ForumSniper

Apprentice
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  1. I wouldn't presume to tell somebody else how to build their toon. I think that is arrogant in the extreme. Unless you are willing to pay their monthly subs, then keep your build nazi opinions to yourself.

    Personally I don't really like being SB'd - I prefer to control when I want to move fast and when I don't. And I'm willing to sacrifice the extra recharge for it. I don't really care if it takes our group a minute or two longer to clear a map.

    Quote:
    Originally Posted by SiGGy View Post
    I'd honestly love to, but thankfully I'm not on the American servers and useless players aren't too common on the EU.

    While SB isn't my favourite buff around, it's certainly damn good enough for every Kinetics character around to grab and if they don't, then they're either not team-players, are in a solo build or are simply just terrible people.
    I'd say skipping SB is a small price to pay to not be teamed with you.
  2. I'd like to see a Street-Fighting or Brawling melee set. Not every unarmed fighter is a martial artist in comics, and the Fighting power pool doesn't really cut it if you want Street-Fighting to be your main thing.

    Other stuff:

    - The ability to invite your own characters to your SG. I would have traded most of I17 for that functionality.

    - Ability to sort base storage item displays alphabetically and/or some basic filters (rarity, level, tech or magic for salvage, etc). Digging through a dozen racks looking for one particular item is more painful than it needs to be.

    - Make more information regarding story-arcs available to the player in-game. If there is a choice of 2 missions, have some symbol or notation (such as the book symbol used on the contact list) to show which one is a story-arc. Even if there is just one mission available, it would be nice to know if it starts an arc. Also, have the book symbol display something more useful than 'Story Arc in Progress' or 'Minor Story Arc in Progress'. Like the name of the story-arc in progress - possibly even how many missions have been completed and how many remain.
  3. Quote:
    Originally Posted by Satanic_Hamster View Post
    Well, now that I'm not having Rularuu piling on me...

    Here's the specifics:
    First mission would clear.
    Mission complete would pop up.
    No mission exit button.
    Entire team leaves map.
    Mission resets.
    On re-entering mission, fog of war is back, but all mobs within "visual" range appear on the in game map, as well as any team pets and pet effects.
    Repeat steps 1-6 four times.
    Gave up and ran Augustine.

    __________________
    Currently listening to Beck's Modern Guilt
    Yeah, that was screwy. I was on that TF with you (I was Doc Spaz) and just wanted to add...

    For me, the mission exit button didn't display right away but it popped up after about 5-10 seconds. Both times. I actually did exit the map by using the exit button, but I know some of you just ran out the front door. That's why at first I just thought it might be lag, because the exit button did eventually pop up.

    A shame, because that TF probably would have been more fun. I spent most of the Augustine TF flying around the shard, trying to catch up on the Kill 50 mishes.

    Well we made the most of it and still had fun, but yeah, hope they fix this soon.
  4. Quote:
    Originally Posted by Ben_Arizona View Post
    The one thing I would like to see in terms of "character transfer" is a way of readily porting costumes, even if it ports as a "best match" instead of an exact copy due to new costume mechanics.

    No need for actual mechanical character transfer, but being able to copy over your characters' looks would be nice.
    Costume transfer sounds, at least, a realistic possibility, unlike many of the pipe-dreams in this thread.

    Full character transfer? Vet rewards transfer? Get real people - those just aint gonna happen. Even Negrodamus could predict that.
  5. Then I take it all back. Aim *is* worthwhile for the damage alone.

    I guess that's what I get for trusting the power description without consulting the actual numbers. The power description describes the damage bump as 'slight'. To me, slight means, oh I dunno, 05% maybe? 50% + is definitely not slight by my yardstick.

    Was it always that good or did it get some love in a patch somewhere along the line?
  6. Quote:
    Originally Posted by StrykerX View Post
    Build Up is an 80% damage buff and Aim is a 50% damage buff.
    Really, 50%? That doesn't sound right - I thought it was much less than that.
  7. I don't see Aim as being nearly as important as Build Up. When people talk about dealing massive damage with their Aim/Build-Up combo, the vast majority of that damage is coming from Build-Up.

    Aim primarily buffs accuracy. A hit is a hit. If you are already hitting reliably, extra accuracy won't do you much good, and the damage boost from Aim is tiny enough that it probably isn't worth a power choice to get it unless you have nothing better to take. If you aren't hitting reliably, relying on a power like Aim for your accuracy is iffy - better to slot for accuracy and be accurate all the time IMO.

    Build-Up, OTOH, is a blaster's best friend. Build-Up provides a pretty huge damage buff, and extra damage is ALWAYS useful.

    Edit - Kelenar makes a good point about accuracy-debuffing mobs. I could see taking Aim just for that (although yellow insps also do the job).
  8. Quote:
    Originally Posted by BrandX View Post
    Hmmm...I can see what you're saying, I think I just don't care for the waiting on my single target attacks to recharge, and don't want to keep using the AOE attacks for a single target, not to mention I love the ES animation. All that makes me keep it in.
    Agree about not wanting to use AoEs on single-targets. Just seems so wasteful.

    ES also has reliable knockback with standard rounds, which helps a lot when soloing (DW seems to knockback only rarely). With build-up it's also a 1-shot kill vs minions. I wouldn't want to solo without it, DPA be damned.

    As for animations, I personally don't like the throwing-the-guns-in-the-air schtick. ES looks way cooler. So it's got that goin' for it.
  9. Quote:
    Originally Posted by Warkupo View Post
    You'd pretty much have to have wanted Super Jump, but not combat jumping, and needed another attack in order to want to pick Jump Kick. Such a scenario simply doesn't happen too often.
    I think the most common scenario is when you are trying to fit another power into a full build, and want to kill 2 birds with 1 stone by taking Jump Kick. Combat Jumping is generally the pre-req of choice, I agree, but Jump Kick can let you skip a so-so attack from your primary or secondary and fulfill the pre-req for Super Jump at the same time - 2 birds with 1 stone.

    Is it worth it to do that? Well, I did it on one of my first toons soon after the game released. I ultimately respecced out of it. If Jump Kick has been improved since then though, it might be worth it on some builds.
  10. Well, it's not a crime to skip any power. As long as the character is fun for you to play, that's what matters most.

    That said, I find ES to be the single most effective power in the set. It's DP's answer to the sniper shot that other blaster sets have. Slightly less damaging, but with numerous advantages over sniper shots such as being uninteruptable and having a quicker recharge time. I also LUV the animation and sound FX. Great power, IMO. I'd advise you to at least take it and try it out, then respec out of it if you decide you don't want it.
  11. ForumSniper

    DP questions

    Also, don't neglect the standard rounds when soloing. I find the KB is often better mitigation when soloing than the -dam from chem rounds.

    Sometimes swapping ammo in the middle of a fight is useful. Start out with standard rounds for a Built-Up AOE alpha, then quickly switch to fire rounds to pick off the one or two who don't get KB'ed, or chem rounds to debuff a boss.
  12. I'm on Victory.

    Thanks, I'll try to message you in a day or two, once I decide what new toons I want to make and get them created.
  13. Thanks for all the helpful answers.

    For Freedom! (Oh wait, that's Freedom Force...) :/
  14. Thank you for the answers RL.

    One more Q:

    O4. What are Patrol XP (shown when you mouseover the XP bar)? Does that having something to do with the reduced debt in missions?

    I really want to know the answer to S1 if anyone knows. I couldn't find anything about it on the wiki. I want to start a new hero, but if I can't invite my own toon into the SG without getting a 2nd account I probably won't.
  15. Greetings.

    I am a returning player to CoX. I decided to re-up when they sent me an email about double XP weekend. Since then, I've been enjoying the game again, but have accumulated a few questions. I'm hoping you good people can answer them.

    SG QUESTIONS

    Myself and two friends formed a SG a couple years ago (my character was the SG leader). The SG was just for the three of us, but we used it for all of our toons. Over time, all of us eventually let our accounts lapse. When I returned, I paid the outstanding base fees, and the SG still seems to be intact. However, neither of them are playing right now - it's just me - and I'm having trouble figuring out how to do some of the functions by myself.

    S1. How can I invite new toons I create into the SG?

    S2. How can I change ranks for toons already in the SG? Some of them are due for promotion, but it won't let me change their rank unless they are logged in?

    S3. Is there any base item I can buy to allow community storage of recipes?


    MISSION QUESTIONS

    M1. If I outlevel a story arc, will I still get the XPs for it if I go to Oro and 'flashback' it?

    M2. Where the heck is Jane Halloway (contact for 24 respec trial)? I checked vidiotmaps website and found where she should be in IP, but I couldn't find her in-game.

    M3. Is the level 24 respec trial soloable? Are there multiple bombs to defuse that must be done simultaneously? How do trials scale for level/# of players?

    M4. What task forces are soloable?


    OTHER

    O1. How often do they have double XP weekend? When's the next one?

    O2. How is the best way to find a group? I've put my LFG flag on but haven't rec'd any invites except during a Rikti raid.

    O3. Why are the hazard zones always empty? Don't people ever group to clear them for fast leveling anymore?
  16. Buckshot is a power of contention. Some claim it's not that good - some claim it's pretty good. I like it, but may respec it out anyway.

    M30 grenade - hmmm. Damage is a bit low, but a decent AoE.

    Some peeps don't like the knockback of buckshot and m30. They think knockback has poor synergy with caltrops and other AR/Dev powers. I don't find it to be much of a problem, and AoE knockback also greatly reduces the enemies alpha-strike. My suggestion is to try out both these powers on the test server when you get your respec before doing your respec on your live server.

    Ignite is better than it used to be when the guide was made. Most that have it swear by it.

    Flamethrower and Full-Auto are the heavy hitters and are primarily the two powers that make and AR blaster a good AoE blaster. An AR blaster does not HAVE to be an AoE blaster - a formidable single target blaster can also be built with the AR set. However, both Full Auto and Flamethrower, fully-slotted, are the quintessential AoE AR blaster attacks. They do MUCH better damage than either Buckshot or M30 grenade. Ignite does good damage also, but it's radius is small and it is best used in chokepoints.

    That's just my take - hope it helps.