JoshexDirad

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  1. I still think this is a good idea for all sorts of occasions when you can't find a team but need merits.

    lets put it this way, trials can be 1 player and can yield 1-8 merits, a single run of one AE mission disallows you to earn more than a certain number of tickets for the map (usually 1500 to 2000 tickets/200=7-10 merits) that's it, then you have to do another run. mind you that takes about 3 hours to solo on most tanks.

    secondly, math; lets talk raw numbers, so you can use reward merits to buy a recipe worth 100 million inf, maybe even 200-300 million inf on a good day. thats costs 160-300 merits, thats alot of merits.. at the rate above, that would take a good tank (160 merits/10 per run x3 hours a run= 48 hours for 160 merits)

    so at the rates of buying AE tickets above, 200 tickets per merit really isn't that appalling.
  2. yeah my basis of no one doinf TF's was during the day time, and during halloween it's even harder to get people to want to.. for those coccasions I'd like to be able to get some reward merits without soloing trials and flashbacks..

    I'll agree with 250 tickets a merit, that would be reasonable. 39 merits for 9,999 tickets, that's very reasonable.

    as for making them marketable, lol who would sell them? XD, they are just too useful.

    maybe they should have a hero corps thing, like the hero corps has a donation thing where you get merits for donating inf to the hero corps.
  3. ok, I know you can use 50 Reward Merits+20,000,000 inf to buy Hero/Villain Merits.

    but, reward merits can be hard to get what with people not wanting to do TF's and trials.. so, why not allow reward Merits to be bought with AE tickets?

    50 AE tickets could buy 1 reward merit, that means 9,999 AE tickets would yeild 199 reward merits

    or maybe they should be put up for the same price as other rare salvage (540 tickets a peice)? that would mean 9,999 tickets would yield 18 reward merits

    maybe Hero/Villain merits should be purchasable once a day with AE tickets as well? maybe the rate for hero/villain merits should be 4000 AE tickets?

    but mainly I personally think Reward merits should be purchasable with AE tickets, my opinion is 50 AE tickets for 1 Reward Merit.
  4. Quote:
    Originally Posted by Vel_Overload View Post
    http://www.youtube.com/watch?v=V8h8snfYidg

    new Parry replacement announced for Tankers!

    totally didn't break copyright laws or OP in any way!
    XD funny but not Quite what I was going for, heh I meant like a slash of energy, not a stab, but yes people will probably try to make all sorts of copyrighted characters with the new power, but they will get nerfed ^^
  5. Quote:
    Originally Posted by JohnX View Post
    All of you are WRONG about parry. If parry was the problem then ToF in the DM set would have never made it.
    calm down, this isn't an argument this is a forum; gathering information so we can make a request to try and make this power-set available to tankers how everyone wants it.

    my opinion holds no more sway than any other one person, the way it works is majority rules, so lets together try and figure out how we want this on a tanker.

    no use calling people wrong or anything merely state your opinion calmly and everyone will listen ^^

    I will admit I wanted to create a very awesome attack for PBAoE on the tank, that was my sole purpose for trying to alter parry to begin with.

    I'm actually most interested in getting a broad sword tanker with a ranged energy slash move.
  6. allow tier 2 powers as a primary choice in secondary power pools.

    I think this is actually a good idea, for several reasons alot of tankers would love to drop their first tier 1 attack, and chose the second one cause it nearly the same recharge time and does better damage.

    there would be uses for it, but ti should be an optional thing, cause certain archetypes wont want to miss their first second set power. especially sets which have a limited number attacks (around 3)

    but as I said alot of sets could really benefit from it.
  7. Quote:
    Originally Posted by Tidbit Jr. View Post
    Err, what exactly are you trying to do to Parry? The only really inherent problem with it is that its defense buff is too good on a Tanker for a direct port.

    Changing it to a point-blank and giving it buffs to both resistance and defense, and having it buff damage, and having it do not only good damage, but HIGH damage, is really far out there.
    that whole statement was just to throw something out there to start with.

    the reason I put that is because parry right now is more scrapper oriented, it needs to become more like a tanker would use, slow but powerful, however we can obviously turn down that power potential if you think it still needs nerfing:

    PBAoE, gives a temporary 20% res and 5% def buff to all damage types (for 3 seconds during activation) that cannot force your def or res to exceed 90% to any one damage type. Damage: Medium (+max 250 from foes in melee range) recharge: very long (resists recharge reduction enhancements and buffs)

    there changed some numbers to be more reasonable, now stop complaining and try to help ^^

    3 seconds of high but limited def/res followed by a nasty PBAoE move sporting medium damage + a possible 250 extra points. recharge; lets say 3 mins

    animation on a tanker: I think the tanker should raise the blade up and point it down at an angle in the direction of the first attacker, then with shoulder, arm, waist and foot work movements quickly change poses to block more attacks from other enemies, then suddenly flip the tip of the blade up and with a wrist motion flick it heavily down then up while spinning making the tip of the blade follow a sort of curve down crescent path slashing all foes in range (possible knockback quality)
  8. concerning parry, as that seems to be the main focus of difficulties here, lets nerf it reasonably ourselves so we get what we want rather than having the devs do it and get undesired effects.

    what we could do with parry is have it not allow you to exceed 95% Res from it's temporary activation buff (only there during activation) and of coarse it only adds to the damage to it's attack by the amount of damage it blocked anything that actually gets trough will not add to it's damage and will hurt the character.

    naturally as with most PBAoE attacks they tend to have a long recharge time, because of this one's extra abilities I think it should have an even longer recharge time, OR possibly not allow recharge reduction enhancements to be slotted on it (or give very little reduction when slotted)

    there should also be a temporary damage cap so it doesn't get too nasty. like; only so much damage can be added to it from the enemies attack's. a raw number should be used instead of a percent, like an extra 250 damage max can be added to it (not counting enhancements or other damage buffs). of coarse that number is figurative not final.

    so in my summary;

    PBAoE, gives a temporary def and res buff to all damage types (for 5 seconds during activation) that cannot force your def or res to exceed 95% to any one damage type. Damage: High (+max 250 from foes in melee range) recharge: very long (resists recharge reduction enhancements and buffs)
  9. Quote:
    Originally Posted by Lucky View Post
    Broadsword for tankers sounds cool but tanks do get a few range attacks, super strengh and stone melee both get hurl boulder just fyi.
    ah yes nearly for got about [hurl], but indeed I've always wanted to see magic or energy slashing off a tanker's blade at enemies at range.
  10. JoshexDirad

    Pets Request

    ok this is a simple request that will only take a bit of coding and the addition of one new pet control button for masterminds.

    I would like to request the ability to make your mastermind pets follow an ally and target through that ally.

    as I said a simple request could be done with a new pet control button, for example you select an ally's name or their character and then hit a [all follow friend] or [pet group follow friend] or [pet name follow friend] button to tell your pets whom to follow.
  11. I've been looking around at different archetypes and power-sets and I took a look at the broad sword power set for scrappers. I must admit I like it alot, but I would much rather prefer it on a tanker.

    so this is a suggestion request for a Broad Sword power set on a Tanker.

    it should be basically the same but more focused on raw powerful swings of the sword.

    differences, as we know from archetype to archetype similar power-sets have different attacks and such

    I would very much like to see 2 things in particular for this archetype:

    the PBAoE move should be called Parry Strike or something like that, the ability of parry strike is it blocks all attacks coming at your character for a short time, then adds their damage to one powerful PBAoE Strike at all enemies in melee range.

    number 2, I'd like to see something I've never seen on a tanker before, at least 1 Ranged move, possibly later on in the power set. it should pack a big punch (ranged, lethal, Energy damage) but have a long recharge time. I'd like to see the character beable to charge a blast of energy ont he blade's edge and then slash the sword sending a powerful wave of energy through the air.

    also please make the sword extra big in the tanker's hands please ^^.
  12. Quote:
    Unfortunately, I don't think that's possible right now. From what BABs used to explain about how the animations system is hooked up, weapons come with their own stances and combat modes which doesn't seem like something which is currently rigged to change on the fly.
    i19 is changing that

    but what I'm suggesting is to start with the basics, for ranged attack users, using the default weapons animations, merely add in a firing range blast off the edge of the weapon equipped at the tailor.

    real simple.
  13. being one of the ones who suggested it; I'm glad to see you're including the custom attack animations! I knew those were a great Idea!

    I suppose this is a request, or rather bringing something to your attention.

    now that there will be attack customization, this opens up the possibility of allowing players the ability to mix weapons into non-weapon based attacks.

    for example, an electric blaster could equip a sword to his long range attacks. of coarse the weapon would just be eye candy not actually effecting anything except the visible traits of the attack.

    For Example;

    [Lightning Bolt] could have a weapon equipped to it, lets say a sword; this would mean the player would have to choose 1 animation for the movement of the sword during lightning bolt BUT the original lightning bolt itself would be the same, instead of firing from the hand it would fire from the blade's Edge or Tip.

    or a double handed attack like; [Charged Bolts] could be fired from a one handed weapon OR a two handed weapon!, if fired from say.. a 1 handed gun it would make 2 electric bolts at the firing point of the gun, if fired from dual blades, one shot would come off each blade's edge or tip

    the same could be done for other power sets and powers, all this would change is; the looks, what the character is holding, and the firing point of the attack.

    this could enable lots of things:

    EX: a fiery blast from the edge of a sword or axe or mace as it swings

    EX2: a energy blast being fired from a gun or rifle instead of bullets.

    EX3: holding a shield on an arm just for the looks during an attack, or even at the activation and during the duration of something like [tough] or [weave] or any other toggle-able power like [Fly] or [hover].

    please, the customizable attack animations could easily include this feature. please think about it, it would be really cool!

    additionally the thought does come to allow an attack like an energy blaster's [Power Blast] to have an alternate animation that allows Rapid firing EX; instead of just thrusting both arms out and letting out 3 blasts from both fists, it could be one hand throws an energy ball, then the other hand throws one while the first hand comes back to the character's side, repeating very quickly one hand at a time until 3 shots have fired from each hand.
  14. first of all, understood on the whip and bow staff.

    secondly this is a 'Secondary power pool' not a 'power pool', this will be a melee users attacks (chosable at character creation)

    3rdly yes I meant multiple weapons with-in 1 pool

    4thly yes a lance would be awesome, and a ball and chain
  15. I've had a few ideas for attack power pools, I'll list a few for discussion

    'the knightly arts'

    it would be sorta like a custom secondary power pool for melee users, you choose the weapon used for each attack at the tailor, what weapon you use defines the attack values; speed, accuracy, damage Etc. the only catch is you can only use medieval weapons, Sword, Axe, Lance, Mace, Bow and Arrow, whip, ball and chain, bow staff, or gauntlet brawl (default). please note this would mean 4 new weapons.

    gauntlet brawl would use medieval gauntlets to punch and slash and pound the enemy with the power of heavy metal fists. but as I said that is just the default weapon used in the knightly arts.

    Bow staff, the favorite weapon of some of robinhood's merry men, we have yet to see it used as a melee weapon in CoH, this will be an option to switch to instead of gauntlets.

    Ball and Chain; like a mace but alot heavier, more powerful and slower, another weapon switch option.

    Whip; we've seen a flame whip used in demon summoning, why not allow use of a customizable whip in a melee attack pool.

    lance; Like for jousting, a long lance with a sharp end for stabbing your enemies through with. a knight is incomplete without it.

    [HR]

    Elementalist

    this would be a ranged user only power pool, like the knightly arts you get to choose what element each power is at the tailor, choosing from Fire, Ice, electric, energy, psionics, radiation, sonic and even storm attacks, the only things left out will be long range weapons that are not element or energy based such as pistols, rifles and bow and arrow.

    this makes it a customizable powerpool, allowing anyone to become a master of all the elements.
  16. Quote:
    Originally Posted by Major_T View Post
    Hamidon despawned from last week, and we successfully defeated him yesterday.

    There is a CoP trail scheduled for the same time today, it may be best to farm for EoEs on Monster Island today, in preparation for doing the raid next week Sunday.
    hit me up in game some time, I already bought 9 EoE's from WW, I'm all for setting up a raid on sunday with you.
  17. indeed T PMed me, I'm hoping we can work this out for later today, if not maybe next week. but we'll try today at 6, I havn't farmed any EoE's again.. and hami is still there from last time I think.
  18. not enough people showed up, and we had a surplus of corrupters and blasters and other ranged units, this overflowed the general assault team into 2 teams..

    hardest part was getting a hami agro team and yellow mito agro team.

    the spike team formed welly though.

    still people kept showing up slowly, so slow that others were leaving or trying to jump the gun and had started attacking the DE.

    the outcome was, we got hami spawned and didn't have enough EoE's or enough people or the right constitution of teams.

    so it failed. I'm rescheduling for next Sunday at the same time. this time I need help farming EoE's ahead of time and would like to put out a call for leaders of each team, I'll be the general assault team leader.

    I need a tank to lead the hami agro team (no one wanted to lead it and all claimed they couldn't hold agro)

    I need a tank or brute or scrapper stalker who can taunt well to lead the yellow mito agro team.

    as for the spike team we just need lots of melee, MM's and such will work as well.

    also next time I want people to try to get there between 5:30 to 6:30, if 6:30 comes and theres not enough or we have the wrong constitution, it's called off.

    remember you can email yourself enhancements folks, I know you want Hami origins on your blasters and corrupters, but if you have a tank please bring him.
  19. glad to hear it, things are seeming to come together, though i haven't done any EoE farms yet.. sadly didn't get around to that.

    anyways, I hope to see as many as can make it tomorrow, and yes I've been watching the quality of many of my tank and scrapper friends, if they show up I'll know how to assign them.
  20. Quote:
    Originally Posted by Major_T View Post
    The way that the Hami Aggro team has done it in the past is to stack +Regen on the Taunter to counter the effects of the blasts from the Green Mitos and Hamidon. Although Empaths and Pain Domination powersets are quite useful, they are wanted more for their Regeneration buffs (Adrenaline Boost, Pain Bringer, Regeneration Aura, etc) and far less for their ability to heal. Healing just isn't as useful in Hamidon 2.0 as it was for the previous incarnation.

    Your emphasis on healers may be due to your experience with the Rikti Mothership Raid. If that is the case, I caution you: that raid is very different from a Hamidon Raid.
    note taken and thankyou.
  21. glad to see so many people looking at this, indeed healers are needed for the hami agro team, but they should stay away from the green and blue mitos, especially since the green and blues are weak to ranged attacks and strong against melee. that means the agro teams team should keep away.

    Don_dada the general assault team will be the perfect place for you we'll especially need your help on green mitos.
  22. Hi folks, it's me joshex LV 50 blaster as well as other characters making thier way up there.

    I have read and understood a how-to on the hamidon raid, I've watched videos as well.

    I'd normally leave organization upto someone else, but then it'd be on saturday (and I work on saturday nights, so I can't make it)

    this message is giving you a heads up that this next up coming sunday there will be a hamidon raid at 6 pm eastern USA time.

    I'll be organizing things, bare with me as this is my first hami raid (even though I know what I'm doing ahead of time)


    in specific if you've got a tank or brute scrapper or stalker (or another character that tanks well) we will need your help, as you are needed as the core of the raid. additionally healers healers healers! bring'em please!

    when you arrive in the abyss please call out your archetype level and strength (how you fare best) so I know what team to assign you on.

    EX: tank, LV 50, single target high damage

    EX2: peacebringer, LV 50, tanks well

    EX3: defender, LV 48, no heals.

    thanks very much hope to see you there ^^
  23. this is concerning the Power Personal Forcefield from the Force Mastery epic powerset.

    at the moment, it's set-up to leave you as a sitting duck or protect you on long journeys..

    at the moment the user can't attack while using it or command pets, they can only use powers that affect themselves excluding rest..

    for such a high level (41) power to act this way.. is lame

    so I'm requesting the ability to attack while using it. commanding pet would be nice too, but I can go either way on pets and rest, they aren't that important.

    Request Change: allow player to attack while the forcefield is on

    Optional Changes: allow player to take control of and command pets while it's up.

    I understand why Useing rest would be off-limits while the power is active. that would be ridiculous ^^'