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Quote:This isn't more content. It's just a new powerset with the same content. ACTUALLY adding content would be a good thing for the Devs to do. Of course, the Devs did give the players a way to make nearly unlimited content, but the Players then drove that system into the ground.
99% of all player made content is just so BAD it's, IMO of course, hardly worth counting. The generl masses of people are NOT creative enough to pull it off, that's why we all aren't writers and game designers. (i enclude myself most promonently in the, not creative catogary.)
It got drove into the ground because it was a bad idea. having to go through poorly scripted (I know, god knows i'm the last person alive to pick on spelling and gramer, but some of that stuff makes ME look like an english teacher...LOL) unfunny, unengaging, just generally unfun stories, hords and hords of them, to find the small handfull of really really godo ones just was never appealing to ME. And others i'd wager, so they used it instead for powerleveling and thus, the feasico that was AE has been brough to a compleation. Now, since PLing outside the AE building is easer and much more rewarding, and AE has to stand on it's own merits as a story telling device, so far as i can tell, it's dead in that place... even after the guest story archs they published.
that to me, is just more proof they dev's royally wasted there time on that project. But, that's ok. It's out of the way now and i hope the dev's focus on stuff the majority of gamers want, instead of pet projects.
as for the original suggestion, for much the same reasons everyone else has said, i don't like it. Easy mode to 50, then switch into the epic classes, and trick them out? I think not. Not to mention it's a fairly rare thing, as far as i can tell, for comic book heros to fundomently change there powers, in the long term. Alot will have a story or two showing them gaining different powers for a time, but in the long run, they always go back to there original powers. To me, it'd be emersion breaking to constently see people jumping between powersets. *shrug*
That's my 2 cents on it. -
[QUOTE=Steele_Magnolia;2336356]
The 30 Firbolg needs immob, hold, or sleep - basically a controller - to succeed.
/QUOTE]
This mission is crasy easy for me.... i solo it, perfectly each and every time. on the hardest difficulity. In seconds... I reclick my contact and tell him to shove it up his.. er.. i drop it and move on...
Much MUCH less stressful that way. >.> -
I was toying around with mids the other day, thinking up new combos to try, and i found a brute build that piqued my curisoity. An EnergyMelee/Dark. I have not played either set yet, which is something of a guildline i have for myself now a days, not repeating powersets if i've already played them. If they are slightly different and in a different AT, i allow it. Like when i made my BS/SR stalker. i have both a BS/Shield and a Claw/Sr scrapper, but it's a different AT with slightly different powers so i bent my rule....
anyways, back to the topic at head. I'm diggin the idea, already made and tinted my pink pom poms blackish, then it hit me... won't Opressive Gloom hinder my fury building? And if so, how noticable is it? I'm more intrested in survibility on this one, but, a brute without epic smash just feels kind of wrong, youknow? -
Teaming advice...
Keep shields up, all the time. Not hard to do on a 4 min timer. Work in some binds and it's even easier. I use the number keys myself. click a name, then 1,2, next name and so on.
With your shields up, you'll only need to spot heal. thankfully.
Forge other Corruptors, Dom's, and stalkers FIRST. Forge buffs damage based on the targets base damage, not the modifier, IIRC, so, brutes, belive it or not, have kind of low base damage, so your buff is less effective on them.
Debuff whenever it's up. (melt armor)
Thaw and rez as needed.
And if you learn to do your buffing on the fly, as in, inbetween spawns, you'll have plenty of time to blast the crap out of stuff, only needing to pause for spot heals and debuffing.
As for solo play... my honest advice? Don't. With dual builds, it prolly can be more managable to solo, but still, it's going against the grain of the power set. So it's going to be hard. I didn't have ANY fun soloing mine. it was a chore. I only did it when i HAD to and out of pure stubbereness to get my first villian to 50. (my fire/thermal was my first) I would NEVER do it again. Not solo. Thankfully, i don't have too. heh. -
Quote:Flooring a mobs recharge speed is powerful midigation. But i'm pretty sure a few progs and quills won't get there, so i wouldn't bother. I'd rather up the damage and just kill the mob faster.Basically you are right thinking that the more places you put a slow proc the more chance it has of working but in practice it makes no difference and the slots are better used elsewhere.
Caltrops: Has so much slow the extra won't really matter
RttC: I hope the heal is still maxed out?
Quills: Who cares if anything gets slowed?
Not once in all my CoX life have I wished for a better slow power.
But if you ever want to see the power of epic slowing in action, go find a good Ice/Storm controller. Its a sight to behold. -
I find that, if you activly AVOID the generators and kill Mantis and find the girl, you'll win. I've done it once or twice... but most times i just say, "screw it" and fail or drop the mission if i can. Yeah, i dislike this mission greatly and considered it bugged.
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Quote:Lost my BullMastiff about 2 years ago to bone cancer. He was 9. Not bad, i've been told for a 160 Lb Bull. *shrug* I felt very similarly when it came time to put him down... not wanting to wait to long so that he suffered, yet, not wanting to go too eairly if he still had some good days ahead.We lost our rottie to cancer a couple of years back and my one regret is that we perhaps waited a bit too long. In the end, there were more bad days than good days and in retrospect I feel a bit selfish for not letting him go sooner.
My condolenses to you and your friend.
Right after i wondered if i waited a day or 2 longer then i should have... It's never an easy dessission.
My condolences on your alls losses. I understand the pain. -
I'd have prolly made a few heros/villians differently... maybe. I like the concepts i settled on, but, thinking back..
I'd have made Astral Eye a psy/psy blaster instead of a Kin/Psy...
Flamebrain, would have been a fire/thermal, not a fire/emp... troller.
...
That's honestly about it, and frankly, i'm not unhappy with my current builds so, eh. -
Quote:Is it worth slotting for the slow to keep the enemies close? Or better to fill it with procs?
I find, so far, on my new Spine/Elec that stuff dies so darn fast with my opening alpha strike that enhancing the slow would be pointless. Only things left standing are bosses and they don't run, ususally. And even if they did, i can keep up. lol.
Sides, to make quills really really shine, you want to max the damage and acc, and have some good endurance reduction in there, and that, will take most if not all your slots.
Not worth it IMO. -
I've said many many times, and honestly belive, that kinetics is a better controller secondary then it is a defender primary, or even a corruptor secondary. Controllers IMO make the best Kins. (I have a Gravity/Kin, Kin/Psy, and a Rad/Kin, all lvl 50's. I'd like to think i have some expearince with the powerset. heh.)
Kins are all about damage and speed buffing, with a nice but unreliable heal that's melee ranged.. That makes playing them well kind of damgerous. To get the most out of them, you got to get in close. And outside of the nice, yet unrealable heal that forces you into melee range.. just the place you want to be when you NEED a heal.. lol.. is it's only real protection. There is repel i guess... but eh, it can knock your target you were wanting to heal of away.... So, IMO, mixing that play style with a primary that's built around hard and soft control, lessens the danager and allows for greater freedom to use your powers to greater effect.
The trade off, is, unless you roll the fire/kin/fire build, your prolly not as damaging as most defenders can be with a full buffed blasting secondary...(and that's a maybe. controler damage is hotly debated. Myself, my controllers are not build for damage, so i just don't see it..) but when i play a kin, i'm normally in team support mode, so i'm more concerned with how much damage everyone else is doing then myself. -
Quote:I am neither for or against more levels, but there are several powers that I wouldn't mind having extra slots in......XD
Getting extra slots after 50 should be hard to do, however.
Over the Dbl Xp weekend, I hit 31 on my lvl 50 hero/villian tally. 21 heros and 10 villians. If they upped the level to 60... I'd prolly become crippled with indecession and unable to level anyone.
That's not to say i'm AGAINST it... but... eh. I have no idea where i'd start... -
Quote:Heh. Teleport over here in CoH land SUCKS. (IMO of course) I have binds. I use binds. I can make teleport WORK and HAVE, out of shear stuberness. (it was a concept build with concept powers.) But it's a pain to use in mission for travel, or for short distince hoping around the world map for kill missions... basically if your not traveling a long distince in a stright line... teleport is prolly the LEAST effective travel power. (again, IMO)Just curious on what is the best travel power to get? I tried teleport and that isnt bad but curious if one of the others would be better.
Unlike in champions... where it is a godly travelpower of pure awsome and win... >.> come on devs... make ours work that way... PLEASE!!
Anyways, teleport rant aside. Besides TP, all the other Travel powers are pretty nice. Fly has an epic, hero feel, has the best manuverablity, but is slow.
Speed is the fastest(besides teleport, in long distinces race in a stright line that is. Plop buildings in the way, or make it a short distince, and superspeed is as fast, or mabye faster. also, have to take lag into account... it really can hinder tp..) but has no vertial movement. Not a big deal now a days with safeguard jet and jump packs.
Jumping skirts the middle of the two. Good to great vertial movement, and fast. IMO, the best over all travel in the game. whenever my concept doesn't call for a specific travel, i go with superjump UNLESS i'm short on powerpools and need hasten. at which point it's superspeed. -
I have a lvl 50 FF/Archer and a lvl 22... (he's my current project) AR/Cold. IMO, now a days with IO defence and veat leadership powers (on villians anyways) defence is so saturated out there that the bubbler is honestly overkill. With no debuffs, and tricky to use knockback to work with besides defence. Cold has slows, debuffs, knockdown.. and +def. Brings more to the team, IMO.
I have an ILL/Sonic and a Fire/Thermal (both 50. Intresting how it worked out that my hero shielders are FF/Sonic and my Villian shields are cold/fire.. not planed.. just how it worked out. anyways...)
This one is tricker. +res is NOT easy to find. And sonic has more. plus NICE -res debuffage. Fire, has less +res, a -res that can miss and isn't perma... and heals/rezes. It's kind of a jack of all trades set. PERSONALLY... I think sonic is a much better shielder (being a specialest.) but thermal is more versital... So i'd go for Thermal... i tend to favor versitiality personally.
But really, the BEST advice is to keep the ones you like playing the most. Your prolly better with your fav, and that's what really matters. The player behind the powers, not the powers themselves. -
Quote:I have a level 50 WP/SS tank that is an absolute joy to play, but he has one Achilles' heel--Sappers. They are the bane of my existance. I inwardly groan every time my teams pick Malta missions just for that reason. How would you deal with Sappers on a level 50 WP/SS? I usually try to rush in and hit them with Footstomp or Knockout blow, but they often get in a shot before I can get into melee and fire off my attack. I've considered trying to soft-cap for ranged damage to offset this, but I'm which IO sets I'd need or if this is even possible. Influence isn't an issue for me though, so if I can tweak my build (or even create an entirely new "Malta" secondary build), that's not a problem. Help!
Prolly alot easer to softcap your energy d then ranged. *shrug*
I deal with them by kicking there @$$ first and moving on to the rest of the mob. I haven't had an overly hard time with them that i can remember, GRANTED, it's also been a while since i've ran malt missions on my lvl 50 tanks, because, i mainly TF on them and there are no malta TF's that i'm aware of. Do they show up in the shard tf's? I forget...
If your WP is build like mine, you should have 30 something defence to energy right? (34ish IIRC with weave/CJ/steadfast) a small purple should near soft cap yah. and that should be easy enough to scroung up before jumping into a group with a sapper in it. -
Quote:Well, I've got both an Invlun/SS and a WP/BA tank. My only 2 tanks as a matter of fact. (at 50, that is. got a baby Fire/Dark just into SO's.)First of all I want to say thank you to anyone who reads and responds to this thread.
Now that that is out of the way, it has been quite a while since I've rolled a tank and really started getting the urge to roll one based on a character in a book I'm reading right now. Due to the theme of the character, an ex-Army MP, I have determined that I want him to be have either Willpower or Invulnerability as a primary.
However, that's when I get stuck. I was looking at both sets and for the life of me I can't decide on which would be better. Both fit equally well thematically so that's not the issue. I was just wondering if I could get some expert opinions on which set is easier, more fun, and more effective for the purposes of tanking. I'm quite familiar with how to play a Tank and so I'm not looking for the "newbie" route. If one is more effective than another but not necessarily easier then that's fine.
Again, thank you all for the advice and I look forward to reading all of your responses.
I'd say defensively, they are about equal... if not slightly slanted in willpowers favor. Willpower, has no defensive hole to fill, like invlun does in Psy. Willpower also has near endless endurance, so adding tough/weave is no problem. (and you SHOULD add tough/weave.) Capping HP is pretty easy IMO, and very helpful. 9.5 times out of 10 i just jump into mobs without fear. And only a few AV's give me pause. (mainly STF AV's.)
Invlun, is tougher against S/L enemies, and alittle weaker against all other damage types. It'll take some slotting to get it's endurance under control, especially if you train tough/weave, which you SHOULD. You can soft cap defenses, with some work, and once you do, it's prolly the second toughest tank in the game, save granite. My invlun isn't softcapped YET. (i keep making plans to, but tank pretty well as is... so i'm saving my money for my alts) I jump into most mobs without fear, i'd say 8 out of 10. Groups with extream energy damage, like the crystal spawns in the ITF, can give me problems some times, and a few more av's are worrysomewith an invlun.. anyone with good psy damage, ect.
So defensively, it's a toss up. Will power may be alittle stronger, but not overly so. To ME, the deciding factor is argo control. and Invlun, wins that hands down. I have a heck of a time keeping argo on my WP/BA. (argo as in spawn argo. AV argo is easy to keep with any tank.) Rise to the challenge is a joke argo aura, so you have to rely completely on taunt, meaning you HAVE to train it, and aoe attacks/gauntlet. Invlun's argo aura works MUCH better. You'll have an easer time keeping argo on an invlun.
So the question is, how importent is group argo control to you? Most teams are compitent enough to stay alive with you holding MOST of the argo, not all of it. If most is good enough, (and usually it is) then a willpower is slightly tougher and easer to use. But if you want to hold ALL the argo, you won't do that with a willpower. So you'd need an invlun.
Either way, GL to you and your tanking advanture! -
i'm talking about the Gazillion Deal, which if i understand correctly, puts the marvel MMO back on the table. *shrug* At least that's what i've heard.
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Quote:What i got from the artical is, CoH is getting old, and ncsoft needs to start planing a sequal NOW if they want it ready in a few years, like the end of 2011 into 2012, when city will really be showing it age and up against some STIFF compatation.The article doesn't really articulate why CoH needs a remake, nor it seem to bash the game. It basically says the game is old and newer games are coming out. A valid concern, but the market is big enough for more than one superhero MMO.
With Going Rogue just around the corner I'm not sure a remake/sequel is warranted.
And i agree. When this game is up agains DC online, Marvel online(maybe), and Champions (maybe, if it's still around) being the old dog on the block with dated graphics and a (more then likely) dwindleing comunity, then is not the time to start planing a sequeal. it's to late. do it now.
thats my take on the artical. and man of man, did reading about Asheron Call bring back a FLOOD of found memories... i had ALOT of fun in that old game. -
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Quote:Yea, it was.
I'm not really sure where folks are finding the arbitrary number of new zones. I've seen a lot of folks saying there will only be one or two new zones and that's it, which seems kind of silly for a paid expansion really.
It WAS? Or it IS? Did they change it on us? I'd be kind of annoyed if they did... -
Quote:Wasn't having the 60 month badge the tier ONE requirment, and the preorder 3, with the new loyalty badges being 2?Like i said above Yes it can be pre-ordered cause it supports the new tier system coming with going rouge
Tier 1: Having your New loyalty badges
Tier 2: Pre-Ordering Going Rogue
Tier 3: Having Year 60 vet badge
The only real question i have is will it be NCsoft store pre-order -
If there's perks, i'll preorder. If the perk is beta, since i'm a 63 month vet.. soon to be 66 i think. (been here from the start) AND been loyal during the loyalty phase... I think i'll get into beta without a perorder perk. LOL.
I still may... i'm friends with my local EB manager, so, i tend to buy and preorder my stuff at his store. (it gamestop now isn't it? bah)
Either way, 3 copies for this household. 2 for me, and for my kid brother... cause i'm a GREAT big brother. -
Quote:Another vote for endgame content for 50s. (A feeling is telling me we really shouldn't worry about this.)
More costume options. And many, many more weapon models.
More lvl 50 stuff would be nice, but in all honestly, i'd like some new content in the lower levels too. Mid levels as well... ok ok, just a bunch of new content to make leveling new heros/villians even more appealing. WIth the new exemping/sking system in game, you add new content ANYWHERE in the game, and it's new content of all really. You get xp. you get extra powers. Sking and exemping is easy. It's all good.
And besides new content i want new powersets. and i mean NEW. not just plofiliration, which i want too. (i want it all darn it!!)
New content, new powers. That'd make me a happy gamer. -
I have to ask, because i've got a lvl 21 Fire/Dark tank, and was hoping to see how tough you could make them, how are you softcapping a set with NO defence at all? Your finding all 45% defence from pools and IOs? What does that look like? (build wise?) what powers are you sacreficing? How expensive are we talking here?
I knew there was alot of defence out there to find, but didn't relise there was that much... you can soft cap anything with IO's if you really try, can't you? -
Quote:SR is also much easier and cheaper to softcap IME then Ninja, and once you hit the soft cap, the self heal IMO is more a luxigery then a nessissity. All i pack in my inspreation trays on my 2 softcapped SR's (scrapper/brute. stalker in the works.) are greens...I only have limited experience with SR (lvl ~31 DB/SR) and no experience with Ninjitsu, but a couple other differences between the sets:
SR can attain ~30% def with its powers.
Ninjitsu can attain ~21.645% def with its powers (~24.57% with slotted Hide)
SR has scaling resistance.
Ninjitsu has no resistance, but a self heal comparable to Reconstruction.
SR has knockback protection / resistance.
Ninjitsu has fear protection.
SR can hit 95% def resistance.
Ninjitsu has 34.6% def resistance.
SR has...?
Ninjitsu has Caltrops, Smoke Flash, and Blinding Power.
Is one better than the other? Hard to say. Softcapped Ninjitsu is likely stronger over time in conventional fights than SR because of the self heal, but it doesn't have the scaling resists, either. The biggest thing SR has over Ninjitsu is the def resistance, which mean it's extremely unlikely SR will ever suffer cascading failure, something Ninjitsu still may have to worry about from time to time.
I have a nin stalker, and he's NOT softcapped because... i couldn't do it and keep the powers i wanted slotted the way i want them. I endded up with.. i think 36 or 38 active defence, in combat. Between that much defence, and a good selfheal, it plays really well for me, and i split the difference in my inspreation trays between greens and purples. A small purple softcapps him. So, if the going gets rough, i eat a green/purp and, well, the going gets easy. lol
And that, IMO, is why you should leave each set alone. They both proform very well, just differently. Why make SR a nin clone when there's a good chance Nin is going to be ported to scrapper in the near to distent future? I'd rather have the verity of choices myself. -
Quote:Slotting def IOs in hide incresses that 1.88 correct? Like, 2 IO's will incresse it to like, 2.4 or something IIRC. That extra def can come in handy when your trying to soft cap.5.63% def (most)/39.4% aoe/0% psi unsuppressed.
1.88% def (all but psi) suppressed.
I think you have to edit the database to get Mid's to show just the 1.88%.
http://www.redtomax.com/data/powers/...ark_Armor.Hide