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Posts
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Quote:Corruptors haven't supplanted Defenders since side switching was introduced and there are other differences, such as higher buff/debuff mods for Defenders. And here you are implying that Psychic Blast was the only barrier preventing a tidal wave of Corruptors from overwhelming the creation of Defenders. That's pretty ridiculous.Therefore, the only difference i see between them now is that one starts critting on a low target - Scourge - the other one starts getting an end discount and a 30prct dmg buff if he's in team, and someone in his team is taking damage.
Tbh i'd go for scourge any day on a Psy/Pain or Psy/Rad corr. -
Dark Melee/Electric Armor/Soul Mastery Brute with properly colored electricity is AMAZING.
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Did you buy Going Rogue? Most people that actually run content and team are starting in Praetoria at this juncture. Later on, most people, both heroes and villains, will likely be running missions in the revamped Galaxy City ravaged by meteors.
If you are rolling up a blueside hero and starting in Atlas, expect to just find farmers. -
There's a good chance that you'll be able to buy it with Paragon points once issue 21 is released.
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Tank build with 89.8% Smashing/Lethal, 90% Psi, 31%+ defense to all. Barrier Core will add a minimum of 6% resistance and 5% defense to all with Cardiac for 2 minutes, with a 2 minute recharge. Throw in a 2200 point heal from Dark Regeneration every 10 seconds with just 2 targets available and no endurance issues (Dark Regeneration reliably FILLS endurance with the procs).
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Ice Melee
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Death Shroud- (A) Scirocco's Dervish - Accuracy/Damage
- (3) Scirocco's Dervish - Damage/Endurance
- (3) Scirocco's Dervish - Accuracy/Damage/Endurance
- (5) Multi Strike - Accuracy/Damage/Endurance
- (A) Gladiator's Strike - Accuracy/Damage
- (5) Gladiator's Strike - Damage/Recharge
- (7) Gladiator's Strike - Damage/Endurance/Recharge
- (7) Gladiator's Strike - Accuracy/Endurance/Recharge
- (9) Gladiator's Strike - Accuracy/Damage/End/Rech
- (A) Gladiator's Armor - Resistance
- (9) Gladiator's Armor - End/Resist
- (11) Gladiator's Armor - Recharge/Resist
- (43) Gladiator's Armor - TP Protection +3% Def (All)
- (43) Steadfast Protection - Resistance/+Def 3%
- (A) Gladiator's Armor - Resistance
- (11) Gladiator's Armor - Recharge/Resist
- (13) Gladiator's Armor - End/Resist
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (15) Positron's Blast - Damage/Endurance
- (15) Positron's Blast - Damage/Recharge
- (17) Positron's Blast - Damage/Range
- (40) Positron's Blast - Accuracy/Damage/Endurance
- (A) Gladiator's Armor - Resistance
- (17) Gladiator's Armor - End/Resist
- (19) Gladiator's Armor - Recharge/Resist
- (A) Touch of the Nictus - Accuracy/Endurance/Recharge
- (19) Touch of the Nictus - Healing
- (21) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (21) HamiO:Golgi Exposure
- (23) Panacea - +Hit Points/Endurance
- (23) Theft of Essence - Chance for +Endurance
- (A) Shield Wall - Defense/Endurance
- (25) Shield Wall - Defense
- (25) Shield Wall - +Res (Teleportation), +3% Res (All)
- (46) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (48) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Defense/Endurance
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (29) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (31) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Recharge Reduction IO
- (27) Recharge Reduction IO
- (A) Empty
- (A) Gladiator's Armor - Resistance
- (31) Gladiator's Armor - End/Resist
- (33) Gladiator's Armor - Recharge/Resist
- (A) HamiO:Endoplasm Exposure
- (50) Absolute Amazement - Stun
- (A) Gladiator's Strike - Accuracy/Damage
- (33) Gladiator's Strike - Damage/Recharge
- (33) Gladiator's Strike - Damage/Endurance/Recharge
- (34) Gladiator's Strike - Accuracy/Endurance/Recharge
- (34) Gladiator's Strike - Accuracy/Damage/End/Rech
- (A) Shield Wall - Defense
- (37) Shield Wall - Defense/Endurance
- (37) Shield Wall - Defense/Recharge
- (46) Luck of the Gambler - Recharge Speed
- (A) Absolute Amazement - Chance for ToHit Debuff
- (34) Absolute Amazement - Stun/Recharge
- (36) Absolute Amazement - Accuracy/Stun/Recharge
- (36) Absolute Amazement - Accuracy/Recharge
- (36) Absolute Amazement - Endurance/Stun
- (A) Taunt Duration IO
- (A) Armageddon - Damage/Recharge
- (39) Armageddon - Accuracy/Damage/Recharge
- (39) Armageddon - Accuracy/Recharge
- (39) Armageddon - Damage/Endurance
- (40) Armageddon - Chance for Fire Damage
- (A) Apocalypse - Damage/Recharge
- (42) Apocalypse - Accuracy/Damage/Recharge
- (42) Apocalypse - Accuracy/Recharge
- (42) Apocalypse - Damage/Endurance
- (43) Apocalypse - Chance of Damage(Negative)
- (A) Ragnarok - Damage/Recharge
- (45) Ragnarok - Accuracy/Damage/Recharge
- (45) Ragnarok - Accuracy/Recharge
- (45) Ragnarok - Damage/Endurance
- (46) Ragnarok - Chance for Knockdown
- (A) HamiO:Enzyme Exposure
- (48) HamiO:Enzyme Exposure
- (A) Luck of the Gambler - Recharge Speed
- (50) Luck of the Gambler - Defense
- (50) Luck of the Gambler - Defense/Endurance
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
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Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 2: Swift- (A) Run Speed IO
- (A) Miracle - +Recovery
- (37) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Endurance Modification IO
- (40) Endurance Modification IO
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Wow. These are some great changes, but until I see the numbers it sure seems like the set tramples all over ELA now.
- Scaling +recharge possibly superior to Lightning Reflexes with endurance and slow protection in passives.
- Energize across the board.
- Scaling defense accessible through Energy Drain.
My Energy Armor brute will love these changes, but this supposedly gimped set was already tougher than my ELA Brute. - Scaling +recharge possibly superior to Lightning Reflexes with endurance and slow protection in passives.
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No-- the recharge is 10 minutes, and the pet will always use it twice.
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I am sorry that you had such a terrible first Keyes experience, and that your condition made it even worse. I hope that that you don't give up on Trials, because they can definitely be enjoyable.
Given your condition, maybe read over this and future Trial formats on the forums. If you suffer from such anxiety, it may help to have a clearer picture of what to expect. I know for certain that if I expereinced the same condition that I would prefer to have a birds eye view of a newly released trial.
Here is my specific advice for Keyes:
Quote:Try using the team/league window to find ATs that have Empathy, Pain, Thermal, Radiation, and other skills sets with heals. Send one of these players a tell and let them know that your character lacks a heal and that you will be sticking close to them during the trial. This helps both you and the "healer" because they will know that your proximity will usually allow them to use the bigger single target heals on you.Then I got hit by the first damage pulse, but didn't know where to find a healer.
You also want to have a full tray of inspiration heals. The crux of the mission is dealing with Anti Matter's radiation pulse, and inspirations will go a LONG way to mollifying this. When you die, be sure to spend a few seconds restocking on inspirations. -
Quote:The game should continue to be solo and small team friendly, and there really needs to be more Praetoria-like zone events (which can be soloed or leagued), and task forces. But it's a matter of resources and revenue generation-- and you don't trample on your end game system in an MMO by making it viable to be soloed at the rates some people are proposing.Let's ignore the people that aren't content because, hey, SOME people are content! They can just suck it up or, hey, not bother, can't they? Pfftch, who needs to diversify, really? It's not like this games been solo and small-team friendly for seven years and thats the exact reason many people have stuck around, right?
I think there certainly needs to be more iRewards available for solo and small teams, and a good starting point for this is the addition of VIP/purchasable missions that achieve such. But they must stay far-far away from the iTrials rate of return for rewards. Temproally gated story arcs that grant iXP and threads upon completion is my suggestion. -
Quote:I qualified my argument by stating, "Currently, the most vocal people on this forum," which is in no way all encompassing. But thanks for trying to twist it into something else Bill Z!You'll have to excuse me if I don't consider your observation skills worth much. Confirmation bias is quite common.
From your description, those that enjoy itrials have no families or jobs an don't spend any time on the forums? What are you doing here?
Quote:Did it not occur to you that those you aren't hearing asking for solo content on the global channels are either soloing and don't care or have realized that asking for solo content there serves no purpose?
They are no more emblematic than these forums. And that's my point. -
Quote:I don't need a citation when I can observe for myself. Currently, the most vocal people on this forum are those that are soloers or players disgruntled with the incarnate trial emphasis. They tend to come to these forums for their socializing, and play the game predominately alone and in an instance. You would probably fit this archetype, Bill Z.Citation needed. I see a lot of people stating that the soloing contingent on the CoH forums is much higher than in game and yet I've never seen a single shred of evidence for that statement.
The people that enjoy iTrials and teaming are out there playing the game, using global channels, and forming Super Groups and Leagues. They only come to these forums for information and occasional participation. I have rarely if ever heard players call for solo content in the busiest global chat channels in the game, but it is a daily event on these forums with a string of recycled names leading the charge.
If the forums were emblematic of the broader player base, at least with regards to desired solo content, I should hear more than a ping while playing the game. -
I agree with the premise that more options for Incarnate advancement is good for this game-- particularly smaller task forces and praetorian-like zone events. What I don't agree with is the degree to which people suggest increasing rewards for soloable content.
You're getting a little too preachy on this subject Moo. I would just like to point out that soloers are a sizable and very vocal portion of the forums, but a rather small percentage of the overall community and the market that MMOs appeal to. -
Quote:I am not necessarily opposed to this, but the unlocking process for Lore, Destiny, Judgement and Interface is inherently tied to the reward structure of incarnate content through iXP. Being able to unlock them via a story arc would throw that reward structure out of whack unless the story arc was either very long or very repetitive. It doesn't make business sense to develop an entire story arc that will essentially negate a huge chuck of the reward structure for content that was both recently created and is still in the development process for a string of future releases.Another addition to my idea would be to add a story arc that allowed for each Incarnate power to be unlocked.
Maybe they plan on doing this once Paragon Points comes out. But a story arc for each Incarnate Power would be nice. I wouldn't mind if it was something like a Patron arc, with its 10-20 missions to complete, if it was meant to be similar to the grind of Incarnate Trials.
Would anyone be opposed to something like this?
A story arc are will never fully unlock the slots like we recieved for Alpha. The best solution would be a story arc granting some iXP as a reward at the end, but it would need to be a fraction of what is earned through iTrials on a per-time basis and temporally gated at 20 hours. -
That reasonable goal is easily done by what I suggested. Simply running one iTrial a week to augment the solo path is a HUGE increase in speed. Add in converting notices from one Task Force and your goal is reasonable.
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Quote:I think that's a good suggestion-- but that system would allow stockpiled tokens to be redeemed for incarnate abilities up to tier 3 without ever running iTrials or any content what so ever, either new or old. Such stockpiled tokens are the reason this wasn't implemented initially, and possibly the reason that something like that never will be. The developers want you running iTrials, Task Forces or missions after the incentive system (incarnate powers) has been created, as the reward and the task are symbiotically designed.Bases off of Bills’ trade in idea
Let the different types or merits be able to be traded for Incarnate Components.
Vanguard Merits: 500 per Common Component
A couple of Mothership raids and you could easily get a T1.
Reward Merits: 120 per Uncommon Component.
I chose 120 as I seem to recall a LotG + recharge being about that. So a few days of Weekly Strike forces and you could get enough Uncommon Components
Hero/Villain Merits: 5 or 10 per Rare
Between 10 to 20 days of 0x1 Tip missions yielding a chosen Rare seems reasonable to me.
Now, what does this do for the Solo minded person? Does it give a path to the Incarnates that does not seem to far out of whack?
If you did a combo of trials and WTF, and solo, you would have an easier time all around.
Very Rare Components, Astral Merits and Empyrean Merits would be “gated”, but that seems a fair trade off, for the ability to have choice in how and what a player could do to get most of the Incarnate powers.
How is this for an idea?
If you can come up with a similar plan that does not allow for stockpiled tokens to be used, it would be viable. Attaching thread rewards as an option on some older content might work, but these will need to be meted by the time formula that constrains reward merits. If an optimized team can beat it in 25 minutes, you're not going to get much when most teams take an hour. But it's a start. -
Quote:That's a lot of polarized points based on comparing hard core grinders against what amounts to soloers or VERY casual players. Why can't you play a few iTrials a week while generating shards solo and converting Notices to threads? That's certainly on the casual side and it wouldn't take very long to augment a character with incarnate abilities. Solo content contributing? Check. Task Forces contributing? Check. And of course iTrials are the bread and butter-- as they should be.You obviously aren't reading so good.
The people doing it in days are those GRINDING TRIALS.
Not everyone wants or is able to GRIND TRIALS.
Those NOT GRINDING TRIALS are given an arbitrary system that ramps up the time necessary to generate the same results from days or weeks to months or years.
And I'm not even going to do the "well you aren't the intended player" and "don't play them then" and "You don't NEED them" arguments the favor of calling them "disingenuous". They're outright, blindly, boneheadedly missing the entire blithering point. -
Quote:That sounds like more of a problem with fixing the Team Up Teleporter / LFG Queue than needing a solo friendly path.Or waste their time on a failed Keyes. After sitting around.
As for Keyes-- it took days for BAF and LAM to be beaten consistently, and weeks for them to be consistently sped through by the majority of groups. Keyes has been out for 2 and a half days and is on the same track, with some teams failing and others beating it, so some perspective is needed. -
Quote:You only NEED vital ESSENTIAL Incarnate abilities on Incarnate trials, in which the components do drop rather easily. I still don't understand this aspect of player complaints.I don't mind examplaring, will happily do it, I once examplared my 50 down to level 10 and got a shard or two helping a mate on his new character, but, it just feels too much of a slog, this is stuff you NEED, vital ESSENTIAL stuff that just doesn't seem to drop to you.
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I find the complaints here valid to a degree. But people need to realize that it doesn't make make great business sense for the developers to have multiple paths to achieve these rewards now that the game is going to be hybridized F2P/P2P with micro-transactions. Certain rewards need to be exclusive to specific tasks and not all rewards need to be solo friendly.
These recent rewards requiring Astrals and Emyreans are readily attainable by casual players with one caveat-- a casual player will likely have to choose what they want now, while waiting to collect the rest of the rewards in later weeks, months, and years. That is, however, unless they want to spend some Paragon Points at the store to expedite the process. All new rewards will likely have two paths to procurement, with one of them likely being a micro-transaction through Paragon Points.
Several posters have harped on what they refer to as gating:
Quote:The crux of the issue is that Y was explicitly created as an incentive to do X. We aren't talking about a hierarchical structure where pre-existing items are locked away and gated behind an arbitrary system of requirements. Of course you are REQUIRED to do X because Y is the incentive. If that incentive is perceived as great enough, then you will feel that you MUST do X to achieve Y. Your perception and desire for the reward are the opt-in, not the task.You say 'to get y, you must do x.' Must do. Not opt in, not do some other way, must do.
The viability of this game going forward is going to depend as much on the task (X) as it will on the desirability of the reward (Y), given that both will now generate revenue. The old business model was simply that (X) had to be fun in order to keep players subscribed. The new business model is that the task (X) must be fun for the majority of players, and that the reward (Y) must be desirable enough that some people will pay for it rather than play for it. -
Stalker is probably the best Kinetic Melee AT.
Stacking Build Up with the tier 9 auto recharge is superior to recharging Power Siphon, which can't stack with itself and is often wasted on high recharge builds. Burst has a 100% chance to critical from a hidden state... yes, that's as powerful as it sounds. Assasin Strike for Kinetic Melee looks awesome too. -
I took Team Teleport on my MM and have been thoroughly disappointed. Pets inherit the hover too late and drop from the sky while team mates are swept up in the teleportation and become annoyed. It would be great of the developers made a MM friendly power pool that granted minor buffs to pets and movement powers that were truly friendly to the MM. Any AT that relied heavily on pets could benefit from this (Traps, Controllers, SoA, Warshades, etc).
I'd sugest passive abilities at tier 1 and 2, the first being a passive like Swift that affects pets, and the second being a passive like Hurdle that also only affects pets. Tiers 3 and 4 would be MM/pet class friendly movement powers. One would be Team Teleport that only affects the owner and their summoned pets. The second would be like Group Fly, again affecting just the owner and their summoned pets. Tier 5 would phase both the owner and their summoned pets, with the exact same restrictions as Phase Shift from the Stealth Pool. -
A very rare component is just portion of what is required to enhance an already existing tier 3 Incarnate power by a rather marginal amount (25%ish). I am STILL surprised that you see 1.2 times that cost for an epic looking costume set that is unlocked for every level 50 on an account as overpriced.
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I really think they should do this. I would suggest that it be gated, in that only one Powerset Respec could be purchased per account per month. It would NOT allow you to switch ATs. But here's the kicker-- it would only affect one of your builds, so build 1 could be a DM/ELA Brute while build 2 could be a DB/Invuln Brute. (In fact, it would probably HAVE to affect only one build, as the other builds would have their own respective IOs.)
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They seem under-priced to me. The full ascension radiance set, which is unlocked for the entire account, costs just a bit more than a Very Rare would.
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No Mastermind build combination should have to worry about Oppressive Gloom because Body Guard reduces it by 75% anyways. It's the same as how Share Pain's self damage is spread amongst all of the pets, which is probably the best aspect of /Pain with a MM. You don't get to heal yourself after Share Pain, but this is countered by MMs having the largest HP pool and a 400% regeneration rate from Suppress Pain. Pain Corruptors have a different version of Suppress Pain that heals, so when they use Share Pain it can get pretty dicey.