Fury Flechette

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  1. Quote:
    Originally Posted by CaptainMoodswing View Post
    That's kinda beside the point. I'm not saying you MUST kill to be a vigilante, but most do, and it would be fun to have the option. And that still doesn't explain how taking the law into your own hands means working for a villain.
    I don't see vigilantes that way at all.

    While I think it could be appropriate for some contacts. It's not appropriate for all of them. If you killed all of them just for the heck of it, that would make you a villain - a particularly sadistic one, not a vigilante.
  2. Quote:
    Originally Posted by Fluorescent View Post
    yeah i was just there.

    She's a contact but I have no idea where she is. It says at this Hospital but I have no idea how to get there.
    She's contacting you via telepathy. She's not on the map.
  3. Quote:
    Originally Posted by Armath View Post
    All these bullets are like the ones we see when someone goes to apply a job...
    Heh, exactly what I was thinking...someone's posting their CoH resume.
  4. This is actually a pretty good idea but the rewards have to be worth it. Have it as alternate means to get Shivans and Warburg Nukes and I think you'll find it will attract player interest. Note that the missions to get these should be suitably hard, probably tougher than the PvP equivalent since you're not potentially under fire from other other players.
  5. Quote:
    Originally Posted by Death_Badger View Post
    Which simply proves the point that it is easier to complete sets with a-merits.... whether you are using them for inf or for recipes
    Should have clarified. I meant it's optimal compared to just buying a recipe outright with A-merits. I don't think it's more optimal than simply marketeering, building wealth and then buying what you want, completely ignoring the A-merit system.
  6. Quote:
    Originally Posted by plainguy View Post
    I can tell you on Freedom server the common IOs like damage, accuracy, ETC are still going for the same price..
    FYI, the market is cross server. The market you're seeing on Freedom is the same one I'd be seeing on Virute or Justice.
  7. Quote:
    Originally Posted by Hy-Beams View Post
    I am not a marketeer by any means but is it my imagination or are people afraid to post recipes because we no longer have a history to draw from to figure out a fair price?

    I know I am and it has been almost a week and there are almost no recipes being posted. Any thoughts from the pros?
    Lots of people are taking a break from farming/marketeering/grinding TFs for merits to play lowbies in Praetoria. I notice that there is a very brisk market for level 15 and 20 commons for example. In a couple of weeks, the market will stabilize a bit more.
  8. Quote:
    Originally Posted by Lady_of_Ysgard View Post
    Alignment Merits make getting the needed sets MUCH easier.
    This is yet to be determined, but early feedback suggests that it's simply easier to buy stuff from the market than grind A-merits. In fact, using A-merits to buy something valuable, selling it and using the profits to buy something you want is probably the more optimal route.
  9. Quote:
    Originally Posted by opprime28 View Post
    /signed.


    Preatoria is great, and GR is a huge success overall, IMO, but trying to introduce the game to new people over the last week has been...frustrating. The missions aren't just hard-fun, they're like those AE missions that someone made where they didn't think about balance, they just thought "My uber-tricked out Shields/electric tanker would love this!" Having massive, multiple waves of ambushes, sometimes stacking on top of each other is hard. Having minions who have firebombs of AoE damage, all stacking together, is just dumb. I was on a team running with an SR brute who had ice shields stacked on him and he was STILL biting it repeatedly because of those. Seriously. Ice shields and SR...he was sitting really high on AoE defense AND had fire resistance and the team still couldn't survive for more than five minutes at a time.

    I wonder if the devs didn't do this on purpose because so many forumites call the regular CoH/V "easy mode." I can see that concern and why that would make you feel you need to notch things up a bit, but you also have to remeber three important things:

    #1: Forumites are, inherent, your more dedicated, uber players. They will be, on average, twice as experienced and good as the common joe who picked up the boxed set at Best Buy. Easy Mode for them may, in fact, be perfectly balanced for the average player base CoH is trying to attract with GR.

    #2: Most "easy mode" stuff comes in the late game, when your character and their teammates have a full array of powers. Early game can still be a challenge to most players.

    #3: Balancing powers/missions/sets around "uber" players who trick out on IOs etc is a surefire way to cut down on a population. Look at what happened with PvP. More casual players get frustrated because they can't even get anywhere in the game, while your elite power players are now just playing the kind of challenge most players should experience. Let power players be power players, and balance the game around the casual player.

    GR seems awesome, and I want to see it expanded, but it -IS- way too difficult right now. -I'M- enjoying it overall, but I know quite a few people who aren't.
    The overall difficulty doesn't need to be tuned down. Instead mob placement and just a few tweaks to a specific mob types needs to be done.

    I think you overestimate the skill of the average forum goer. I've teamed with some of these so-called forum superstars and it's an underwhelming experience. I'd put myself in the same category - my characters get killed like anybody else's.

    Difficulty in this game really comes in patches. There are some low level mobs that are obnoxiously tough: Vahzilok, CoT ghost and some high level ones that put those to utter shame: Malta, KoA, Arachnos.

    Also, the game *is* balanced around SOs. I know of many players who successfully play all the way to 50 with just SOs.
  10. Quote:
    Originally Posted by Metatron_NA View Post
    Quick question: I tried Warshades and Peacebringers many times, never really developed a liking for them. Are Spiders/Crabs equally annoying, as the villain VEAT? What is the 'downside' to playing a Villain VEAT? (Or technically, a VEAT - Villain VEAT is repetitive.) Do VEATs populate your missions with nemeses, the way Kheldians bring in Quantum thingys into missions?

    Serious answers please, no "The downside is how unbelievably awesome they are!" replies.

    Thanks.
    SoAs have no specific enemies like hero EATs. I would say their downsides are their relatively low hitpoints since many variants of them are melee oriented (Banes/Widows), less than perfect mez protection (for Banes/Huntsman but not others), mediocre damage (ranged damage Fortunata) and lack of DDR (defense debuff resistance).

    They have many, many positives however. Mez protection and defense if you go play a ranged/control oriented build like a Fortunata. Easy to soft cap defense early in your career if you go Widow. Mez protection and excellent ranged defense if you go Huntsman. Terrific AoE and defense/resistance if you go Crab. In addition to that they have great leadership buffs (particularly TT: Maneuvers) and buffs like Mind Link which are in great demand on teams.

    A very solid AT that does good to excellent damage, have good to excellent defenses, mez protection and very few disadvantages that can be mitigated pretty easily.
  11. I mostly moved slots around. The way you have PP slotted bugs me. And I really dislike muling brawl with 6 Touch of Deaths. You're an unconventional player so these slotting changes maybe too conventional for you.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Silveriah: Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Body Mastery
    Hero Profile:
    Level 1: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9), Aegis-ResDam/EndRdx(9), Aegis-ResDam/Rchg(11), Aegis-ResDam(11)
    Level 2: Cremate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(17)
    Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(19)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(19), GSFC-ToHit/Rchg(21), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(23), GSFC-Build%(23)
    Level 8: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(25), Numna-Heal/EndRdx/Rchg(48), Numna-Heal/Rchg(50), Numna-EndRdx/Rchg(50), Numna-Heal/EndRdx(50)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(27), HO:Membr(27)
    Level 12: Hover -- Ksmt-ToHit+(A)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(46)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
    Level 20: Swift -- Flight-I(A)
    Level 22: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(33)
    Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc/Rchg(34), P'Shift-Acc/Rchg(34), P'Shift-EndMod/Acc(45), P'Shift-End%(46)
    Level 26: Incinerate -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Acc/Rchg(36), Hectmb-Dmg/EndRdx(36), Hectmb-Dam%(37), Mako-Acc/Dmg/EndRdx/Rchg(37)
    Level 28: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(45), Stpfy-KB%(45)
    Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(37), Aegis-EndRdx/Rchg(39), Aegis-ResDam/EndRdx/Rchg(42), Aegis-ResDam(42), S'fstPrt-ResDam/Def+(48)
    Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(48)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(43)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 47: Physical Perfection -- RgnTis-Regen+(A)
    Level 49: Grant Cover -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run

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  12. Quote:
    Originally Posted by Rooftop_Raider View Post
    Regarding the issue of the screenshot above, it looks like the player engaged all the mobs, instead of just pulling one of them. Even if you have no vet powers or ranged attacks, you have a ranged minor damage attack depending on what origin you have, that can be used to pull. I don't believe this is vet-level knowledge, personally. There's no way you are going to pull 9 adepts (or anything similar) in a room unless you just jump right in.
    Uh no. There were two mobs that were spaced pretty far, with one of the minions of the second group walking back and forth. As soon as I engaged the first group, the entire second group aggroed, even though the walker and the rest of the mob was quite far. It also triggered an ambush.

    I find it silly that the common argument to the difficulty essentially boils down to "learn2play" even though I and others can provide examples where Praetoria at times can be overly hard to a new player.

    And yes, I know how to pull, and am pretty good at reading / examining mobs, etc. Let's not get insulting here. Kind of silly, and there's no benefit to me to cook the evidence. I wouldn't go that far just win a point in a Internet forum.
  13. Made a few changes. Had to lose the Kismet, but the build already has decent accuracy. +62% recharge, soft capped.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Hero Profile:
    Level 1: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(7)
    Level 1: Deflection -- HO:Enzym(A), LkGmblr-Def(7), LkGmblr-Rchg+(9)
    Level 2: Battle Agility -- HO:Enzym(A), LkGmblr-Def(9), LkGmblr-Rchg+(11)
    Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(11), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(17), Numna-Heal(19), Numna-Regen/Rcvry+(19)
    Level 6: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(21), T'Death-Dmg/Rchg(21), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(25)
    Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(29), GSFC-Build%(29)
    Level 10: Active Defense -- HO:Membr(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(13), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(34)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(31), Sciroc-Dam%(31), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Dmg/EndRdx(33)
    Level 20: Hurdle -- Jump-I(A)
    Level 22: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(33), Mrcl-Heal/EndRdx(33), RgnTis-Regen+(34)
    Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(39), P'Shift-EndMod/Acc(39), P'Shift-End%(39)
    Level 26: Incinerate -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/Rchg(40), T'Death-Dmg/EndRdx(42), T'Death-Acc/Dmg(46)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(42)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Greater Fire Sword -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(42), Hectmb-Acc/Rchg(43), Hectmb-Dmg/EndRdx(43), Hectmb-Dam%(43)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Tough -- TtmC'tng-ResDam(A), S'fstPrt-ResDam/EndRdx(45), S'fstPrt-ResDam/Def+(45)
    Level 41: Mu Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(46), Thundr-Dmg/Rchg(46)
    Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Knock%(45), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50), Ragnrk-Acc/Dmg/Rchg(50)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(50)
    Level 49: Phalanx Fighting -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 1: Ninja Run

    Code:
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  14. Quote:
    Originally Posted by Jetpack View Post
    I don't use either Surveillance or Venom grenade. I respecced out of Surveilance, as it just didn't fit my playstyle. Now, I do use Shatter Armor - so a 20% 20 second resist debuff is getting used on hard targets.
    So this seems to be our main point of disagreement. Okay, we'll just have to agree to disagree. However, I won't give up 40% -res, especially given how the game mechanics work. I also will continue to contend your bane would be far stronger with those powers than without.

    I won't argue about the pets versus no pets issue. The pets are good if slotted well, poor if they aren't. I don't like pets only because I can't stand the dumb AI. But I don't argue about their effectiveness.

    Other than that, I don't think we're that far apart.
  15. Quote:
    Originally Posted by Slashman View Post
    The newbies have more info available now than when I started the game. And I started with a squishy elec/elec blaster and did a lot of soloing.

    I'd say Praetoria is probably more forgiving than a lot of other MMOs are. Well except maybe for WoW...and I'm sure we'd all want the game to be more like that.

    You want to know where I think they could improve things? Better descriptions of what mobs do when you click on the info link. Including some hints at what they are weak and strong against in terms of damage types and possibly what range they prefer to engage their targets at(oh wait...ALL mobs are now melee specialists...even those with practically no melee attacks).

    Even if you want to hold info back until a player has engaged a few mobs and then update the descriptions, that would be nice. I like games that keep a 'bestiary' of sorts that I can consult to see what makes a particular type of enemy tick and what doesn't. It's time to have an updateable encyclopedia in the game that players can consult about lore and NPC groups.

    Other than that, I'm not sure they need to make the starting game more trivial.
    I guess I don't see how more information would help a new player who is probably overwhelmed with all the information she's flooded with when entering the game.

    I'd suggest instead that mob types should be tweaked a bit. In each faction there are mobs that are outliers that increase difficulty. Syndicate sword adepts and Destorer Blast Masters. Those standout quite a bit, especially if you have multiples in a mob. I haven't found the Resistance, Ghouls or Clockwork as bad. I have yet to encounter Seers in any quantity.
  16. Quote:
    Originally Posted by Slashman View Post
    Seriously? The starting levels seem that hard? I just don't see it...
    You need to take off the veteran glasses for a sec, and see how a newbie may play it. They may not know when to pull, they may open with an AoE (pulling multiple mobs), they may horde inspirations not knowing when the next set will drop. Also, consider that they may pick a squishy as a starting AT.

    Some mob types would be extremely difficult under that scenario. In particular, the Syndicate and the Destroyers.
  17. While I have no issue with overall difficulty, there are probably a few missions that could be tweaked a little, especially when it comes to mob placement or the timing of some ambushes. There's been a few times when I've been mobbed by 9 Syndicate Sword Adepts. I don't care how many inspirations you chug or what kind of AT you are, 9 Sword Adepts will down you in seconds unless you happen to have Ethereal Shift handy.

    Stuff like this is sooo not fun:



    I helped out a newbie with a mission involving killing Maxine under 5 mins (before reinforcements showed up). That mission involved finding a NPC in the middle of a Praetorian lab map (chock full of Syndicate) and then facing off against a Lt accompanied by a Syndicate. The newbie was extremely frustrated and her level 8 dom could not get past the first large room before dying. By the time, I joined her, reinforcements had of course already arrived.
  18. Quote:
    Originally Posted by Jetpack View Post
    Thanks for the thread.

    I disagree pretty strongly with some of your conclusions, but I think that is the nice thing about the Bane. You can go more than one route and kick butt. I know my lvl 50 Bane is quite fun.
    I'd love to hear your perspective on it. My Bane doesn't have a complete build yet (only 40) so my perspective is based on what I'm seeing now.
  19. Quote:
    Originally Posted by heffroncm View Post
    HAH! I don't even know where to BEGIN spending Inf. All the help I've asked for in the Scrapper and Defender forums has fallen on deaf ears. The best idea on spending Inf right now is "buy the Red sets."
    That's kind of odd. The scrapper forums are usually quite helpful. Don't know much about the defender forums because I don't hang out there much but fellow scrappers are pretty good. PM with any questions, I suppose I'm one of the resident "experts".
  20. WAI. In some arcs, you're given the opportunity to something to the contact. Given what you decide, that contact may disappear.
  21. Quote:
    Originally Posted by Sunpulse View Post
    With Praetoria being only for NEW created characters and even then only from lvls 1-20, a big chunk of the expectation was cut out of the game for me.

    On top of that Incarnate system being delayed and failing to see any other kind of end game system. The ONLY thing for a lvl 50 to do is change their alignment and do Cathedral of Pain (at least as far as I know, because if there is more it's not readily apparent).

    So after moving my Dom and MM to hero side.. it's like ok what to do now? Same stupid stuff I been doing for a while already. Going Rogue was not the overhaul thing game needed. And right now all that hype seemed just that, hype.

    Waiting for the first issue after an expac's release is not the way to go about doing things. Not only that but no archs were touched... no new pool powers, or travel powers. Couple added main power sets. Of which Demon Summoning is interesting (but been playing that for months now) and Elec control looks interesting, but since controllers/doms are my fav arch I've played all the ones I care to. No urge to level an elec/

    I doubt the explosion of population will last that long. Many people have come to the same conclusion as I have already. Only the die hard CoX fans are ecstatic about it all.
    OP - it's probably time for you to take a break. I don't mean this is a put down sort of way, but if the game doesn't meet your expectations, vote with your wallet and time and come back when it does.

    I find the reaction to the expansion fairly interesting. On one hand, having played some of the GR missions, the story arcs and the tech involved with them is some of the most engrossing MMO fare I've ever seen. And I'm not saying this with a fanboi-ish perspective...it truly is amazing content that has the richness you'd only expect to find in single person RPGs.

    On the other hand, I think there's been a shift of emphasis for this expansion towards attracting new players and enticing players who played years ago but haven't touched the City of series for some time. This sort of goes against the stated emphasis made by Positron way back in the day to cater to the existing player base. Regardless of how good the new low level content is, many in the existing player base are attached to their mains and high level characters. And if you look at the expansion with that perspective, it is a lightweight add-on to their existing play options.

    I think much of this sense of...for the lack of a better word, betrayal, could be mitigated with the statement from the devs on their future plans. Yes, I know that they've shared bits and pieces of this already (Incarnates coming, the Coming Storm, etc.), but having a consolidated view of the future could put some of this to rest. I know it's strange to ask for something like this just days after the release of a new expansion, but a little communications to ease the aching hearts out there could help keep people in the fold.

    Just my .02 inf.
  22. Quote:
    Originally Posted by EvilGeko View Post
    Extremely realistic. Obnoxiously survivable, but I didn't post originally because you said you retire them at 50. Fire/Shield is pretty good with SOs/IOs but you don't get that performance until you spend some time putting together a build.

    My Fire/Shield can do +3/x8 missions and solo AVs like Ghost Widow, but I don't have any purples right now, so if that's the only drawback for you then go for it. But don't expect to be at that level right at 50.
    Agreed. It takes a lot of investment to get a fire/sd there, and it assumes you'll be playing at 50 to get it there. Based on the OP's rules of retiring at 50, I don't think this is the character he's looking for.
  23. Wow, you look like you're having way too much fun.

    I haven't marketeered any at all since GR came out. I should probably get back to my characters and just see all the stuff that's just sitting in auction house storage. Grats on reaching 700+M plateau. There are many players in this game that have never had that much on their entire account.
  24. Fury Flechette

    KM or MA?

    Quote:
    Originally Posted by Gaidin View Post
    I don't know about that. From what Arcanaville and Umbral have posted about it's numbers, I think KM is going to easily surpass MA DPS-wise. Also, since part of KM's damage is energy, it will be less resisted than MA's pure lethal damage, so that also gives KM a nod in the damage department.

    So, besides it being all shiny and new, I give my vote to KM.
    I actually haven't paid attention that it was doing partly energy damage. So I missed that entirely. I just *assumed* it was smashing damage. My bad.