Kiwi

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  1. I remember reading a suggestion to help with slots that wasn't too bad, it was that if you put a slot into the form power then the attacks and whatnot for the form gained a slot (Meaning 6 slotting nova/dwarf form would 6 slot all the powers they have)

    But that would probably make it too easy to 6 slot everything... I'm not terribly sure what could be done (If anything) to help ease form slotting without unbalancing the AT's.
  2. I like the effect on some of my characters...

    Also if they removed it outright they I would be annoyed and probably someone out there with "Super Fiery Pompom Guy" would also be annoyed.
  3. Kiwi

    Level 20?

    Quote:
    Originally Posted by MaestroMavius View Post
    Sort of.

    You've got to level to 20. So if you have any toons at 19 your in luck, just level to 20 and then train. Viola!

    They'll unlock for you the next time you train someone past 20.

    Oh and Welcome Back!
    Interesting, since when I came back all I did was log into my level 25 MM and my level 42 Blaster and they unlocked...

    Perhaps if you have a character higher level than 20 to log into it will count it?
  4. Now, I'll admit I don't really have much experience in Corrupters, I tried a few about a year ago (To get epic red Energy and Electric blasts) but now

    I'd like to try a new one with power customisation and more diverse teams (Instead of lots of MM's there are now other AT's, including blue side ones) but I don't know what to pair with Fire (My first ever character was a Fire/Fire blaster (Got to level 13 in the trial)) I was thinking something like /Storm /Rad /Kin as something fun and effective (I don't particularly want to go /Dark unless I'm given information on how it is the best combo and deserving of the hundreds of people playing it for Tar Patch + Rain of Fire)


    So what do you guys and gals think I should try?
  5. I just checked Mids (I'm not fond of Power Boost myself) and it does appear to increase the Mag of the hold in Poison Trap.
  6. Quote:
    Originally Posted by Maniac_Raid View Post
    Don't forget movement on your part interupts the power as well.

    As for the 30 second timer to log out. While I'm sure it could be coded, using tech from the Day Jobs, to determine if you're in a "safe area", I'd wager it's the way it is for consistancy.

    Think about it like this. GR just came out, and you've never played CoH/CoV before. You buy the game, install it, make your character, play around for a while, and you happen to log out in what qualifies as a 'safe zone'. Next time you play, when you're ready to log out, you're in a 'non-safe zone', you got the 30 second timer now, and a random mob comes over and kills you. Would be a little confusing.
    Would it be possible to mention it in the popup help message for day job locations?
  7. Quote:
    Originally Posted by Hockeypuckhead View Post
    My bots love running in melee....arent they supposed to be ranged?

    They will literally run up to the mob and then shoot them and get beatdown in seconds if its an orange mob.

    This kind of annoying and I was wondering if there was a way to get past this?

    I tried looking up macros but all I see are bind guides and it feels like Im trying to read chinese.
    No way to fix this currently... It comes from back when all pets stood at range and used only their ranged attacks, but this annoyed Ninja and Necromancy Masterminds so they changed it so pets would try and get into melee... This unfortunatly annoys Thugs, Bots, Demon and Mercenries Masterminds...

    Though after you get your Force Field Generator and Poison Gas Trap you can effectively run in with your bots in bodyguard mode, lay down your Poison Trap and then decimate the group while everything is sat safely under your Force Field Generator.
  8. This change won't really affect you, as it just normalises Brute damage to be in line with Scrappers. Since you also have not played a Brute you shouldn't notice much other than the increased damage compared to your Tanker but with defences taking longer to get to the same amount.

    Also I was wondering if anyone knew whether this change affects the Thugs/ MM's Bruiser pet? As it is a fury using Brute.
  9. Quote:
    Originally Posted by Monstrofo View Post
    Fly in my opinion is the worst travel power for pets... Because it's slow and a straight line, they follow behind you on the ground, getting attacked by everything.

    The other travel powers are fast enough that they tend to just despawn/respawn at your new location; they can't keep up.
    With the increased fly speed that came with GR I've found that on my flying DS/Therm that they generally can teleport often enough to not get attacked by things on the ground. Incidentally the sound that is made by my demons teleporting have made various people wet themselves and fall off their chairs...

    In the end travel powers are taste with some people going combat jumping and using Ninja Run to squeeze out some defence and extra power picks.
  10. If I remember correctly you don't need to be blueside to have access to APP's so going villain will allow you to get any pool without having to switch sides.

    Also what is your build like? Most APP/PPP are used to fill in holes in a build (Such as Shadow Meld in Soul Mastery for people who arn't at the Defence Cap) are you looking for AoE damage? Control? Self buffs?
  11. Hover is a crap travel power... but it leads onto fly which is nice, it doesn't really matter what you use for travelling as long as you want it.

    Hasten is nice as it allows all the longer recharging things to be ready for the next fights quicker, it's not a must have but it is very nice.
  12. Umm... What is Duplicity? I've never heard of it before and I know most power names.
  13. Quote:
    Originally Posted by Dechs Kaison View Post
    Bruising was not QoL for tankers. It's a substantial buff to make them more appealing to a team.
    I thought it was a QoL change, as many Tankers were being played in teams without it and not having it wouldn't make it so teams would never have Tankers.

    It helped them but it wasn't neccessary for them to be played.
  14. Quote:
    Originally Posted by Lothic View Post
    Yes I can see why trying to use a MM to street sweep certain enemies and in open missions could be irritating. But guess what: That "disadvantage" is part of what balances out a MM relative to other ATs.

    Every AT has strengths and weaknesses. You find what you're trying to do "irritating" precisely because you are attempting to do things MMs are not very good at doing. Stop trying to pound a square peg into a round hole with this.

    You need to accept that playing a MM requires certain kinds of tactics that are fairly different from most other ATs. If you aren't willing to adapt to that you will either continue to have a bad time with it or eventually realize that you don't really prefer that playstyle. The Devs are certainly never going to change the core characteristics of an AT this many years after its introduction without major evidence that there's actually anything wrong with it. Which there isn't... *shrugs*
    Ok I guess I'll just have to deal with it...

    I just thought it would be something small to help a AT out (Such as Bruising for Tankers, not needed at all but a quality of life impovement)

    I suppose the only time it becomes really annoying is when I'm on my Thugs MMs (They seem to be the slowest) and on any teams (Due to people not wanting to clear open missions and just looking for the glowie/boss and heading there and sometimes dieing due to not realising how much they were relying on any of the MM's pets)
  15. @Sharker_Quint I've often found that it takes a while for them to run to me unless they have teleported shortly before I get to where I want to be.

    @Lothic It's not getting rid of all the drawbacks of MM's just getting rid of the ones that cause street sweeping certain enemies and open missions to be irritating.

    It doesn't effect the lack of control over which attacks are used, the limited control over who attacks what, limited control over where pets stand, limited control over the AoE attacks (Where, when and who they are used on), the limited control over pets running into other things when chasing an enemy and having to deal with 3/6 of your pets are easily killed if they are focused or hit with a large attack (No other AT suffers from as much of a damage loss from unlucky hits, only MM's, Trollers and Doms, MM's also lose alot of their mitigation aswell.)
  16. Quote:
    Originally Posted by Lothic View Post
    The main advantage of a MM is that they have all those cool henchmen which do all kinds of cool things. The disadvantage to balance them out is that MMs need their henchmen to accomplish all that and it takes time/effort to set that up.

    I suspect the Devs will never give MMs a "quick" way to have all their henchies ready to go without nerfing them down at the same time. My Fire Controller can have her Fire Imps "ready to go" in about 3 seconds, but I pay for that quickness with my relative lack of control over them.

    It's all about AT balance.
    It's not a "Lets get all my pets out quickly" thing but rather "My pets are out and I want to be able to use them at my destination when there is alot of things in the way I'd rather not deal with"

    I'm not bothered if it takes 10-20 seconds to dismiss them but as long as I could get them out to fight without needing to spend that time and endurance just before/during a fight it would be nice.

    All other AT's can go across a zone and start a fight without needing to do much beyond using an opener or in a controllers/dominators case use a pet summon then an opener, MMs need to either wait for their pets to get there or spend alot of time and most of their endurance summoning their pets and buffing them and then use their opener (If they are using a secondary that doesn't need alot of endurace)
  17. Was just thinking when I was just going through a zone on a Thugs/Traps MM and I got attacked...

    MM's should get a power when they get a pet that despawns all of them and another one that respawns them all quickly with all their buffs. This would help if you need to travel through a zone and fight something without waiting for them to catch up/hope they are teleported to you nearby and help get through open missions without pulling things on the way.

    The animations could be something along the lines of:

    Thugs - Hopping onto/off of the Bruisers bike
    Ninja - Smoke flashes
    Necro - Being engulfed by a large cloud of darkness, emerging from another one
    Demon - Jumping into/out of a large crater
    Bots - Clinging to the Assault Bot as he flies off into the distance, jumping off when he lands
    Merc - Grabbing onto a helicopter ladder and parachuteing in after

    You would need to have dismissed them with the corresponding power to be able to summon them this way.
  18. I'm not sure about Bots/Thermal for the most damage, but I know that after level 32 bots can dish out alot.

    I think /Traps could be better for damage as it gets some nice stuff such as Acid Mortar for -def and -res (Also a -res proc if you can get it), and Force Field Generator for getting enough defence to be able to focus on other things such as getting things into the middle of AoEs and placing more Mortars/Mines/Poison Traps.

    Maneuvers should be good as it goes ontop of the bubbles the Protector Bots put on you and your pets.

    I'm thinking something along the lines of 2 acc, 2 dam and 2 end redux would make a good start perhaps moving to 2 acc, 3 dam, 1 end redux on your T1 and 1 acc, 3 dam and 2 end redux after tactics.

    Just my 2 inf
  19. Well looking at mids and looking at all the effects of the power it's showing -22.5% resistance to all damage types and -20% damage buff.

    So at least according to mids it only effects damage resistance.
  20. Could give them the DP ammo, with having a minion with incendiary, a minion with cryo, medic with chemical... Would help with mitigation and the resisted damage types.
  21. I have semi-mixed feelings about it...

    On the one hand I can't wait to be able to get some of my pre-level 20 character leveled as at the moment I'm finding it really boring to run out of end every fight or 2.

    On the other hand I can't find something to replace the power picks that I used for the Fitness pool... I mean sure I get primary/secondary powers at levels 16-18-20 in my builds but it leaves a gap at 24-28 where nothing much opens up as it would seem that it's expected to get the powers that I can now get at 16-20 during those levels...
  22. I have an Electric/Dual Blades Tanker which is nice, I presume a Dual Blades/Electric Scrapper would play similarly but with more damage instead of more resists.

    I'd also say Fire/Fire if you take "Not too squishy" and extend it to "Everything dies before you take alot of damage".
  23. Kiwi

    Ill/Storm

    So there are a few Ill/X builds that have appeared... Which made me think about making one I had a look around but couldn't fine alot about it and I wanted some opinions on my build:

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery
    Hero Profile:
    Level 1: Spectral Wounds -- Acc-I(A), Acc-I(3), Dmg-I(3), Dmg-I(5), Dmg-I(5), EndRdx-I(7)
    Level 1: Gale -- Empty(A)
    Level 2: Blind -- Acc-I(A), Acc-I(7), Hold-I(9), Hold-I(9), Hold-I(11), EndRdx-I(11)
    Level 4: Deceive -- Acc-I(A), Conf-I(13), Conf-I(13), Conf-I(15)
    Level 6: Snow Storm -- EndRdx-I(A), EndRdx-I(17), Slow-I(17)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 10: Steamy Mist -- DefBuff-I(A), DefBuff-I(21), EndRdx-I(23)
    Level 12: Boxing -- Empty(A)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Freezing Rain -- Dmg-I(A), Dmg-I(23), Dmg-I(25), EndRdx-I(25), EndRdx-I(27), EndRdx-I(27)
    Level 18: Phantom Army -- Acc-I(A), Acc-I(29), Dmg-I(29), RechRdx-I(31), RechRdx-I(31), RechRdx-I(31)
    Level 20: Hurricane -- EndRdx-I(A), EndRdx-I(33)
    Level 22: Group Invisibility -- DefBuff-I(A), RechRdx-I(33), RechRdx-I(34)
    Level 24: Tough -- ResDam-I(A), ResDam-I(34), EndRdx-I(36)
    Level 26: Spectral Terror -- Acc-I(A)
    Level 28: Weave -- DefBuff-I(A), DefBuff-I(36), EndRdx-I(37)
    Level 30: Maneuvers -- DefBuff-I(A), DefBuff-I(37), DefBuff-I(37), EndRdx-I(39)
    Level 32: Phantasm -- Acc-I(A), Acc-I(33), Dmg-I(34), Dmg-I(36), Dmg-I(39), EndRdx-I(39)
    Level 35: Tornado -- Dmg-I(A), Dmg-I(42), Dsrnt-I(42), Dsrnt-I(42), RechRdx-I(43), RechRdx-I(43)
    Level 38: Lightning Storm -- Dmg-I(A), Dmg-I(40), Dmg-I(40), RechRdx-I(40), RechRdx-I(43), RechRdx-I(46)
    Level 41: Scorpion Shield -- DefBuff-I(A), DefBuff-I(46), EndRdx-I(46)
    Level 44: Poisonous Ray -- Acc-I(A), Acc-I(45), Dmg-I(45), Dmg-I(45), EndRdx-I(48)
    Level 47: Summon Tarantula -- Acc-I(A), Acc-I(48), Dmg-I(48), RechRdx-I(50), RechRdx-I(50), RechRdx-I(50)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run

    Is it good? Bad? Needing a few tweaks?