Issen

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  1. Quote:
    Originally Posted by Trilby View Post
    From what I've seen, when they die they make a ring on the floor. While in this ring, mother mayhem can be stunned and slowed.

    Or, while in the ring she is slowed and damage sometimes makes her stop.

    Need confirmation please.
    While she's in the ring, she's vulnerable to mezzes, I've confirmed this over the course of a few runs. However, unlike Phase 2 where the Storm Voids make a bubble, this is just a circular area, so they have to be pretty close to her to work.
  2. Quote:
    Originally Posted by Necrotron_RO View Post
    It's a nice idea, but no way am I going to spec a second build for any of my AoE centric characters. My Elec/Rad Corruptor (with procs in every debuff) and Electric/Willpower Brute are going to have next to nothing for attack they can use until they are inside the building.

    But hey, it's variation for those who want it, which is a good thing.

    But given the high risk of failure, and general tediousness of the trial, I plan on just running it until I see a success and then as infrequently as possible thereafter. As it stands with the previous options for iTrials, I 'might' run an Underground if a few qualifications are met:

    A) I'm on a character that only needs a rare
    B) I know the leader who is forming the trial
    C) It looks like a good chance of success (given the random people involed in the trial)

    If these qualifications are not met, I'm running a BAF or LAM (maaaaybe a Keyes, but as a last choice, only).

    These new iTrials all seem designed for the type of player who constantly complained about how easy the game was. I suppose I am the portion of the playerbase that always enjoyed the ease of winning about this game.
    While I can understand your frustation given your character types, that not a fault of the Trial. I've learned very quickly that a TPN is a very blitzkreg-style Trial. You have to move fast. You also learn that you need to assign roles. For example, your controller or your brute would be perfect for the indoor portions. It just means you have to be more organized as to the division of roles.

    Quote:
    Originally Posted by MadHobbit View Post
    well ran a MoM with my earth/emp controller,we succeeded,then ran a TPN,got past where we got the 60 threads,but had some civilian killed so we failed.


    While the DEVS have no control over this,
    I am already seeing some exclusions of team members when recruiting. teams are being made with +3 chars only. So until the new incarnate slots are avail,the IXP these give are mostly useless.

    I do see this as not very PUG friendly.
    Most of them aren't at first. Lambda wasn't, BAF wasn't, and Keyes wasn't either. UG can be done with PUGs as long as the leader knows what they're doing and people listen to instructions.

    Same thing will happen here with TPN and MoM. It'll take some time, but demanding +3 characters won't make the trials any easier.
  3. For once, the Heroes actually get to BE heroes without having to play catch-up to the villain's scheme! And we actually get to do some really awesome stuff!

    Easily the best so far, and a HUGE step up from the forced Idiot Ball-holding that took place in part 3
  4. I've run a number of TPNs and one MoM, and MoM is the easier the two by far.

    TPN isn't difficult as long as you assign roles, yes, the civies do hit rather disturbingly hard (Cole's empowerment now works on the average joe?!), and Maelstrom's attack can OHKO people. But having been "Marked for Death" a few times, I never got killed when I backed off.

    As for the no AoEs, I think it's actually a GOOD thing. The idea is to wean people off of the AoE Spam-fest that takes up a significant portion of the game otherwise, and while the ST-attacks-only is a pain in the ***, it wasn't unmanageable. Again, once people get it down in about a week or so, I think they'll have it. Although the 8-minute challenge badge has me gawking at how that's even remotely possible.


    As for MoM, the "anti-melee" claim seems a bit far-fetched. At no point did my KM/WP Scrapper completely lose the ability to attack except for a few occasions. As long as folks spread out during the World of Anguish, it's no real issue.
  5. Quote:
    Originally Posted by TwoHeadedBoy View Post
    If you think Kinetic Combats are bad (and only 4 of them at that) you are probably in the wrong thread. You certainly shouldn't be expecting to softcap a human form (Perma LF) Peacebringer if you don't have Kinetic Combat money... Wait til you see the price tags on the other stuff.

    To address your question though, this thread is also discussing Perma Light Form, which generally will cap resists to all damage, making the shields largely unnecessary from a practical standpoint.

    Fighting is a no brainer for builds like this.. If you are having trouble working it in that is probably due to your price constraints.
    I'm not saying Kinetic Combats are bad...just ridiculously pricey. I came to the forums looking for human-only and generally what I see are builds in excess of the 2 bill inf cap it seems (for example, your builds, while nice, are FULL of purples, which frankly I couldn't afford, it's just not feasible for me to earn that kind of Inf).

    It's a bit intimidating to be someone new to PBs, look for builds to help me determine what to pick up at what level and then see figures like what I see in these builds tossed at me.


    I guess I'm just looking for help walking the path, not just reaching the end destination. But I'm not sure I'll find it here. Sorry to derail the thread.
  6. I've recently decided to pick up playing a Human Form PB and after fiddling with Mids I'm not sure HOW to fit Fighting in.

    I simply don't have the powerslots available. And is taking the resist shields really such a bad thing? I mean, not everyone can afford 4 sets of Kinetic Combat IOs.
  7. Some kind of spear option, yes. The attack animations work perfectly for spear-type models.
  8. Quote:
    Originally Posted by Xanatos View Post
    Are you honestly trying to tell me that fixing game-breaking UI bugs is more important than selling an UNDEAD SURVIVAL KIT or PURCHASABLE WORTHLESS IOS?

    It's not like you can get those things in game with minimal effort.

    ...oh wait.
    Mako's Bite
    Touch of Death

    ...Worthless? How are scaling IOs worthless?
  9. Quote:
    Originally Posted by Kitsune9tails View Post
    - She spent the whole time being kidnapped and cowering. As she was a former superheroine in her own right, I would have expected to fight her (even if she were horribly underleveled to reflect her loss of the Liberty Belt) and defeat her to deliver her to Malaise and Wade. As an alternative, a scripted event where she escapes by some clever ruse and I have to chase her down would have been nice.

    - She just gets shot and dies. No defiant last quip. No empty threat about angering Statesman, or hollow expression of faith that he would save her at the last minute. No special sad music. This is not how a former hero should go out. Not even in a villain-centric story.
    I actually disagree with these points specifically. She WAS once a heroine. Not anymore. We don't have any idea how long she's been out of the hero-ing business, but long enough that she's gone back to being an otherwise ordinary civilian. There's reason enough there for her to be nervous in these situations.

    As for her just getting shot and killed...well, I suppose this reflects the seriousness of this arc. This isn't a comic book arc where people will make these last words or the villains will even entertain them. In fact, if you want to think about it, this drives home the fact that someone is going to die.

    Of course, I would've preferred if the Heroes had a CHANCE to save her and she gets shot and killed. The fact that (for blue-side anyway) she dies off-camera with no explanation whatsoever (the explaination is again, red-side only) just makes me feel angry, because again, blue-side is two or more steps behind no matter WHAT they do. I know I'm starting to sound like a broken record, but it's hard not to stress this. It's fine to have the Heroes lose, but this makes us (blue-siders) look sloppy. It would've been a LOT better if we'd shown up and she got shot in a cutscene. Or we beat on Jean to free her, and THEN she gets shot. But for her to die seemingly hours or more before a Hero arrives?

    It really makes me feel like "What's the point of even attempting these arcs? I don't feel Heroic at all? I'm not actually DOING anything that seems either helpful or useful, I'm just dancing to the tune of the invisible enemy orchestrating this whole thing." It's one thing to make this a struggle the Heroes will lose, it's another thing entirely to make the heroes feel utterly and completely pointless.

    If the arc is supposed to be a desperate struggle or a string of seemingly random events that will eventually tie together, then it's not coming together FAST enough. We're almost over halfway and I think both sides STILL have no idea what's going on.
  10. Quote:
    Originally Posted by Samuel_Tow View Post
    The Shining Stars and whatever Dr. Graves' cadre of idiots is called are in a lot of new content. It was disappointing, but not surprising to see this. Every time a new writer sits down to write, he or she makes new recurring characters that show up everywhere. Take, for instance, Faultline and Fusionette. They showed up in I8's Faultline remake, then they were almost everywhere in I10's Rikti War Zone revamp. Then Praetoria showed up, and for a while everything we got had to involve the Praetorians in some way or another.

    Once upon a time, players complained that none of our contacts were memorable and none of the named bosses were meaningful as they didn't show up again after being defeated. This was somewhat rectified as far back as the I1 arcs where Crimson and Indigo have lots of personality, Melvin keeps showing up, Moment keeps showing up, Nemesis makes several appearances, C'Khelkah turns up a few times and so forth. However, it wasn't until Faultline that we had characters who showed up across a huge level range and "levelled up" with players, as it were. For instance, when Fusionette first shows up, she has a regular tights costume, but when she shows up again in the War Zone, she's sporting Vanguard gear.

    Personally, I'm not a big fan of this, for the simple fact that if you don't like the characters to begin with - and I don't like any of the Shining Stars beyond Twinshot - it starts to wear on you. It also makes the world feel much, much smaller. Once upon a time, if a hero needed to become involved in a story, that was a hero of the city with his own story and past, but it was a different hero every time. That's to be expected in a City of Heroes. With this many, running into the same one twice should be rare. Even on bank heist, you still had a pool of heroes who could turn up to stop you, it's not always the same one every time.

    Now, though, we seem to keep running into the same heroes over and over and over again. Why? What's so important about Twinshot and her wacky miniboss squad that means they have to be in EVERY mission where a non-signature hero is required? You'd think in a city this big with this many heroes, you'd occasionally run into someone you haven't met before. But no, it's always Twinshot and the Shining Stars, because they're the current fad.

    I want to point out that this really isn't a big complaint of mine. Recurring characters are not a bad thing. I was happy to see Duke Mordrogar show up as a CoT possessed mage, I'm always happy to see General Aarons show up in missions that concern matters of national security and I appreciate having Akharist turn up again and again to address matters of magic. If the cameo is rare, or it makes sense, it's always pleasant. If it's just for the sake of ramming familiar faces down our throats, though, I'd like to pass. This city should have more heroes in it than just those five.
    Actually, I've got no issues with the Shining Stars at all really. I find them (as characters) to be fine additions. They're certainly more memorable than Dr. Graves and the Hearts of Darkness. I'm just surprised they showed up in an SSA. But then a LOT of what's in the SSA seems to imply that the people running them are new. For example, SSA #1 and the Lost hinting at "their masters", who any Vet knows is the Rikti. But any new player won't know that.
  11. Quote:
    Originally Posted by Slaunyeh View Post
    I have zero issue with Longbow and Ms Liberty being extremist nutcases. What I do have issue with is when they are presented as such, while the story makes it clear that they aren't. That makes them unintended villains, and that's kinda sad.

    The difference is that while Longbow and Ms Liberty are supposed to live up to some kind of heroic ideal (even if when don't do so in practice, it's still written like they do), villains don't (necessarily) live up to any ideals.

    Hurting someone for the sole purpose of hurting your real enemy, or make them come at you stupid, is a perfectly villainous thing to do. As a story, I don't have a problem with that. Of course, the execution can leave something to be desired (I haven't played through it myself, but I'm guessing it does).
    Except that Longbow is only "extremist" in 2 morality missions blueside. Ms. Liberty/The Vindicators/Longbow are supposed to be the result of a desire to be more "proactive" against Villains, rather than just waiting for a plot to go down and THEN react to it.

    For me, it's indeed the execution. The plot itself is a fine one. But unless they intend to end this SSA with a suitably epic Heroic Sacrifice, so far I'm not impressed with the story.
  12. Quote:
    Originally Posted by Spectral_Ent View Post
    Play villains. As always their arc explains and features more stuff.
    I would, but I don't HAVE a villain. I typically never play redside except for Patron Pools. I mean, I'm on Virtue, the RP server, and redside is STILL dead.

    (That and I suck at writing villains. They all wind up anti-villains)
  13. Quote:
    Originally Posted by OneWhoBinds View Post
    Out of curiosity, while playing the Redside version of this episode, did anyone else get a message that they had defeated Proton, after defeating the three Shining Stars in the last mission? Proton wasn't there, but I seem to have defeated him anyway?
    ...The Shining Stars are in the SSA arcs now?
  14. Quote:
    Originally Posted by Samuel_Tow View Post
    Presumably, because she's an OBJECT of affection for another man, and an OBJECT of responsibility for another man besides that. Alexis is a plot device, essentially, which makes her death extra undignified. I guess the story is shooting for gritty realism, but I'm starting to develop road rash from so much grit in games these days.
    So basically the entire point of her death was solely to piss people off so that whoever is pulling the strings can make their next move? All while the Heroes are left scratching their heads and unable to fight back.

    Yeah, suddenly I have no problems with the way Longbow is written anymore. I saw a few posts in this thread alone about how bad Ms. Liberty and Longbow are. Now I have zero issues with it.
  15. Quote:
    Originally Posted by Slaunyeh View Post
    Always? How about 'for once'? Can't we just accept that for once there's a story arc that isn't tailored specifically and exclusively to heroes that maybe villains get to tag along for out of pity even if it makes no dang sense?
    Having played Redside stuff from 1 to about 35-40, redside gets much niftier stories and ALL sorts of shiny rewards for it. Blueside just gets...being the good guy. I mean c'mon, Vincent Ross' arc alone is worth the price of Redside admission.




    Quote:
    Originally Posted by Slaunyeh View Post
    I get why the Devs like co-op content. I get why co-op zones need a particular heroic slant. It's easier to justify villains doing heroic stuff than heroes doing villainous stuff, after all. But that doesn't change the fact that it's not really co-op content. It's blue-side content that villains are allowed to play through as well.

    I, for one, appreciate that the SSA doesn't make it feel like someone kinda-sorta forgot that the red-side exist and shunted them in at the last minute. The SSAs might not be the hight of storytelling, but at least it acknowledges both sides.

    That blue-side players are all up in arms about this, amuses me to no end.

    (on a side note, villains SHOULD be ahead of the game for the majority of the run, only to get defeated at the very last second. That's how we like it! Though I guess the very idea of the SSA is that we're not, this time. )
    ...Co-op content with a heroic slant? If we're referring to Incarnate, that's about as netural as you can get, and the ITF and LGTF aren't Heroically-slanted either.

    As I said, I'm not against the idea of Villains getting to win or being ahead of the Heroes, but it's fairly obvious in these arcs that blue-side is forced to be idiots because the plot demanded it so, and we're also getting only half the story too (Villains get all sorts of info dumps, heroes are left scratching their heads and wondering WHY any of this is even happening)

    Basically, the devs passed blue-side the Idiot Ball and are forcing us to hold onto it. If the CoX 'Status Quo' of sides not having a distinct advantage over each other is supposed to be maintained, I fully expect an SSA after 'Who Will Die' that would entail the Heroes getting to kick the crap out of the Villains in retaliation for this overly-elaborate plot designed solely to KILL a major character.

    Again. I'm not against the arc itself. I want BETTER WRITING FOR IT.
  16. Quote:
    Originally Posted by Samuel_Tow View Post
    The moment Jean said "You are next." is the moment I knew I wouldn't be playing any of the other SSAs, because what you describe is probably what's going to happen. I simply have no interest in seeing that. I've had enough of characters being tortured and dehumanised to pander to the public's bloodlust.
    I'll finish them only because I want to see it through to the end. But the writing NEEDS to change. Villainous plots CAN succeed without demanding Heroes lose almost all higher brain functions and common sense, devs.

    Also, anyone who did it Redside. Do we know WHY they wanted Alexis dead? Was there any reason given?
  17. You know, I was perfectly okay with one of the Phalanx being killed (I'm stilling calling it as BaB), but these arcs are starting to become borderline ridiculous. I'm okay with Villains being villainous and getting away with their schemes, but it makes the Heroes (especially the PC) look sloppy and idiotic.

    They're ALWAYS, I repeat, ALWAYS one step behind the Villains in every sense, even when it's clear it's a trap. We still don't even have the slightest idea WHY any of this is happening even though we're over half-way through the arc. Again, I've not a single problem with the idea of Villains winning or someone dying, but it needs to NOT feel like either Stupidity Is The Only Option or Failure Is The Only Option.

    And why is it the Villain-side ALWAYS gets the shiny stuff (temp powers and story info)? Is there some reason Heroes can't get a damn thing?

    Also, if the end result of this SSA arc is that someone dies because the heroes are one step behind the entire way, then I think it's only fair to demand an SSA where the Heroes can trounce all over the Villains in a similar fashion, Longbow-style if necessary. There's telling a story, and then there's this...
  18. Quote:
    Originally Posted by Psylenz View Post
    1)Right, I could have slotted them for more IO set bonus. This slotting shows how I slotted them inexpensively with IOs to get them to max Acc/Dam 90% and then adding the IO bonus as the sixth slot.

    2)Yes, I was going especially for the recharge set bonus so that the big debuffs have a shorter recharge.

    3) I am not sure what you mean by pre-slotting Pacing. I selected PotT mainly because the IOs enhance acc, dmg, slow, and end reduction (the biggest feature I was driving for), with the foursome to get the accuracy set bonus for mastermind abilities like crack the whip, heat exhaustion, and melt armor.
    Oh, I meant before you were the right level for Pacing of the Turtle.
  19. Thanks a bunch. Yeah, the Golgi are horrifically expensive.

    Now, I did have a couple of questions:

    1) Why slot the Demonlings the way you did? I notice you only have the two Sovereign's Rites in there

    2) I assumes the Call to Arms in Hell on Earth are for set bonuses, yes?

    3) Does the Pacing of the Turtle in the Demon Prince seem to make a difference in his slows compared to pre-slotting Pacing?
  20. Quote:
    Originally Posted by Psylenz View Post
    Certainly, the cardiac alpha would help the endurance usage of the pets. Also, in an 8 minute battle, the ember demon will use his heal aura and single-target heal. Pet damage IOs should cover the demons attacks. It is the non-damage abilities that drain down the end on the lieutenants between level 32 and the cardiac alpha slot.
    Psy, by any chance could you post your current Demons/Thermal build? I'm actually curious to see how you slotted things.
  21. Not to mention that NOTHING resists the initial hold, and there's small chance for the irresistable hold if they remain in the cloud.

    Also, the -Regen CANNOT be understated. It bascially crashes regen on everything.
  22. Issen

    Demon Slotting

    So, I've whipped up a build (leveling at least), for my Demon/Thermal, but I'm not sure what to slot in the Demon powers themselves (Summon Demonling, Demons, Demon Prince).

    A friend of mine puts some of the Pet Uniques (the Def/Resist bonus ones) into the various pets, while other people (at least here) claim it's better to put ALL the pet uniques into Hell On Earth.

    Are there any suggestions as to combinations of slots/sets?
  23. Well, given that Thermal is set built around resistance rather than defense, it figures that softcapping likely isn't possible.

    What should I focus on then instead?
  24. Honestly, I want to make a Demon/Thermal. Even before the shields became AoE, the concept fit to a T. My problem has been, and likely ALWAYS will be:

    Being so tight on power slots.

    - I want to take the personal attacks, but I don't know which. Corruption and Crack Whip are my favorites, but I have NOT room for both I believe

    - I heard Thaw was skippable simply because of Clarion, which frees up a slot

    - Also, is Rise of the Phoenix skippable? I'm sort of leaning towards no, only because it's a useful tool to have.

    - Whether or not to take Vengeance. It's an LotG slot, but still, how useful of a tool is it really.

    - I had plans to take Chill Mastery, but cannot decide on the opening power. Most folks say Ice Blast because Flash Freeze isn't that useful. But I've heard advice to the contrary. Plus Hoarfrost AND Frozen Armor.

    - Fitting in a travel power. I'm thinking Teleport, but again, I'm not sure about the slots.

    - Is it even possible to softcap your defense with Thermal? (since it's all resistance I'm not sure how)

    In general, I need some advice.