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Posts
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Quote:Go for what ever feels right for the purpose you plan to do with it. if you plan on stealthing alot for example, then stealth if good but if you are finding youself in most sitations where stealth is not needed, not as useful and or not used, then something like that may or may not be proper for you.I've just gotten to the point where I need to dip into my power pools on my new dominator, but I'm a little puzzled about which pools to use.
I've looked at a lot of the various builds people have put up, and I noticed that people seem to take powers from very different pools (except hasten - everyone seems to take that).
So, I was wondering what pools people recommend for a dominator and why. I've seen a lot of steath, a lot of fighting, a lot of leadership, and the occasional hover and CJ (which I assume is partly to mule LotG).
My own dominator is plant/earth, but I'm really interested in this question for any of my future builds. -
Quote:yes.Based on EvilGeko's suggestion here
Instead of putting all IO's to an attuned system (which some are opposed to), how about we get the option to make an IO attuned with enhancement converters? For three converters, we can change an IO to an attuned version of itself. -
Quote:I like this idea. They seem to be making everything else crashless might as make rage crashless too. Of course, the side effect would be reducing of the buff, which probably in turn mean increasing the base damage of SS.I know this will be an unpopular suggestion, but I'm going to post it in the hopes of getting some feedback from reasonable people.
I propose the following:
1) Increase the base damage of Super Strength across the board.
and
2) Reduce the buff from Rage to be more in line with other sustainable damage boost powers (such as Follow Up).
3) When reducing the buff from Rage, also remove the crash entirely. And also possibly reduce the base recharge to make it easier to double-stack without needing huge amounts of recharge from set bonuses.
It has long been known that the ability to double-stack Rage is somewhat overpowered when it is applied to powers that are not balanced to take Rage into account like Super Strength powers are. My proposal would eliminate some of that overpoweredness while not gimping Super Strength itself.
Such a change would be necessary if we ever want to see Super Strength ported to Scrappers. If Scrapper Rage followed the same pattern as Build Up when ported between ATs, it would end up being a stackable 100% damage boost. I can understand the devs' reluctance to give Scrappers something that powerful when their damage scalar is already so high. -
Quote:I work with game engines, there are some (aka Unity and others like it) that place limitations on what you can make and what you can script without resulting to programming scripts.
I use a better more versitile GE that allows me to fully edit every aspect of the game without much scripting at all, best part is I can import those files into Unity3D and any portions unity can't run are accepted as scripts, due to the fact my GE is open source unity can interpret it's operations into scripts.
and also I just finished a 5 minute animation a few months back, It was for a friend's final graduation assignment in university, she passed.
also, the devs are business men and women, if something free comes allong and offers to do things that they think would take a lot of time, believe you me they'll take it.
to be honest I can make the whip all on my own, animations included.
Might see your work placed into this game one day. If animations is the problem keeping whip set from being made then you might have just solved them. -
Quote:Could beActually I think GB3 will be a better movie without Murray. Yes, Venkman is funny but if this is going to be some kind of passing the torch movie, then him missing could be the whole premise.
Opening scene: Venkman's funeral with Oscar Barret(-Venkman?) doing the eulogy and the whole "Peter wasn't my biological father, but..." thing.
...
Could be interesting, that's all I'm saying. -
Quote:You seem to have the market workings down to a system to make money in the game.Well there's the disconnect- I don't do anything on an industrial scale in this game, I just do it to amuse myself. The thought of rustling up 200 converters gives me a headache- my operation's been running smoothly on converting an a-merit or two a week.
I have one character handling bids and one selling and that generates far more inf than I need. I'll keep doing it as long as it lasts because it's just so easy, with the excess profits eventually going to feed the Crazy 88's INFcinerator.
I'm making more than I can spend with the equivalent of a small 'craft to sell' operation. I haven't found anything that can top the 100-200m profit per transaction I'm getting from converting purples, and I'm a big fan of a massive inf/transaction ratio.
While I don't doubt anyone who cared to could make a billion+ a day flipping stuff, that's waaaaay too much like work for me. =P -
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And used to be used as an indication for a very strong alcoholic beverage which gave rise to it's use as a film rating to indicate very explicit or the most explicit fims. And in radio communication it has been used as a signal for an urgent message but less urgent than SOS.
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Quote:Staff-very good. i even like the animations. That resiatnce buff on the ELA tank got me at or dang near, cant remember been a a month or two, the S/L resistance cap in fights.Staff Melee is great with Dark Armor, due to Staff's end reduction mode. Staff also has Guarded Spin, which increases lethal and melee defense. Very useful when stacked with Weave and DA's baked in defense. Sky Splitter even has some bonus resistance, which I believe is unique among melee sets. Staff is great defensively and is very sustainable, and is one of my favorite melee sets.
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Quote:good stuff.I'm greatly enjoying my Kinetics/Sonics Defender--all the loving that Kinetics brings to the table plus resistance debuffs from Sonics. Who could ask for anything more?
Last Sunday we drew a bank mission with Ghost Widow in it. Successfully she held off our group and managed to drop a few of us while preventing us from doing much to her. I offered to switch to my Kin/Son and with continuous health and endurance recovery, regeneration debuff on her, her resistances lowered, and repeated applications of Siphon Power she went down, no further deaths on our part.
And soloing is pretty easy too. -
Pets do the strangest things sometimes. Sometimes the exact opposite of the given command.
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Quote:"somtimes the most random ideas becomes the greatest ideas." D.M.I kinda like this idea. Just to divert the topic a lil..A tier 1 just like Reveal, maybe on a longer rech or something, so people who didnt have Reveal yet could get something similar..but it wouldnt totally invalidate teh Vet version?
Tier 2..+per for sets who dont have it (especially melees) and perhaps..a small -to hit resisance? Not as much as FocAcc but something to make it different to just Tactics?
Tier 3..what about something offering defbuff resistance? Sure, it would not help some sets (sr) but for others..it could improve them (wp) or give at least some. And yes..we have Destiny Ageless..but not TILL 50.
Anyway..just random ideas..back to the topic. -
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My experience <KEYWORDS- MY EXPERIENCE most emphasis on MY, meaning no one elses, not my neighbor's, not the cat, not the dog, not some dude 3000 miles away, not some rikti from anoter dimension. MINE!!!>
So take it how you wantt o take it and if it dont line up with your own expereince then go out create your own but this is MINE!
Looking at the power combination, what more could be wanted(Rhetorical)? There is the brute, a damage dealing AT that can take a hit as well dish it out with a fury bar to buff damage. There is SS, a power set that hits hard in the smashing damage realm, with a build up equivalent that last about 2 minutes and buff damage even further on top of fury. Then you have Regeneration, a set that as the name suggests, regenerate hp quickly to cover incoming damage. Put them all together and a monster is born, even though mine looks the exact opposite of a monster.
Level 1- One attack power, one fast healing power. Gets the job done. Level 1 goes by in a fash.
Level 2-18- Also goes by fast with even more attack powers. Nothing too special here ad the mobs that I came across wasnt too hard and most of them did either toxic damage or energy damage (lots of Vaz and Clockwork). No resistance to any of it but neither do most brute/tank sets at this point but regen have the regeneration which made a difference and made these levels fairly easy.
Level 22-Buisness picks up as SOs come into play. This allowed my regeneration to work better and most of all, helped with the damage output. In brute fashion, it was about defeating the mob before they even became an issue. And if they did, a simple click of the heal button, and kept on dishing out the pain. A nice sized fury bar and rage, nothing stood in my way.
Level 26-I picked up hurl as soon as I can. I figured there is not many things in this game as power sets go to me <KEYWORDS-TO ME!>, that is more enjoyable than literally ripping a piece of the ground up and tossing it at the foe. Plus it helped ground those pesky fliers, especially Sky raiders.
Level 32- The good old foot stomp. I picked it up but didnt even move it to tray until later level.
Level 35- The enemy mob seemed to become more hard hitting by this point especially them freakshow tanks. Solo, Dull pain works wonders here and by the time they even managed to drop my health bar to 25%, they was dead anyways. Key thing I do as a Regen is to keep attacking. Sit in a spot too long with certain mobs while letting them pound on me can mean I'll eventually find myself faceplanted. A good offense is a good defense to me. Those CoT death mages start to appear more in mission by this time and late 30s. Their acc debuff was powerless as Rage more than made up for it. A few stacks from it from a few of thse mages left me whiffing a little much took them down with little trouble. On none SS toons, sometimes I find myself having to pop a yellow to speed things along when I encounter these death mages. Not with the SS brute. By (level 34) now foot stomp is slotted and have been moved to the tray and is a power house of a power when things surrounded me. It cleared the room fairly swiftly.
38-50- It was all standard stuff from here. keep attacking keep moving, keeping attacking. While the fury bar helped, I wasnt affixiated on it. If it got to a good level, then it was good. If not, no problems. That is what I used Rage for.
Incarnate-content-good stuff but found the mobs in the arcs not much more difficult than the standard mobs I have been facing or at least I had not more trouble with them. Some of them do debuff regen but by now there is more than enough to go around and not many of them was that resistant to smashing damage so they went down easy. Although that Sentinel thing did put up a fight but got past it on first go with not much trouble wit hDull Pain on. And the alpha damage Musc. set buffed damae in all attacks even more. More damage, quicker the enemy falls. I could tell a difference.
IOs-If I was to IO it I would again focus on damage, regen, and hp. But at this point, after 50 levels, I find it <KEYWORDS-I FIND IT> optional.
Overall, I found <KEYWORD-I FOUND, extra emphasis on the I> this to be the set if I want to abolutely destroy everything I want to come across without giving any regard to endurance and or want to run mob from mob like a cat on fire defeating them all with no problems. I might build this set again in the future. It was very much fun from level 1-50 solo. On teams not sure how it will do but on iTrails it held it's own very well. -
Quote:yeah gotta be fast on those click heals at times and soemtimes timing is factor too for regen. Click the heal to early then you will still see health drop. Click it too late and it will activate as you die, doing nothing and for a power like Dull Pain the wait for it to recharge might be longer than ya want it to be especially if you need it by the next mob.So, general comments about general sets and combos...
1) Not really a fan of TW. Don't like the look much.
2) I can respect Regen a lot, in part for having survived over all the nerfs from way back when. But, it's a lot clickier than I'd like, but it is (or can be) very effective, if you know how to build one.
3) Elec/Elec... Way to FotM for me.. I'll never challenge it's efficacy, but I'm not all in on this. I got persuaded to try the FotM build once, and I have always regretted my time invested, and the alt languishes unused..
4) Staff/Elec. I'll have to withhold any feedback until I learn a bit more about Staff, but I can see this potentially being pretty fun. -
Quote:I do. Dont even think most of them even notice any difference as and or I havent been on a team that that wiped on my WP tanks. Maybe I had a very small sliver of something to do with it more than likely not but I think that one power was a barely a sliver of a factor in whether the teamed survived or not. I dont team much on none of my tanks so maybe it's only a matter of time before a wipe whethere it be this WP or all the way down to the fire tank. But outside of my tanks, been on teams that had tanks of all versions that wiped.There is nothing wrong with building the way you want. Some people like to turn the difficulty to +4x8, some people want to do much much less. No big deal.
If you are playing on a team as a tank, people will expect you to survive and control aggro though. The considerate thing to do would be to let people know you skip your main defensive powers before the team wipes.
But this here thread is about stalkers not tanks. Spines/WP, Spines/DA, Spines/ELA and the likes. Anything you would like to add on that aspect? -
Quote:I like this idea.Selling of items through Super-Packs wildly flies against the rest of COH's a la carte system.
It hides which items are more popular and makes you buy several things you may not want in the hopes of getting what you're really after. It also makes it nearly impossible for those of us who are probability-challenged to obtain the items we would gladly pay good money for, if given the chance.
BUT
I get that some people like the current card-collecting/gambling system for getting stuff.
So I propose letting people buy the individual items that are currently available through Super-Packs, *and* continuing to make them "prizes" available in the Super-Packs. And to keep the allure of the Super-Packs for those who enjoy them, have the individual items be prices in such a way so that the Super-Packs are a greater savings than the items purchased individually. -
Quote:i always thought the time and view of the world was in through the eyes of the individual player but then they threw big monkey wrench into that by making penny grow up. Even if the events of faultline was by definition was a time period before penny grew up and you encounter her again in IP, it does explain how is that you can take rideback to fault line which i though was along the same time line as therest of paragon cuty (aka not in the past nor future dimension) and she is little again. with states and sister psyche, dead and removed from game, even no more States in LRSF, but Sis. Psy is still there in the alternate future of course which doesnt seem too account for the SSA time lines, but she is too missing from the last LRSF mish. Anyways, i think that previous pic with the lines, summed up the timeline logic in this game pretty well.I think the point of all of this is that making a static world in an MMO suddenly a world that has dynamic elements (like updating to a 'now') is problematic at best... especially when that "dynamic world" doesn't exist everywhere. Like Faultline... and the LGTF... (Note: I've switched gears here to add the apparently time-warping Penny Yin to this mess.)
This distinction falls on its face when you can walk into Faultline and talk to young Penny... then travel to IP and see 'older and matured' Penny. -
I think it's due to time travel or the likes. We go back to the time when they was alive in the Cim arcs and TF.
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Quote:A fire/kin can also be a god support set, as just about anything that have Time manip. as a power set. Just about any combination of Dom. will do also. I found that Ice/psionic assualt is good too and can keep yourself alive very well during those solo times.I solo a lot on my Fire/Kin and my Scrapper. I'd like to make something that really helps a team. Since I tend to pug, I do not think any of the anchor-heavy sets are a good idea - in pugs the anchors just die fast. I was thinking of sets that will support a team no matter how badly they communicate
Powers like Ice Slick jump to mind - always helpful and you can drop it wherever the team is. Time Manip seems to have a lot of AoE buff/debuffs that might be good for a crazed team.
Dunno.
Any suggestions? I am guessing it'll be a Dom/Def/Troller/Corr. All sound fun
TY -
Not sure what you're trying to start here, but I aint falling for your antics. If you have some advice on spines and good resistant based sets to go with it, then I'm listening. Other than that, I have nothing more to say to you.
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After playing a WP/TW tank, I wanted to see what it (Titan weapons) would be like on the brute side. Thus the TW/Regen was born.
Titan weapon-From what I get from it, it's a large heavy damage dealing weapon with aoes and a couple of single target powers that obliterate the enemy in short period of time at the expense of a little more endurance and building up momentum. Now momentum is built up after the first slow animation attack hits. If it misses, no momentum and the next attack will be slow animation. Not that I see this as a down side, just part of the characteristic of the set. After that, with momentum, the rest of the animations are quick. Once you get build up, popping it will give instant momentum and of course the usual damage buff.
Regen-An old set from the beginning at least since i6 for me that have been switched over to brutes in the relatively not so long ago past. Goes well with TW especially maybe for people who is toying with TW for the first time, as there is only one toggle and quick recovery and stam there which makes endurance problems non existance even without end reduction slotted anywhere. Of course this set depends on the regen to survive and sometimes a very hard hitting attack can catch me off guard but there is enough click tools in the trays to regain that health fast without much else happening.
TW/Regen- Early levels 1-21- Out of the box, I found this to be a powerful set especially with fury added to the mix and no endurance issues to worry about. With Fast healing, health, and reconstruction, most enemy mobs were a non-issue, as long as they was defeated in a timely fashion. In the early levels quick recovery became available but I held off for more attacks as at the time end wasnt problem. I finally picked it up at level 16 and waited until level 18 for integration, the toggle, which gave a decent sized regen boost and is handy when slotted by level 20 as that is when lot of mez mobs become more common in the arcs. Prior to that, I just dealt withth odd mez with a breakfree or two.
Level 22- SOs! The set really takes off after this. More regen, more damage. The usual +2 setting I found didnt suffice for me at this point. I felt like I was waisting the aoes. So had to bump it up some more and the xp came rolling in. The 22-30 levels flew by.
Levels 30-50- BY now the attack chain has been fleshed out to the point that I can continuesly attack without worry, hasten helps with the recharge and things melt away. Didnt have to worry about avoiding any particular enemy groups as they all fell to the power of the TW whether it ws CoT, Freaks, Carnies, Malta, it didnt matter who the end was the same for them. DA arcs was a relative breeze too (Helped slot up the alpha slot)
Incarnate trials- TPN, I had to be careful when the TW powers was used as camera was easy to destroy and could cause problems within the teams if I destoyed a group of cameras. Maelsrom teleport kick hurt like hell but nothing that popping the reconstruction couldnt fix. And dull pain became useful as the IDF bosses attacks sting a little bit. The other trials was pretty straight forward and normal for me. Next up is Magi with this set but judging by the other iTrials and the Magi runs done on my other builds, it wont be much of a problem and same tactics. Attack attack, avoid Tyrant's super lightning attack and repeat. Just have to make sure to not be in mid animation on the first momentum building attack power or else might get caught in it and possibel death may result.
Overall-I found it to be a good solid set, good aoes, no endurance problem. It's excels as an offensive set to defeat enemies quickly and efficiently. It was all fun from level 1-50 and I would and might build another one in order to do it over again. If I was to slot IOs, I'ma go to increase the hit points and more regeneration to even higher levels but that is when I feel the urge, if ever.
Incarnate powers- Alpha-Musclulature-Total Core Revamp
Judgement- Ion- Core Judgement
Lore-Cim- Total Core Improved Ally
Interface- Unlocked undecided (Probably will go for Degenerative 3rd tier)
Destiny- 97% complete Undecided on slot(will just randomly select) -
Quote:Learn something new everyday. Didnt even know you could convert merits into Amerits.How so?
merits are comically easy to get these days.
convert them to alignment merits, buy converters, profit.
The Goat is sitting on 8 Amerits right now and hasn't run a tip mission since before my hiatus.
the only alignment missions I've "ground" lately were to reinforce an alignment so I could score a bunch of easy A merits running the SSAs.
Startup costs aren't a big deal either- anyone can scrape together 150m pretty quickly*, and once you've made your first 300m sale you're off and running.
I have to be careful claiming inf on my 'bidder' because the inf cap is a real danger to profits of this magnitude, but that's a small price to pay for basically unlimited wealth.
* if all else fails, buy stacks of off-brand Large inspirations for 20k or so, combine to make large Purples and sell those for 4-500k each. May take a few days, but it's foolproof. -
Quote:two very good reasons these are.There are two reasons I never play War Mace.
First, my only weapon-wielding concept at the moment is Axe Wielding Psycho, who for obvious reasons would not take the War Mace primary.
Second, I saw the best every concept for a War Mace user, costume set up to look like a baseball player with the baseball bat mace, character name "Overpaid Crybaby." This was back during the last major league player strike, of course. I just gave up on ever making a concept for a War Mace user that could match that one. -
Quote:sounds about right.My guess is it's roughly in chronological order of release. Here's my best stab at it:
- All 1-20 content introduced since GR.
- Rift enclosures. (Praetorians go to Primal earth.)
- 20-29 tip missions, Drowning in Blood, Issue 17 & 19 arcs (Keith Nance/Jenni Adair/Roy Cooling; Dean MacArthur/Leonard/Vincent Ross).
- 30-39 tip missions.
- 40-50 tip missions.
- The Instant Army (Tina Macintyre, new arc).
- A Hero's Epic (Maria Jenkins, new arc; impossible to place post-retcon because Penelope Yin (as a member of the Freedom Phalanx), Battle Maiden, and Mother Mayhem are all in it.)
- Power Overwhelming (Mender Ramiel).
- Alpha Strike (Apex Task Force).
- The Praetorian Offensive (Tin Mage Task Force).
- The Sky Is Falling (Admiral Sutter Task Force).
- Wizard's Weakness / The Fire and the Flames (Mortimer Kal Strike Force).
- Behavioral Adjustment Facility trial.
- Lambda Sector trial.
- The first round of Praetorian invasions.
- Keyes Island Reactor trial.
- The second round of Praetorian invasions.
- First Ward.
- The Underground trial. (Statesman is still alive at this point.)
- TPN Campus trial.
- Night Ward. (At least starts before MoM; it makes no sense to free Katie from the Seer Network after dismantling it.)
- Minds of Mayhem trial.
- Who Will Die.
- A Clamor for the People. (Penelope Yin Task Force.)
- Pandora's Box. (Guess based on the presence of the Talons of Vengeance, who were severely weakened in Dark Astoria.)
- Dark Astoria.
- Dilemma Diabolique.
- The Emperor's Sword. (Belladonna Vetrano.)
- The Last Line of the Law. (Emperor Cole's personal story.)
- The Magisterium trial.
A lot of those can slide around fairly easily, and some of the ongoing ones can stretch a bit.