcs there with any undercover options.)
However, once you reach Imperial City and Neutropolis, the Power and Crusader arcs do include undercover options. These will only be available if you started as the other side and switched during your Nova morality mission. -
Slight correction: vs. a base to-hit of 75%, the "softcap" of 45% yields a 30% chance to hit.
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Quote:A large part of what makes a Tankermind viable is Bodyguard mode and sharing their health (and the effective resistance bonus this confers). If your henchmen die, you lose that. Ideally, a Tankermind is going to want an AoE heal as well as debuffs/buffs to keep their henchmen alive. Barring all, having at least one of those is a lot more effective than having none of those.So question now. Do i want to keep up my personal bubbles on the bots? Does it matter if i'm the one getting hit wile they are burning down?
A Tankermind without henchmen might still be able to Tankermind, but they're going to be a lot more squishy.
(To illustrate: A Mastermind at 50 has 800 health (approximation). With 2 Henchmen, the same Mastermind can, for most purposes, be viewed as having 1600 health. 4 Henchmen makes that 2400, and all 6 makes it 3200. You can see the difference there.) -
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My Tankermind that tanked the LRSF should be evidence that Tankerminds can Tank AVs.
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Quote:So, what combos are those?One other minus for ninja/pain is you cannot slot recharge intensive sets, so that's another 5% def and 10% resist you cannot use. I don't consider myself a min/maxer in CoH, but I try to avoid combinations that do not allow all 4 pet aura IOs.
Thugs/*, Demon/*, or */Storm?
That's pretty limited, actually. -
10. Endgame doen't really interest me that much.
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I finally realised what stereotype I play. My heroes are HEROES, and my villains are VILLAINS. I don't have any characters that fit best as Rogues or Vigilantes. They are either super-good paragons of virtue or dark, dastardly, and dire epitomes of evil.
Lapin Lazuli is the absolute soul and image of heroism; even her off-time (between her day job and her heroing) is spent volunteering at shelters and soup kitchens.
Eiko-chan is a complete psychopath. She barely recognises other people as real, thinks nothing of killing hundreds or even thousands to acheive her goals, and is so callous that at age fourteen she was thrown in the Zig after her own testimony in her trial.
Monocle Smile is the Old Spice Guy, saving the world and being awesome.
Stacy Wu held on to the Malleus Mundi for almost a year, trying to research it so she could rewrite the world the way she wanted, instead of the way Scirocco wanted.
I don't play anything in-between. Maybe I need to. -
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I didn't find it too difficult to parse Eiko in Mutants and Masterminds. However, my Fire/Dark Corruptor was a lot harder to handle because M&M doesn't deal with debuffs very well.
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Quote:MMs are built for it. That's why they have higher threat modifiers than ATs that aren't supposed to tank (the MM henchmen actually have mods of 3, making them just below Brutes and Tankers in that regard.)Generally I think Tankerminds should allow Tanks and Brutes to hold the aggro. Tanks have all the tools to hold it and Brutes benifit from being attacked thanks to Fury. That said it doesn't mean you can jump in and Tankermind, just that you should let the ATs built for it handle it.
And while Brutes benefit damage-wise from holding aggro, a Mastermind, especially with epic pool armours, will generally be as tough, if not tougher, than most Brutes (Stone might be the only Brute secondary that might consistently beat a MM).
A Brute might be able to hold that aggro, but it's more work for the team to keep a Brute alive through the aggro they grab. Except for the small subset of heavily-IOd Brutes and Scrappers, a MM is almost certainly going to be able to weather damage more easily than either AT.
With Tankers, you might have a point (though Fire Tankers might lag a bit), but for Brutes, not necessarily as much. My Thug/Dark Tankermind takes a beating a lot better than the SS/WP Brute she's often teamed with. -
I just thought I'd point out that Henchmen completely ignore all recharge bonuses (I think they might ignore recharge penalties, too, but I know for a fact that they're completely unaffected by any source of +recharge whatsoever, including enhancements.)
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The bit I get out of Manoeuvres pushes my Drones and Assault Bot over the softcap, so I wouldn't say that it's too small to matter. That last 3-4% to the softcap is huge.
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No one has mentioned /Traps at all. I would think there would be some good synergy there, too; not quite as much +def as FF, but a well rounded suite of debuffs to accompany it all.
Anyone play a Ninja/Traps? How's it play? -
This is why we can't have nice threads.
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I decided to add up my namesake character, a level 50 Bots/Traps MM (Softcapped and verified AV soloer.) The results were pretty close to what I saw for her, though I have a few notes/caveats to add.
Fighting: 14 (Good)
Agility: 62 (Sensational)
Strength: 25* (Excellent/Good*)
Endurance: 75 (Monstrous)
Reason: 109** (Unearthly)
Intuition: 50 (Amazing)
Psyche: 35 (Fantastic)
*Strength seems a bit high; since 10 points of that comes from her having Super Jump, which I never have played as being strong leg muscles, but just some sort of genetic weirdness in her creation, a 15 seems more reasonable for her Strength. She doesn't even exercise.
** To be perfectly honest, the Reason calculation seems to discount powers just a bit too much for my taste. Both Robotics and Traps are powersets explicitly tied towards her Reason (and relatively unused anywhere else), another bonus for those seems reasonable to me (not included). Also, the Field Crafter Accolade should probably provide another bonus (on top of that for Inventor (also not included here)). After looking at the benchmarks, however, the bonus for IOs/Sets might actually be a bit too high (Eiko has every slot (93 (will be 97 when i19 hits)) slotted with IOs, as well as 8 complete sets), since a 100 here seems to indicate omniscience.
Using a modified Reason calculation of 100 (Creator) + 41 (1 per 2 IOs) + 24 (full sets) + 20 (+5 each for Inventor, Field Crafter, and having most of the powers from both Robotics and Traps (Devices would also qualify for this; maybe other powersets too)) yields a 93 Reason, which is still extremely high but not god-like.
Looking through some of those character listings, scores higher than 50 don't seem to crop up a lot; however, in Eiko's case, the ones she has that high fit reasonably with her powers as defined in game: a high Endurance reflects her faster-than-peak (represented by the base game mechanics) regeneration and the fact that she possesses "perfect" regeneration, meaning she does not scar and is theoretically ageless; a high Agility reflects her ability to avoid damage (being softcapped and a bit); and her high Reason is the very source of her powersets in game, being a genius-level prodigy inventor. -
This will also be true of characters with Electric Control, Dual Pistols, or Kinetic Melee.
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To be perfectly honest, I'm mostly doing option #5: not playing until i19 comes out. But that's just my usual every-three-months burnout/break from CoX and not anything apropos.
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I've probably wasted at least five hours of my life just staring at the level-up screen and trying to decide if I really really really wanted that level 20 power, or if I had to have Stamina.
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Just to add a bit more info to the pot: it's very difficult to turn over rights to your own personal intellectual property. You most certainly cannot do it by clicking a button in a video game. If you created it, it takes a lot more than clicking "Accept" on a EULA to turn over those rights to someone else.
NCSoft is really only claiming ownership of the specific iteration of your character and its information that exists in the City of Heroes video game. You can't demand they delete your character and give you a digital copy (even if such a thing were technically possible, which I doubt it is) when you leave the game, but that's really about all that clause really means.