EmperorSteele

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  1. While a lot of the ideas in the second or third post would be cool... Eh, i dunno. I mean, why EVER leave your base then? I mean what next, hosting costume contests via your mission computer?

    Doing radio missions (perhaps modified ones that are tougher) via the computer sounds pretty nifty though. It IS a "Mission Computer" after all =)
  2. Baby New Year is a tiny abomination... that THING is no child!
  3. "blah blah blah, maintenance, blah blah blah, 6 hour window, blah blah, might not take full time..."

    You sound like a CoX Comm. rep whenever the servers go down XD

    I digress. Keep up the good work!
  4. Yeah, when you click the room, there's a tab in the room description box where you can adjust the lighting. It's in 3 tiers: top of the room, middle of the room, and bototm of the room.

    When doing walls, select a wall, and make sure the tab in the bottom area reflects which portion of the wall you want to color (high wall, low wall, etc), and a color slider will appear in one of the tool windows.
  5. Quote:
    Agreed. A favorite trick seems to be to put them much higher or lower than ground level. There's one in Founder's Falls that is actually in a tunnel that runs *under* the main map, and that you aren't likely to notice.
    Some of my favorite badges are ones in hard to reach places... and getting them without travel powers. With the exception of the badges on top of Atlas and City hall, and one on a power tower in KR, I'm fairly positive any exploration badge can be gotten at level 1 (non Epic AT) without any outside help, booster pack powers, or anything.
  6. Quote:
    Originally Posted by DocDominion View Post
    Hey, I'm pretty angry that I got 19 replies and 18 of them weren't really helpful. And I hope you all realize you're ripping on Jesus here.
    Anyway, I made the character early when I started and it seemed like fun, so I stuck with it. I DON't want to re-roll to defender, and I already have two builds, one as a troller, and one as a healer.

    How bad really IS gravity? There's no way it's un-saveable, right? I mean, suppose I get our lord and savior to 50, he'll be able to pack a punch, won't he?
    Anyways, thanks for all the replies, but I'd prefer more like the last one, that is, "Well, I don't like what you're doing, but here's how I would do it..."

    Blessed art thou.
    Uhm, saying "You can't do that" isn't an unhelpful reply.

    I mean really now. You have ONE AoE heal. No more. You can't run around using only one power. Well, okay, you CAN, but it would be rather ineffective. Either A) you won't be healing anyone worth a darn and everyone will faceplant or B) the team has its act together and no one NEEDS healing.

    Now Grav/Emp is a viable combo, but NOT if you're only going to spam one power.

    Also, given the Big J's way of converting people to his cause, I'd almost say Mind is a better thematic choice (2 confuse powers). But that's just IMO.
  7. I want full control over custom critter strengths and weaknesses without resorting to giving them a specific armor type. At the very least, allow us to put enemies in pre-defined categories that give them special features. Examples (numbers are wholly arbitrary and of course should be balanced better)

    Ghost: +15% res S/L, -15% res Energy/Neg Energy, fades on defeat
    Robot: -15% res Energy, +15% res Psi and Toxic, does a break-down animation when dying (or possibly explodes?)
    Intellectual: -15% res S/L, +15% res Psi
    Dumb Brute: +15% res S/L, -15% res Psi
    Weakling: -10% res vs all, -20% XP
    Ironman: +10% res vs all, +10% XP
    Elemental: Special, +10% res vs damage type defined in their attack pool(s), -10% res vs thematic opposite (Fire/Ice, Smashing/Psi, Lethal/Toxic, Energy/NegEnergy), explodes when defeated (pull animation from attack T9, but don't actually cast it)

    These options would be, of course, optional and not all foes would need to be flagged.
  8. Quote:
    Originally Posted by Eva Destruction View Post
    Is Earthquake available to custom critters? Its def debuff is unresistable.

    I'd go with an Earth/Rad either way, Quicksand and Rad Infection are both autohit and Earth gets a pet, which I believe have a to-hit bonus, and I think the Earth pet's powers also debuff defense.
    Actually, I'd go Earth Control/Rad BLAST, as each rad blast has a defense debuff in it.
  9. Quote:
    Originally Posted by Liquid View Post
    Because the game is designed assuming that they won't. If the tank can't keep those mobs off the priority targets, what is the point of the tank?
    I don't think the person you quoted meant making EVERY critter ignore Taunts, but maybe a single, specialized unit in one or maybe two factions. And hopefully these wouldn't be boss-level critters, either. I mean, so what if the Empath takes a punch? They have a self-heal, blasts and hopefully some form of travel to help them get away. It's seriously not the end of the world for one guy in a group of 10 to ignore the Tanker. And much like summoners, sappers, buffers, snipers and teleporters, these guys would become priority targets and the damage dealers could just spike them before going all out on the rest of the group.
  10. I dunno, I once used Levitate on an opponent while on top of a building... he flew up, came down onto the very end of the ledge on his NECK, then fell 15 stories to the ground.

    You're seriously telling me he's 100% okay after that? XD
  11. EmperorSteele

    Statesman TF

    I've seen every kind of Tank take on Recluse and live to tell about it... the Key is inspiration use and good support.

    Now granted, an IO'd out Invuln will fare much better than, say, Shields or Fire with -2 SOs. Basically, you have to be able to absorb/avoid about 5K points of energy damage twice in a row. This is where S/L and energy resist will save your skin if for some reason he bypasses your defense. Which is why, no matter what, i pop 2 Tier3 Orange and Purple inspirations before confronting Recluse, and i pop 1 of each per minute until the red tower is down. After that, any tank should be able to manage his attacks.

    Also, use standard evasion procedures. Get into melee, let him hit you (or try), then back off. He'll keep trying to melee you, and while he does that, he won't think to fire off his ranged attacks. The only time i wouldn't suggest this is if you're on an Invuln, OR, if you only support is Dark or Kin. In that case, you want to stand next to a tower (preferably Green) to buff your aura and let your pocket helper have something to target and heal you with.

    Thing is, Recluse was meant to be a team encounter. He's SUPPOSED to flatten a Tanker working all by themselves. So don't feel bad that a Fire or Shield tanker doesn't seem as survivable... just get more support. Sonic, FF, Empath, Kin... it'll be a snap.
  12. ...

    You realize you can't have more than one AoE heal, right? So to be an "AoE healer" means you'll set follow on the Tank, put Healing Aura on auto and then get up and leave the room because it'll get BORING.

    Also, insert standard rant HERE about how healing in this game is overrated and unnecessary and how making a "healer"* is totally pointless. ESPECIALLY if you're a controller, who's job it is to prevent your teammates for even taking damage in the first place.

    However, if that's what you really want to do, the only Controller primary that'll help your cause is Plant; it has Spirit tree, which increases the Regen rate of all nearby allies. None of the other controller powersets have anything that'll add to your healing abilities.

    *: Note that "healer" =/= Empath. Empathy has other great tools that aren't direct heals, but help the team be more productive and thus ensuring that they don't need to be healed as much in the first place.
  13. Aw crud, i posted the build with the purples. Didn't mean to do that. Just replace the purples with whatever set has psi mitigation and that'll give you my current working build. It sure as heck didnt cost billions of inf as-is now.
  14. EmperorSteele

    Help with /Sonic

    The powers DO self stack?

    Well crap, that's kinda over-powered. I'm'ma test this later with the enemy scanner temp power, but, yeah...
  15. How about just giving us a standard 3D editor that allows us to place anything we want, wherever we want, with the option to make custom shapes and texture them with whatever's available?

    That would solve all our problems right there. Sure it'd be more complex, but i'm pretty sure the base community would adapt.
  16. EmperorSteele

    Help with /Sonic

    The thing about Sonic's Resistance debuff is that the debuff from a single power WON'T stack with ITSELF (so casting shriek twice in a row, or while it's debuff effect is still active, wont give an opponent -40%, it'll just stay at -20). Also, the higher tier a power is, the longer its debuff lasts. So you want to start with your strongest attack (Screech, debuff duration 10 seconds) and work your way backwards, so that by the time you get to Shriek (duration 5 seconds), the opponent will have -100% resistance debuff. Continue to chain the 5 attacks in a backwards order and you'll be able to maintain that 100% debuff for the entire fight.

    (This is going with the thinking that capping your foe's damage resistance is better than the extra few points of damage you get per minute by chaining attacks that, in any other set, would constitute an "optimal" chain.. I say effectively doubling your damage is better, even if the attack chain feels awkward)
  17. You can deal with Psi in a number of ways. First, get +HP and regen bonuses so that you can shrug off anything short of a full alpha attack. Perma DP also helps. There's an accolade and a vanguard temp power that help you against psi damage. Inspirations also work.

    However, for those rare times when all your foes are psi-based, you want something better. I remember taking my invuln through a mother mayhem mission set for 8... NOT fun. I had to get my Mind/Kin/Psi controller to help the group finish the map =(

    Here's my current build: it has pretty good psi defense and resist. Not GREAT, but enough for me to not be afraid of psi-wielding opponents. With regen and recharge bonuses, I can stay alive through just about anything. Weave and Combat Jumping take my psi defense to about 24%. Granted, only being halfway to the defense softcap is almost as bad as having no defense at all, but every little bit helps, I say.

    The only problem is that i have the Rule of 5 broken in a few places, so I want to purple out so i can get some more bonuses that i don't already have too many of.


    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    DX-3: Level 50 Science Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Resist Physical Damage
    • (A) Impervium Armor - Psionic Resistance
    • (3) Impervium Armor - Resistance
    • (3) Impervium Armor - Resistance/Endurance
    • (5) Aegis - Psionic/Status Resistance
    Level 1: Barrage
    • (A) Crushing Impact - Accuracy/Damage
    • (7) Crushing Impact - Damage/Endurance
    • (7) Crushing Impact - Damage/Recharge
    • (9) Crushing Impact - Accuracy/Damage/Recharge
    • (9) Crushing Impact - Accuracy/Damage/Endurance
    • (11) Crushing Impact - Damage/Endurance/Recharge
    Level 2: Temp Invulnerability
    • (A) Impervium Armor - Psionic Resistance
    • (5) Steadfast Protection - Resistance/+Def 3%
    • (11) Impervium Armor - Resistance
    • (13) Impervium Armor - Resistance/Endurance
    Level 4: Dull Pain
    • (A) Doctored Wounds - Heal/Endurance
    • (13) Doctored Wounds - Endurance/Recharge
    • (15) Doctored Wounds - Heal/Recharge
    • (15) Doctored Wounds - Heal/Endurance/Recharge
    • (17) Doctored Wounds - Heal
    • (17) Doctored Wounds - Recharge
    Level 6: Resist Elements
    • (A) Impervium Armor - Psionic Resistance
    • (19) Impervium Armor - Resistance
    • (39) Impervium Armor - Resistance/Endurance
    Level 8: Unyielding
    • (A) Impervium Armor - Psionic Resistance
    • (21) Impervium Armor - Resistance
    • (21) Impervium Armor - Resistance/Endurance
    • (23) Impervium Armor - Resistance/Endurance/Recharge
    Level 10: Taunt
    • (A) Perfect Zinger - Taunt
    • (23) Perfect Zinger - Taunt/Range
    • (25) Perfect Zinger - Taunt/Recharge/Range
    • (25) Perfect Zinger - Accuracy/Recharge
    Level 12: Resist Energies
    • (A) Impervium Armor - Psionic Resistance
    • (27) Impervium Armor - Resistance
    • (27) Impervium Armor - Resistance/Endurance
    Level 14: Bone Smasher
    • (A) Crushing Impact - Accuracy/Damage
    • (29) Crushing Impact - Damage/Endurance
    • (29) Crushing Impact - Damage/Recharge
    • (31) Crushing Impact - Accuracy/Damage/Recharge
    • (31) Crushing Impact - Accuracy/Damage/Endurance
    • (31) Crushing Impact - Damage/Endurance/Recharge
    Level 16: Whirling Hands
    • (A) Armageddon - Damage
    • (33) Armageddon - Damage/Recharge
    • (33) Armageddon - Accuracy/Damage/Recharge
    • (33) Armageddon - Accuracy/Recharge
    • (34) Armageddon - Damage/Endurance
    • (40) Accuracy IO
    Level 18: Invincibility
    • (A) Luck of the Gambler - Recharge Speed
    • (19) Luck of the Gambler - Defense/Endurance
    • (34) Gift of the Ancients - Defense
    • (43) Gift of the Ancients - Defense/Endurance
    Level 20: Hurdle
    • (A) Jumping IO
    Level 22: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (34) Numina's Convalescence - Heal
    • (36) Miracle - +Recovery
    • (40) Miracle - Heal
    Level 24: Stamina
    • (A) Endurance Modification IO
    • (40) Endurance Modification IO
    Level 26: Tough Hide
    • (A) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense
    • (37) Luck of the Gambler - Defense/Endurance
    Level 28: Boxing
    • (A) Crushing Impact - Accuracy/Damage
    Level 30: Tough
    • (A) Resist Damage IO
    • (37) Aegis - Resistance/Endurance
    • (37) Titanium Coating - Resistance/Endurance
    Level 32: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (39) Luck of the Gambler - Defense
    • (39) Luck of the Gambler - Defense/Endurance
    • (42) Gift of the Ancients - Defense/Endurance
    • (42) Gift of the Ancients - Defense
    Level 35: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense
    Level 38: Super Jump
    • (A) Jumping IO
    Level 41: Focused Accuracy
    • (A) Adjusted Targeting - To Hit Buff
    • (42) Adjusted Targeting - To Hit Buff/Recharge
    • (43) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (43) Adjusted Targeting - To Hit Buff/Endurance
    • (46) Adjusted Targeting - Endurance/Recharge
    Level 44: Total Focus
    • (A) Crushing Impact - Accuracy/Damage
    • (45) Crushing Impact - Damage/Endurance
    • (45) Crushing Impact - Damage/Recharge
    • (45) Crushing Impact - Accuracy/Damage/Recharge
    • (46) Crushing Impact - Accuracy/Damage/Endurance
    • (46) Crushing Impact - Damage/Endurance/Recharge
    Level 47: Laser Beam Eyes
    • (A) Decimation - Accuracy/Damage
    • (48) Decimation - Damage/Endurance
    • (48) Decimation - Damage/Recharge
    • (48) Decimation - Accuracy/Endurance/Recharge
    • (50) Decimation - Accuracy/Damage/Recharge
    Level 49: Hasten
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    • (50) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 2% DamageBuff(Smashing)
    • 2% DamageBuff(Lethal)
    • 2% DamageBuff(Fire)
    • 2% DamageBuff(Cold)
    • 2% DamageBuff(Energy)
    • 2% DamageBuff(Negative)
    • 2% DamageBuff(Toxic)
    • 2% DamageBuff(Psionic)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 12.4% Defense(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Ranged)
    • 3% Defense(AoE)
    • 4.5% Max End
    • 4% Enhancement(Heal)
    • 45% Enhancement(Accuracy)
    • 71.3% Enhancement(RechargeTime)
    • 105.4 HP (5.63%) HitPoints
    • MezResist(Immobilize) 9.35%
    • MezResist(Terrorized) 4.95%
    • 20.5% (0.34 End/sec) Recovery
    • 62% (4.85 HP/sec) Regeneration
    • 3.78% Resistance(Fire)
    • 3.78% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 1.26% Resistance(Toxic)
    • 26.8% Resistance(Psionic)
  18. Go redside and do the mission that gives you a jar of D-E swarms temp power over and over.

    JAR OF BEES, AAAGH!
  19. Make the AE building an AE map.

    Let the recursive mind-screwing begin!
  20. Sigh, so much bad advice.

    Terrify is a great damaging cone IF you slot it for DAMAGE.

    Hell, slot everything for damage (and recharge).

    See, here's the thing, Mind does NOT lack damage; it lacks a pet. So up until level 32, you have about the best damage of every single controller (4 attacks, 'natch). After that, all the other Controllers get access to helpers.

    Though it also lacks steady Containment, and that becomes an issue in the mid to high levels. That's not anything you're going to help with procs; instead, you want as much recharge and accuracy as possible so that Total Dom is up every fight (and actually hits things), or close to it.

    Slot like a blaster, play like a blaster, and any damage issues become not as apparent. Play and slot as a controller, and, well, yeah, your damage is gonna suck.
  21. Wait... Cthulhufan...

    HOW DID YOU TURN AN OBJECT ONLY 45 degrees?!
  22. Yeah BR, i was having trouble with that set-up too. Such a feature would need the Devs to implement a system to talk to people like Contacts within missions. *sigh*
  23. Yay, a bug i reported got fixed!

    ...good thing I already finished, ah, "testing" it >_>
  24. Quote:
    Originally Posted by RobertoLyon View Post
    Polite request: Could someone please expand this or add another page, that lists all the Zone shortcuts and perhaps explains the best way to use them all.

    e.g.

    Oro portal - list possible destinations
    Pocket D - list locations/possible destinations
    Vanguard - list locations/possible destinations
    Midnighter base - list locations/possible destinations
    etc.

    I'd love to have this info all in one place, I'll print it out and tape it to my PC case.
    Sure I'm bored.

    Ouro: Your contact's zone if flashbacking, Train missions, Atlas, IP, Talos, Founders Falls, Peregrine Island.

    Pocket D: Your base, KR, Faultline, Talos, FF

    Vanguard/RWZ
    : Train Mission, Your Base, Atlas, FF, PI. Base TP drops you off in the south side of the open zone. NO LONGER connects to Crey's Folly (mentioned for prosperity)

    Midnighters: Steel Canyon, Founders Falls, Croatoa, Cimerora.

    Other notable cross travel zones (all have base entrances, so i needn't mention those):

    Steel Canyon: Yellow and Green lines; access to Perez, IP, Midnighter's Club, and sole entrance to both Siren's Call and Boomtown. Base portal drops you off in the north end of the zone near the green line train and Icon.

    Skyway City: Huge, but it has Yellow and Green Line access, doors to Perez, Hollows, KR and Faultline, and a helicopter to Bloody Bay. Base TP puts you in the middle of the zone.

    Founder's Falls: Green Line, Pocket D, Talos island (though deep in the south pit) Vanguard DPO, Midnighter's Club, sole entrance to Eden. Base TP plops you near the Eden entrance. Ouro drops you off in the middle of the zone.

    Talos Island: Green line, FF, Pocket D, PI, Striga Isle, sole entrance to Dark Astoria. Busy zone due to a Wentworth's. Ouro and Base TPs drop you off pretty close to WW/train.

    Independence Port: Green Line, Steel Canyon, KR, Brickstown, Striga Isle sole entrance to Terra Volta. Base TP and Ouro both drop you off near the train.

    Atlas Park: Yellow Line, Perez, Hollows, Steel Canyon, Vanguard DPO, sole entrance to Recluse's Victory, has a Wentworth's. Base TP plops you near Perez entrance. Ouro drops you near City Hall.

    Kings Row: Yellow Line, Pocket D, Indy Port, Skyway, and sole entrance to Warburg. Base TP plops you near the train, a hop skip and jump away from Pocket D, the market and PvP zone entrance (which is right next to the base portal... very compact!)

    Peregrine Island: actually the furthest thing from a cross travel zone, but notable because lots of things GO there. Ouro, Base portal, and Talos ferry all drop you off in the south side of the zone. Has the only entrance to the Shadow Shard. Fun fact: hitting the zone boundary zones you back to Talos.

    Brickstown: Worse than PI above. Has a green line, attaches to IP and has the only entrance to Crey's Folly... the Base TP puts you right in front of the CF entrance.

    Croatoa: Green Line, Midnighter's Club. Base TP puts you between War Witch and Katie Hannon in the north part of the zone.

    Eden: Connects to FF, only entrance to The Hive. Base TP drops you off right in front of the Eden trial contact, and spitting distance away from the Hive entrance.

    The only non-hazard zones that leaves are Galaxy City and Faultline. The former is only notable for having the Respec guru Jack Wolffe (and a yellow line), and the later only has 2 ways in or out: A door to skyway and a Pocket D entrance. Base portals to either zone plop you near where you need to be if you're there to do anything important.

    I think that about covers it. I won't cover the hazard zones because most only have one way in, and the Base TP locations tend to be insignificant.
  25. I just wish they would put the HIVE entrance to the SOUTH of Eden instead of going into Faultline and pretending that the entrance isn't supposed to be connected even though it obviously is >_>

    I'd also like to see them update the graphics for the older zones' loading screens. The older ones just don't look as "nice" as the newer ones (Faultline, Ouro, etc)