JD_Gumby

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  1. As long as it's a full-game edition that you don't already have applied to your account that normally comes with the free month, you'll get the free month and the associated goodies.

    The base CoH & CoV editions (though that wouldn't be worth it, of course, they don't come with any extras other than the month) and their collector's versions (which do have goodies), Good vs Evil Edition, Mac Special Edition, Architect Edition and, when it comes out, the Complete Edition of Going Rogue (*not* the basic expansion version that's currently available for pre-buy at the NCSoft store).
  2. All Ice Melee needs is a *little* more damage and for the slow & -recharge effects on the attacks to be increased a little (enough so that you notice it at times other than when you're chasing a fleeing foe and catch up to it a second or two sooner than usual).
  3. The only reason I bother taking a single-target attack is purely for pulling purposes. It's nice to be able to pull at least a few members of a spawn one-by-one to where I've got my pets stationed so that they're not just rushing in to be slaughtered by a boss and the half-dozen or more minions & LTs in the same room...

    Helps pick off fleeing enemies, too, which is nice (especially Pulse Rifle Burst with its knockdown).
  4. Quote:
    Originally Posted by starphoenix View Post
    Probably the excuse that villains are built for soloing while heroes are more built for teams. After all you have Tankers, Defenders, and Scrappers which seem to more more team oriented classes. Redside ATs are far more solo friendly. Stalkers operate under a hit and run policy while Mastermind henchmen tend to clog door ways for years. Not team friendly at all.
    More likely it's the result of the lower Villain population - either less choice of quality players, or having to start the raid with a less than optimal number of people, or a combination of both.
  5. Quote:
    Originally Posted by Berzerker_NA View Post
    Shooting stuff out of her sleeve, or throwing globules at people seems to work pretty well for a ninja. I'm just avoiding the spitting powers.
    Don't see why. Spewing a mouthful of poison at your opponent's an ages-old tactic. (for an example right off the top of my head, assuming the 'Deadliest Warrior' has any historical truth in it at all, the Zulus would use that tactic)
  6. JD_Gumby

    My Big Mistake

    Then you want Illusion/Radiation. The Radiation Emission debuffs are very team-friendly and the Illusion Control is by far the best primary for soloing as a Controller.
  7. JD_Gumby

    Are we hated?

    Quote:
    Originally Posted by Berzerker_NA View Post
    When I'm on a team, I think of the other players as additional pets.
    Really? How strange. For me they're just meat shields that should be keeping the baddies away from my precious robots. Then again, my favorite MM secondary is Traps, which isn't really too team friendly, except for the FFG.
  8. Quote:
    Originally Posted by psycheout View Post
    but its already 10 lol, and don't want to redo the dam costume got it just right
    Well, that's why the costume screen (both in character creation and at the tailor) has a Save button...

    Anyways, don't listen to the negativity. If you've found it fun so far, keep going. with it.

    Just be careful around machine enemies - apparently they get very good resistance to psionic damage. Make sure you take Telekinetic Blast (half of its damage is Smashing) to have something useful against them for when you solo (on teams, of course, you can usually fight other things and let your teammates handle the machine types). Also grab Psychic Focus (this set's version of Aim - not as good, damage-wise, as a Build Up, but better than nothing) for a little bit of extra OOMPH.
  9. Nothing wrong with the Claps, especially if you're soloing. Not every player is so uber that they can't make use of 3-5 seconds of not being pounded on every once in a while.
  10. JD_Gumby

    Speedy toon

    It could work. Wouldn't be very good, of course, if you focus purely on the Speed pool for your offense and defense.

    A Scrapper would be what you'd want, with /Super Reflexes. For the primary, Claws would work (probably the fastest of the melee sets), or one of the sets that leaves trails of effects behind as you swing (Dark Melee, Fiery Melee and, I think, Electrical Melee).
  11. Quote:
    Originally Posted by ClawsandEffect View Post
    Example: SR scrapper trying to softcap without spending a fortune. Power pools chosen to do that are: Fitness, Fighting, Leadership, and Medicine (to make up for SR's lack of a self heal) That leaves no room to take a slottable travel power. Slotting BotZ would be a logical way to gain some defense to 2 positions, but they can't because Ninja Run can't be slotted, and they have no other travel power.
    Drop Medicine (and then team with Defenders and Controllers or carry some greens) and take Combat Jumping (+Def all and excellent mobility in combat) and Super Jump for two of those picks, leaving you with a slot.

    Not that you need either of those for actual *travel*, of course, with Ninja Run and Hurdle (60mph+ jump speed and 40ft+ jump height is more than enough in most places, as is the 53mph+ run speed with Sprint & Swift, if you take the latter).

    Quote:
    Originally Posted by Postagulous View Post
    NR allows me to put off travel powers forever, though I pick up Raptor Pack before level 10 and have that Jump Pack that came with, I think GvE. It has great synchronicity [if that's the right word] with NR. Though I never see anyone but myself Ninja Jumping through the sky.
    Come to Freedom, then. My characters do it all the time.
  12. *shrug* Then don't choose Swap Ammo if you think it's so crap. No one's forcing you to use it, after all.
  13. I always set up the Alt power tray on my MMs with 3 macros: Alt-1 for "petcomall attack" to focus the attack (editing the default Attack macro to remove the Aggressive part), Alt-2 for "petcomall goto", and Alt-3 for "petcomall follow" (agaiin, using the default macro icon 'cos it's cool) to get them to disengage, though not go into Defensive mode. I use the standard numpad binds for most things, however, and keep the individual pet controls open for those rare occasions when I want a specific tier 1 or tier 2 pet to do something without affecting its companions.
  14. Actually, Ninja Run's *way* faster than Fly - with Hurdle + 3x Jump SOs you can get over 60mph (on my characters that have it and Super Jump, it hangs around roughly 4mph slower) jump speed and around a 45ft jump height.
  15. JD_Gumby

    Pets and Doors.

    '/petcom_all release' will kill your Force Field Generator, Triage Beacon, Acid Mortar, and anything else that appears in the pet window.
  16. Because, unless you decide to skim the ground, you get to go straight to where ever it is you need to be without worrying (for the most part) about getting slaughtered along the way. Even with a 60mph+ jump speed, 40ft+ jump height, and 50mph+ run speed (depending on your Hurdle & Swift slotting), you're quite vulnerable with Ninja Run. Can't go high enough or jump far enough in one leap to bypass most nasties' aggro like Super Jump can, and no stealth like Super Speed (though that can be cured with a very expensive IO for Sprint or an actual stealth power, depending on your AT and power set choices).
  17. JD_Gumby

    Build Up vs. Aim

    Seems we have a consensus, so Build Up it is. Thanks.
  18. JD_Gumby

    Build Up vs. Aim

    When you can take only one, which is generally considered better? I find I just can't decide whether the far greater accuracy with Aim makes up for the lesser damage bonus... :/
  19. My Claws/Regeneration went from struggling (TOs) to pleasantly powered (DOs) to EASY MODE (SOs). Definitely the most powerful Scrapper offense I've had so far (been through at least a dozen Scrappers now, including a couple of other /Regens).
  20. JD_Gumby

    AR/Dev

    Quote:
    Originally Posted by Verren View Post
    Hi there,

    Can someone tell me how AR/Dev does solo from 1-50? I'm looking to try it out and most of my play time will be solo, thanks!
    Well, my AR/Dev is level 35 right now and was solo most of the way, so it does fairly well. Just make sure you take Cloaking Device and Smoke Grenade - they will help you pick and choose your fights for those times when getting through the mission is more important than getting every last bit of XP. Can get away without Smoke Grenade solo, though, if you keep the player equivalency at x1 so that spawns generally won't fill corridors.

    Other than those two, Web Grenade (which you have to take), and Targeting Drone (+accuracy is good), the other Devices powers can safely be ignored, if you wish.

    Trip Mine's pretty decent solo - the Cloaking Device will not be enough to let you place it at enemies' feet, however, so get used to using it pretty much only against melee-oriented foes you can draw to you or on maps where you can get stuff to chase you around corners.

    Taser's got too long of a recharge and is only good against Minions and Lieutenants, so is easily skippable.

    Caltrops are fairly useful since they'll gain you a couple of moments of peace as the enemies under it concentrate on moving away.

    Time Bomb is useless unless you can draw the enemy to it (since, like Trip Mine, Cloaking Device isn't enough to let you plant it at their feet) and the fight lasts long enough for it to go off.

    No opinion on the Gun Drone since I haven't used it yet. I'm assuming it's useful, though, except for when you want to stealth through stuff...

    For Assault Rifle, well, it's all good. Mostly Lethal damage, though, but thank the Devs for Flamethrower. I personally use everything in it, other than Ignite. Made the mistake of skipping Beanbag for a long time, but if I started a new AR/Dev Blaster, I'd grab it the instant it came up. Only mag 3.00, but since that's more than enough for early player murderers like Headman Swordsmen, it's awesome. And Full Auto tends to make stuff that doesn't resist Lethal melt - usually, if any minions survive the first onslaught, an M30 Grenade as a followup will generally finish them off so you can then start on any LTs or Bosses hanging around...

    Oh, and even if you don't get Super Speed for travel, grab Hasten and 3-slot recharge it.
  21. Quote:
    Originally Posted by Prof_Backfire View Post
    The same way exploits screwed over the game for everyone who doesn't want to use them before; near-impossible to form non-farming teams
    Perhaps there *MIGHT* be some *SLIGHT* truth to that on the lesser population servers. On Freedom, though? Uh-uh. Tons of teaming going on (especially if you accept blind invites), be it sewer, radio, badge hunting, giant monster teams, or just standard missions. Plus, of course, AE farming, though most of that disappears once you leave Atlas/Cap, as does the spam from people begging to be power leveled.

    Really, if you can't find normal teams, it's your own damn fault (especially if you're aware of the existance of global chat channels).
  22. Quote:
    Originally Posted by Drugfree Boy View Post
    Is Champions Online really still around?
    It seeems to be still hanging around. Dunno how, though, given that after maybe a month after release it was already suffering price cuts on the box (down to half, now, in my area - $20) and being tossed onto the bargain racks at Wal-Mart.
  23. I'm playing on a GeForce 7300LE (512 MB; TurboCached, so only 256MB onboard) and it runs fine, unless I'm on a team with more than 2-3 other people (then I have to turn off particle physics and such to get vaguely acceptable performance in the middle of fights - quite likely the card's decent enough, but that my Sempron 2800+ @ 1.6GHz is also bringing things down)
  24. Shouldn't have too much trouble. The GTX 250's what they say the minimum for Ultra Mode is, so the 260'll be fine.
  25. Accuracy doesn't really do all that much, even when you're not debuffed. I know I never see any real effect when I've got 2 Accuracies in a power, even at the SO level. It's quite annoying.