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Posts
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Lol I like those suggestions Leif. especially the now people can train with me. So long as they are lower level then you of course. Then you can stand next to the brawler and let the younglings benefit from your experience
The ability to disguise yourself is great to.
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I think the "disguise" idea would be nice. It could work like the halloween costumes did. get to pick a costume from a range of choices which can be toggled on. Maybe make it last a set amount of time? It might be overpowered if it worked like the freak disguise and actually prevented you being attacked by that faction. Although it is only one faction...
Surely this wouldn't be hard to impliment? -
Oh yeah, It would be awesome to be able to do that. I think thats one of the reasons I'm going off CoX is that after 3 years I know exactly where the spawns are going to be as soon as I glance at a room. But I just don't think the Devs will give us that capability since they don't seem to have given it to themselves! However I would love to be proved wrong as the player generated missions would maintain a bit of my interest in the game. I've renewed my WoW subscription...
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<ul type="square">[*]choose level range for mission
[*]choose map type
[*]for offices/labs/sewers etc layout map, for street maps they'd come as currently in game
[*]choose villain type from those available at level of mission and lay first spawn site
[*]lay subsequent spawns (probably the editor will restrict you from laying mobs within x square of each other based on the current dev parameters)
[*]add in mission title, mission story and any dialogue for npcs[/list]The game will then generate mob spawn size based on player mission difficulty and use current xp settings for mobs chosen. Mission reward will be same as for mission of that level. I'd be surprised if initially you could set up player made missions that allow you to reward recipes outside those given normally as part of missions.
It's probable that AV's could be added. I'd imagine player made AVs would at best allow you to reskin currently available AVs, so you're basically choosing from a list of current AV power combos and then design a body for it, this would allow AI to be correct.
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I agree with most of this except the placing of spawns. I don't think we will be allowed to place spawns. As rooms currently are, spawns in a mission are always in the same place in a certain room. For example; in the council pool room, the mobs are generally always in the same places in that room. So I predict (and I am merely guessing here) that we will be allowed to place the room tiles like in a base editor and then we will be able to edit the spawns that are always in those rooms to add named bosses, dialogue etc. We may even be allowed to place patrolling spawns although these may need to controlling. This is how i think setting spawns may work.
With regards to the reward debate, i think that there is no reason to restrict exp/inf rewards from mobs if the map creator is designed as above, so that large concentrations of spawns cannot be made. Also, i fully expect that if we are allowed to create proper story arcs, then these will be allowed the normal SO and exp enhancement reward since there are plenty of really short arcs in game already which can be grinded (ground?) if so desired. They will probably have a minimum number of missions in an arc though, I'd have thought. Doubt we will be allowed to write our own TFs with access to the TF recipe pool as rewards, far too exploitable without adequate restrictions.
Just my 2p -
I think a lot of this thread comes down to the importance of maximising numbers when it comes to fun. In most rpgs, as the OP suggested, the maximisation of numbers is what often can lead to maximisation in performance. This game however means that your survivability can be improved by sacrificing defences (ie def and res) for other mitigation (kb, kd or death etc). The posters here tried to answer a question which seemed to be aimed at improving survivability with genuine responses on improving that survivability which inevitably resulted in fixating less on res and def.
To answer the OPs question literally for his purposes of playing which i've gathered are "Fun" and duoing with the missus, I would suggest that necessary resistance and defence are in fact lower than what you already have. Worry less about the numbers mate. The vast majority of the game your fire/ tank will be fine with the resistance offered by the fire shields and maybe extra defences from the fighting pool. Thats all you will need.
In my opinion the posters above have presented good advice. No one has forced anyone to play in a particular way but suggested powers which might make the OPs life easier. Saying flurry isnt as useful hasten is by no means forcing someone to play in a certain way. And there have been enough concept builds posted in these forums that ppl are perfectly willing to let you have fun powers which may not be optimum just cos they are fun!
In short, chill out Raven, its just a game! -
Ah cool, well I shall turn up in costume with my new sonic/elec then!
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Is there still space? If so I may gate crash, not sure what with yet, maybe a stormie or a sonic...
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Just out of curiosity and to see what debate ensues, but what do ppl consider to be the villains for pvp in it's various guises? I.e, which would be your first choice villain that you would play for team, arena, duel or zonal pvp?
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I admire your honesty! But the devs are people too, so look at it this way. If YOU were a dev, who would you listen to? The person whose post is full of censored words and is calling you personally an idiot, or the person who is politely requesting a change for x,y,z reasons? I know who I'd put on ignore
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The reason agression is needed is because the devs simply won't take notice of peaceful disscusion. It's the same with pacifists; no one takes them seriously.
We need to swear and shout and make ourselves heard in this matter, because we're even MORE screwed simply because they'll ask the US players what they think, and leave the less important EU til last.
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Several devs have pointed out recently (and historically) that they do not listen to the shouting and aggression filled posts. Castle even put 50 forum users on ignore in one weekend when the US forums got a bit too...fruity. I would say well presented reasoned discussion (although it may not be as attention grabbing) is far more likely to get your views considered seriously.
That said, I do agree that our voices are not heard over here. I'm sure GhostRaptor is forwarding good points over, but its not the same exposure as a US poster can get towards the Devs. Users can even send PMs to Castle et al. On the other hand, even the US posters dont always get their voices heard. Denizens of the corruptor boards across the Atlantic had been pointing out that the cost of their traps was too high for well over a year, and it is only now being fixed. -
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I have no idea what's going on in this thread, So I'm gonna lock it up.
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Haha, good post.
On topic: I too agree that the problem is less that they underperform, but more that they perform less than other SoAs. Banes do need a hook that will provide a different bonus to teams whilst not crippling their solo ability (which also seems below par with regards to other SoAs). So how can this be solved? I don't think its possible to solve this easily, and I'm not sure Praf's solution is enouh to rectify the lack of soloability. But at the same time, the short recharge placate should not have been in place and i agree with the "fix" (its a stalker signature power and in my opinion it would be unfair for another AT to have such a more powerful version of it.) I just don't think there is a easy fix for this without potentially affecting Crab spiders.
Regarding the furor above, seems like this all ballooned out of control after a fairly tongue in cheek remark made to a 3rd party who inadequately provided reasoning for a disagreement (almost a /jranger). Chill out guys (and remember forum rules). -
Hey mate, I assume you're trying to maximise regen in this build? Looks pretty good, not sure if you've got excess slots in HPT and Fast Healing, I doubt the third IO is actually giving that much greater benefit (can't give figures since I'm at work and without Mids et al.). Will have a proper look when I'm home if we have time before we hit up Clamor. But to be honest, this build will romp through most things.
Wow, this reply was so unhelpful. See you mate. -
I will post a more detailed reply later when I'm not fast asleep, but for now I will say that please rethink not taking Aid Self, it considerably improves survivability.
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Aww, thats a real shame. Cheers for the response.
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I rolled one of these this weekend for a concept duo. When scanning down the devices powers i noticed that cloaking device is now giving "+def (all) + dmg" Didn't think cloaking device gave a damage buff, is this a bug or has it had a dmg buff to make up for the lack of build up?
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It can be done. People on US side have done it! They ended up taking out about 13 dropships iirc.
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Ah thanks MaX, exactly what I was hoping for. Looks like it should be very playable, rolled it last night so will let you know how it goes. I probably wont stick to the build exactly, but its nice to have an idea of where I'm going and where I should be focusing slots etc.
Thanks again! -
Hi Tankxperts! Time to pick your collective brains.
My SG has a bit of a problem in that we no longer have a dedicated tanker, so we usually have to pick one up if we are doing something that requires tanking. So i thought i'd step into the role and roll an Invulnerability/Battle Axe tanker to look after the multitude of squishies. Only thing is, i have no experience of the sets so dunno how to build it!
Therefore: if ppl could give me an idea of what powers to take when, and where to chuck my slots, that would be great! If someone can post a leveling up build from mids, I would love you forever (lies).
Thanks in advance people. -
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Fire/fire or dual blades/fire would be my recommendations for rather tasty aoe damage.
[/ QUOTE ] lolwhut?
More like Spines/Fire
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Well I'm sorry but I have never tried Spines so thought it best not too comment on things i don't know about. Next time i won't bother posting opinions. -
Come i12, /fire might be the secondary of choice if you want to build for damage. Fire/fire or dual blades/fire would be my recommendations for rather tasty aoe damage.
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Hey all
Attached below is my proposed build for my fire/energy/mako dominator, currently sat at lvl 41. Build should achieve perma domination and shouldn't be terribly expensive either (although i could be wrong). Let me know what you think.
Edit: Forgot to mention, ignore the blank slot in power bolt, it should be the force feedback chance for +recharge proc
Villain Plan by Mids' Villain Designer 1.21
http://www.honourableunited.org.uk/mhd.php
Level 50 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Energy Assault
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Ring of Fire -- Enf'dOp-EndRdx/Immob:50(A), Enf'dOp-Acc/EndRdx:50(3), Enf'dOp-Immob/Rng:50(3), Enf'dOp-Acc/Immob/Rchg:50(40), Enf'dOp-Acc/Immob:50(40)
Level 1: Power Bolt -- Empty(A), Decim-Acc/Dmg/Rchg:40(5), Decim-Acc/EndRdx/Rchg:40(5), Decim-Dmg/Rchg:40(34), Decim-Dmg/EndRdx:40(37), Decim-Acc/Dmg:40(37)
Level 2: Char -- Acc-I:50(A), Acc-I:50(7), Hold-I:50(7), Hold-I:50(19)
Level 4: Bone Smasher -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(9), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/EndRdx:50(50), C'ngImp-Dmg/EndRdx/Rchg:50(50)
Level 6: Swift -- Run-I:50(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 10: Power Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(11), Decim-Dmg/Rchg:40(11), Decim-Acc/EndRdx/Rchg:40(17), Decim-Acc/Dmg/Rchg:40(19)
Level 12: Flashfire -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(13), Stpfy-Acc/EndRdx:50(13), Stpfy-Stun/Rng:50(15), Stpfy-Acc/Stun/Rchg:50(15)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(17)
Level 18: Health -- Heal-I:50(A)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Fire Cages -- Enf'dOp-EndRdx/Immob:50(A), Enf'dOp-Acc/EndRdx:50(23), Enf'dOp-Immob/Rng:50(23), Enf'dOp-Acc/Immob/Rchg:50(46), Enf'dOp-Acc/Immob:50(46)
Level 24: Cinders -- Acc-I:50(A), Acc-I:50(25), Hold-I:50(25)
Level 26: Aid Other -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(27), Dct'dW-Heal/Rchg:50(27), Dct'dW-Heal/EndRdx/Rchg:50(43), Dct'dW-Heal:50(43)
Level 28: Hasten -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29), RechRdx-I:50(31), RechRdx-I:50(34)
Level 30: Aid Self -- Dct'dW-EndRdx/Rchg:50(A), Dct'dW-Heal/EndRdx:50(31), Dct'dW-Heal/Rchg:50(31), Dct'dW-Heal/EndRdx/Rchg:50(34), Dct'dW-Heal:50(50)
Level 32: Fire Imps -- Acc-I:50(A), Acc-I:50(33), Dmg-I:50(33), Dmg-I:50(33)
Level 35: Sniper Blast -- Mantic-Acc/Dmg:50(A), Mantic-Dmg/EndRdx:50(36), Mantic-Acc/ActRdx/Rng:50(36), Mantic-Dmg/ActRdx/Rchg:50(36), Mantic-Dmg/EndRdx/Rchg:50(37)
Level 38: Power Burst -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(39), Decim-Dmg/Rchg:40(39), Decim-Acc/EndRdx/Rchg:40(39), Decim-Acc/Dmg/Rchg:40(40)
Level 41: Water Spout -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(42), Stpfy-Acc/EndRdx:50(42), Stpfy-Acc/Stun/Rchg:50(42), Stpfy-Stun/Rng:50(43)
Level 44: Shark Skin -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(45), ImpSkn-EndRdx/Rchg:30(45), ImpSkn-ResDam/EndRdx/Rchg:30(45), ImpSkn-Status:30(46)
Level 47: Summon Blue Coralax -- Acc-I:50(A), Dmg-I:50(48), Dmg-I:50(48), RechRdx-I:50(48)
Level 49: Smoke -- ToHitDeb-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
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[u]Set Bonus Totals:[u]<ul type="square">[*]+3% DamageBuff[*]+5% Defense(Lethal)[*]+0.95% Defense(Energy)[*]+0.95% Defense(Negative)[*]+6.75% Max Endurance[*]+7% Enhancement(Accuracy)[*]+8% Enhancement(Heal)[*]+6% Enhancement(Immobilize)[*]+73.8% Enhancement(RechargeTime)[*]+6% Enhancement(Stun)[*]+99.2 (9.75%) HitPoints[*]+MezResist(Confused) (Mag 7.5%)[*]+MezResist(Held) (Mag 7.5%)[*]+MezResist(Immobilize) (Mag 18%)[*]+MezResist(Sleep) (Mag 9.7%)[*]+MezResist(Stun) (Mag 7.5%)[*]+MezResist(Terrorized) (Mag 11.9%)[*]+5% Recovery[*]+12% Regeneration[*]+2.52% Resistance(Fire)[*]+2.52% Resistance(Cold)[*]+3.75% Resistance(Negative)[*]+2% Debt Protection[/list] -
Ah ok. I agree about the lack of heal of course, as I stated above Aid Self is a necessary pick. Even so, its interruptable nature still means it not really ideal. Also, my EA is still less survivable than my /elec and /wp neither of which have self heals. As for a taunt aura, unless it was similar to /invul or /wp in that it improved survivability, I just wouldnt take one, it would feel suicidal on large teams (imo). I would agree that with the correct slotting, /EA can become very survivable, but it seems that this is merely pulling the set inline with the other sets. I'm not sure I would bother spending infamy on making a mediocre character good as opposed to making a good character great. That said, I am very interested in your build and would like to subscribe to your leaflets.
Anyway this is quickly becoming a thread about /EA brutes so I will try and shoe horn it back on topic by saying that I would be more comfortable having /EA on a scrapper than I would on a brute. There is less of an expectation that you will need to take agro and the nature of the Heroic ATs means you are likely to get better support from the team if you are on one. But if /ea does come to scrappers, I would still rather roll a /regen /wp or /invul. -
Wow! Thats very impressive on an EA. By "fully IO'd up" do you mean common IOs or set IOs? I know i would stand no chance of doing that with my energy/energy. I have two other brutes, a /wp and a /electric, both appear to have far more survivability than my /energy. Would you agree that, despite exaggeration on EA's gimped-ness, it still underperforms in comparison to other brute secondaries?
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Energy Aura's stealth would be awesome for me, I'd totally roll /energy, and it has a +end power, and a godmode better than elude! Totally sold for me.
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After 50 levels of it I can say without doubt I would have any other defensive set over energy auraDon't get me wrong, Overload is awesome, one of the best Godmodes in game, but the defense levels that you have running the rest of the time are very poor. Tough and Weave were necessary to make it somewhat more bearable and you gotta take aid self too. Thats 5 extra powers to give the set enough survivability. This is just a moan that the defense levels on the toggles aren't quite high enough. But don't let me put you off!