Kelenar

Legend
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  1. Quote:
    Originally Posted by Eisenzahn View Post
    DR. DOOM VS. KEFKA!!!!!!!
    Greatest fight ever.

    Marvel + Disney still isn't as epic as Sun Microsystems + Oracle. One programming language to rule them all!
  2. My mastermind found them to be cake. Then I ran through them like a year later on a brute and went 'o_o what the hell was that.'

    I've still found high-level Arachnos to give more of my characters problems. This might be helped a bit by the fact that my brute is /elec/Mu, so she can keep entire mobs of Vanguard almost perma-sapped.
  3. Quote:
    Originally Posted by Samuel_Tow View Post
    Actually, it takes on the order of five minutes. I used to make the run from the Storm Palace to FBZ in around that time, on foot, without dropping off the islands and without using the Mole Points (rather, Mole Point). That was back before geysers were on the map and the cop-out teleporters existed.
    Way back in the day, we tried an informal footrace from FBZ to the Storm Palace... about two hours later, we were all still wandering around the Chantry. Maybe we just had no idea how the zone was laid out or something. Now I'm tempted to try it again and see just how long it takes me now.
  4. Cross the Shadow Shard on foot without using the mole points. That should entertain you for a few months until Going Rogue hits.

    (okay, so it only takes in the hours-ish range last time we tried it as a footrace, but still)
  5. Quote:
    Originally Posted by Blood Spectre View Post
    These things keep me away from the Blue side, honestly. Maybe when Going Rogue hits, and I can switch over to red side I'll play more hero classes.
    Between those and the aforementioned hunts, same here. I can handle running between zones if I have three contacts active, since I'll almost always have a mission in an adjacent zone. 'Travel way the heck over to Crey's Folly and hunt 50 Devouring Earth!' though... no.
  6. If it's any help, here's my current Earth/Fire permadom. There's room for some more +recharge in there, but once I hit +100%, I just sort of went 'eh, why bother?' Some of the procs and stuff are sheer personal preference, so I wouldn't place too much stock in them. I also did this pre-MA, so the price of some of the purples has probably increased a zillionfold since.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Fiery Assault
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), Hold-I(5), UbrkCons-Dam%(7)
    Level 1: Flares -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(7), Entrpc-Dmg/Rchg(9), Entrpc-Dmg/EndRdx/Rchg(9), Entrpc-Heal%(11)
    Level 2: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(15)
    Level 4: Fire Breath -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(15), Ragnrk-Acc/Rchg(17), Ragnrk-Dmg/EndRdx(17), Ragnrk-Knock%(19), Posi-Dam%(48)
    Level 6: Quicksand -- RechRdx-I(A)
    Level 8: Swift -- Run-I(A)
    Level 10: Fire Blast -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(19), Entrpc-Dmg/Rchg(21), Entrpc-Dmg/EndRdx/Rchg(21), Entrpc-Heal%(23)
    Level 12: Stalagmites -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(23), Amaze-Acc/Rchg(25), Amaze-EndRdx/Stun(25), Amaze-ToHitDeb%(27), Posi-Dam%(27)
    Level 14: Health -- Heal-I(A)
    Level 16: Hover -- LkGmblr-Rchg+(A)
    Level 18: Earthquake -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(29), DarkWD-ToHitdeb/Rchg/EndRdx(29), DarkWD-Rchg/EndRdx(31)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(31)
    Level 22: Fly -- Frbd-Fly(A), Frbd-Stlth(33)
    Level 24: Combustion -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(33), Sciroc-Acc/Dmg(33), Sciroc-Dmg/Rchg(34)
    Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(34)
    Level 28: Volcanic Gasses -- Lock-Acc/Hold(A), Lock-Acc/Rchg(34), Lock-Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(36), Lock-Acc/EndRdx/Rchg/Hold(36), Lock-%Hold(37)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), Dmg-I(42)
    Level 35: Stone Prison -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(40), GravAnch-Acc/Rchg(40), GravAnch-Immob/EndRdx(40), GravAnch-Hold%(42)
    Level 38: Blaze -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(42), Dev'n-Dmg/Rchg(43), Dev'n-Acc/Dmg/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
    Level 41: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(45), Efficacy-EndMod/Acc/Rchg(45), Efficacy-Acc/Rchg(45), Efficacy-EndMod/Acc(46), Efficacy-EndMod/EndRdx(46)
    Level 44: Scorpion Shield -- DefBuff-I(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
    Level 47: Personal Force Field -- LkGmblr-Rchg+(A)
    Level 49: Summon Tarantula -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(50), ExRmnt-Acc/Dmg(50), ExRmnt-Acc/Dmg/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    ------------
    Set Bonus Totals:
    • 14.5% DamageBuff(Smashing)
    • 14.5% DamageBuff(Lethal)
    • 14.5% DamageBuff(Fire)
    • 14.5% DamageBuff(Cold)
    • 14.5% DamageBuff(Energy)
    • 14.5% DamageBuff(Negative)
    • 14.5% DamageBuff(Toxic)
    • 14.5% DamageBuff(Psionic)
    • 1.25% Defense(Fire)
    • 1.25% Defense(Cold)
    • 4.38% Defense(Energy)
    • 4.38% Defense(Negative)
    • 5% Defense(Ranged)
    • 2.5% Defense(AoE)
    • 4.5% Max End
    • 100% Enhancement(RechargeTime)
    • 2.5% Enhancement(Held)
    • 52% Enhancement(Accuracy)
    • 72.5 HP (7.13%) HitPoints
    • MezResist(Confused) 10.5%
    • MezResist(Held) 10.5%
    • MezResist(Immobilize) 7.2%
    • MezResist(Sleep) 6.65%
    • MezResist(Stun) 5%
    • MezResist(Terrorized) 5%
    • 18% (0.3 End/sec) Recovery
    • 70% (2.97 HP/sec) Regeneration
    • 7.56% Resistance(Fire)
    • 7.56% Resistance(Cold)



    Code:
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  7. Quote:
    Originally Posted by Lazarus View Post
    Now if only they'd add the function to drop the entire remainder of the arc. Sometimes you just don't want to finish it, especially if it's an outleveled hero arc with several defeat all missions left full of grey foes.
    I've been whining for this for years. I hate running a task force or something while I have an arc just started, only to come back to the arc later and discover that I now have to fight through six missions of -3s.

    Fortunately, i16 should make them much less painful.
  8. /signed

    I see no reason not to, and it'd help new players learn about such things.
  9. Quote:
    Originally Posted by Newbunkle View Post
    I only read up to page 5 and then skipped to the end, but I wanted to throw in my 2 inf.

    I'm still a relative newbie compared to most. I played a two week trial after someone gave me a code. Later I bought my own copy and got 45 days with that. I've just recently resubscribed, and I'm 2 weeks into a 3 month subscription. I spent months away from the game between each of these times, and the game already feels repetitive.

    I decided to rejoin after hearing about power customization, and also because I was curious about the mission architect. I tried it out for a few days, but I was disappointed that none of the teams I joined wanted to do any story arcs, they just wanted to farm xp. In the end I gave up on AE and solo'd the last 3 or 4 levels to get my first level 50.

    I hope issue 16 modifies the AE enough to discourage farming. It would be nice to find an AE team and actually explore some good creations. I'm also looking forward to Going Rogue. I like the sound of having options and exploring the grey areas. I hope it expands the AE so that I can use some of that in my own creations.

    I'm the kind of guy that likes deep content, and I love to explore a bit too. Sometimes I just like flying around zones and admiring them, though some are better than others. The best ones have lots of interesting landmarks like Atlas Park, though even that has a few areas where its one identical warehouse after another.

    Unlike a previous poster, I'm actually in favour of smaller maps. I like it when you bump into other players, and some maps are so big you might never see another person around. The best thing about the game is the social aspect.

    The most fun I ever had was doing the task force on Cimerora. We had a varied team so everyone had something useful to do, and everyone was friendly and had a good sense of humour. Its not always easy to find good teams though.
    One thing I'd suggest is to check out villainside, if you haven't already. It's not perfect, but it does mostly avoid many of the problems outlined in this thread: hunt missions, excessive inter-zone travel, hidden kill-alls, simultaneous glowy clicks, fed-exes...
  10. Quote:
    Originally Posted by JohnX View Post
    While some folks might be able to find situational uses for them, I've found that there is always a better overall power choice available.

    However, it would be interesting to see a cooridinated AV attack by 8 blasters
    simultaniously triggering aim-buildup-snipe.

    I wonder if it would one-shot?
    I doubt it'd even get them below 75%.
  11. Kelenar

    Kill X mobs

    My two least-favorite hunts are actually both redside and in Sharkhead.

    Kill X Council Near The Pit - Most of the Pit spawns at level 24 or so, but you can end up with this mission at level 20. Most of the Council spawns near the Pit are also large groups, bosses, or warwolves. Trying to fight two +3 archons on some characters isn't fun.

    Defeat X Circle of Thorns in Potter's Field - About the same deal as the other one, but CoT aren't even that common in Potter's Field. Where they do spawn, they're often in patrols, so if you fight one, you run the chance of having a wandering +4 Madness Mage wander upon you. Oh, and a lot of the groups spawn near even higher-level ice demons.

    Honorable mention goes to Numina's series of 'HUNT EVERYTHING EVERYWHERE. IN ORDER.' missions. With that many zones involved, it's way common for us to be doing that mission and suddenly need to hunt in a zone that's currently under Rikti/Zombie invasion and thus won't spawn anything for 15 minutes. Sometimes this happens with multiple zones.
  12. Quote:
    Originally Posted by Nethergoat View Post
    to paraphrase Brody, "he's gonna need a bigger boat".
    Especially if those multi-billion inf ones Fulmens posted are still up (and I would certainly hope they are)...
  13. Quote:
    Originally Posted by Eisregen_NA View Post
    DeBuff/Melee would be my favourite idea to actually implement. Most of my Defenders and Corruptors are essentially in melee all the time anyhow for various reasons. Might as well get more bang for the buck.
    This. Thisthisthis. Make a debuff/melee or melee/debuff AT and I won't have to look at anything else for months.

    Alternatively, make more debuff-oriented Corruptor secondaries so I can play more range/debuff without redoing the same sets for the third time!
  14. Quote:
    Originally Posted by Samuel_Tow View Post
    And yet, even I have to say that playing missions with vastly inferior rewards would deter me from trying them. Once in a while, perhaps, when I consciously devote some time to burn. But as long as I'm playing, I can have fun in many ways, and so it doesn't make sense that I'd pick the one which gives no reward as my baseline. It's just not worth it.
    This rather neatly summarizes a lot of my reasons for not exemplaring right now.
  15. Quote:
    Originally Posted by Fleeting Whisper View Post
    Not while solo, no. But if you've got a duo, you can both take Stimulant, regardless of your pri/sec, and be protected.

    Edit: Actually, Combat Jumping provides immob protection, and Acrobatics provides some minor Hold protection. So you can get some for yourself.
    I think Aid Self gives Disorient protection, too.
  16. This thread is off the chain, hook, and wall.
  17. Kelenar

    Hi guys!

    Quote:
    Originally Posted by Bradders View Post
    So hey this thread got real interesting then real boring again in the space I was away from keyboard.

    So awesome.
    This thread is made of 100% pure Internetonium.
  18. Quote:
    Originally Posted by Eiko-chan View Post
    An alternative might be to make the unlockable costumes work like some of the veteran's awards: make it a "claimable" reward to unlock the costume, which can be redeemed once on the account. Once a character has claimed the costume piece(s), the badge can be re-earned to unlock another choice for another character. That way the work is still being done to unlock each costume piece, but the benefit goes where the player wants it, rather than necessarily to the character that unlocked it.
    That could be a good way to handle it, and it'd even get rid of most of the problems with hero/villain disparity between the required enemy groups.
  19. Kelenar

    Bad Mouthing CoH

    Quote:
    Originally Posted by Sailboat View Post
    WHAT freakin' place is he playing where you can "oust and replace" a game master? In my decades of experience, it's more like "No one, under any circumstances, will agree to be game master, because then they don't really get to play. Once you find a game master you'd better not "oust" him or her because you'll never be able to "replace" him or her. You use whatever game master you can wheedle into doing the work, o you just don't get to play, period."
    Ahahaha, now here is enough truth for six threads.
  20. Account-wide, please. Right now, if I want to make a rogue Family AR corruptor with a tommygun, I have to find some way to kill a bajillion Family to unlock it if I want my whole costume at level 1. Heck, my Brute, who is from the Shadow Shard and worships Rularuu, still doesn't have a Rularuu weapon at level 50 because it's such a hassle.

    Apart from the Rularuu stuff, there really isn't much in the unlockable weapons that couldn't easily be explained by 'he used to belong to X enemy faction but then left to become a hero/villain, and he took a weapon with him.' Some of them, like the various rifles and gladius, don't really require any explanation at all--they're just swords and rifles. If they're similar to the ones enemies have, well, hey, that's an interesting coincidence. They must have gotten theirs from the same store that was handing out identical Frankenrifles to everybody for years. Leave it up to the players to decide where and how their characters got their weapons.

    About the one argument against making them account-wide that I can see the devs holding to is that it would discourage people trying for those badges, but... they seem to be moving away from that sort of thing anyway.
  21. I always thought it seemed pretty clear by the end of the TV's arcs that the Television and Radio Free Opportunity were two American Gods style new divinities of their respective concepts, general spirits or manifestations of TV and radio.

    (Obviously they're both doomed when Internet gets in on the fight.)

    Or maybe I'm just crazy.
  22. Quote:
    Originally Posted by macskull View Post
    Let's put Freakshow up to 1.0 and give a reason for people to fight Malta and Carnies by upping them to 1.1 or 1.2 or something like that.
    Bump Carnies up to about 3.0x and I might not get nauseous at the idea of fighting Master Illusionists!
  23. Quote:
    Originally Posted by Muon_Neutrino View Post
    (stone melee/assault/control and storm summoning are the best sets evar in my opinion )
    All sets that I really, really like on the graphics end of things... after playing Stone Melee with its screen shakes on every attack, every other melee set feels wimpy. Probably what spoiled me for DB/Claws brutes.
  24. Quote:
    Originally Posted by Fleeting Whisper View Post
    1) Power Boost buffs the effectiveness of powers activated while Power Boost is active for the entire duration of the buffed power
    One thing I'd note here is that certain powers that would otherwise be helped by Power Boost are flagged as not affected by external buffs. The most notable example is most +defense shields with a resistance component (like /Ice corruptor buffs), I believe.
  25. Quote:
    Originally Posted by Dark_Respite View Post
    I can see it now.

    Mah'na: Mah'na. Do'doo: doo doo doo.

    Michelle
    aka
    Samuraiko/Dark_Respite
    And no mouths, so you could hire bargain puppeteers!