Kyriani

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  1. Each enhancement in the set is unique so you can only ever have 1 of each much like purple sets

    As for pricing... I don't see them on the paragon market in beta atm so pricetag is still a mystery. It is possible they aren't something we'll see right away in the store. The devs have said (though I am unsure as to why) street justice wont be in the store at launch but be available soon after. These AT specific enhancement sets may be on a similar time table.
  2. Quote:
    Originally Posted by BrandX View Post
    I know. I have characters that I'vehad to do it with as well. ILL/RAD and my Dom. Doesn't mean I, myself, care for it
    Tell me about it... I'd absolutely KILL to be able to have 2 or 3 powers on autofire instead of only one.

    Like you I have an ill/rad who has to cycle her hasten and accel metab (thankfully I have them both at almost exactly the same recharge time)

    And currently I am trying out my dom with no hasten at all. I have enough global recharge to get domination permanent... but its only barely permanent right now... which means if it comes up and i dont fire it off cause I am in another attack animation I basically lose it... I need more recharge to have more wiggle room for that sort of thing. That said I LOVE just having domination on autofire and once I build up a dom bar I don't have to fiddle with it anymore (unless I lose it per above).

    I may try an illusion/time controller though and see if I can't get hasten and chrono shift to a similar recharge time so I can stack em.
  3. Quote:
    Originally Posted by BrandX View Post
    Hmmm...I can swear it said 600 seconds on me looking at the in game numbers for Corr. Can't really check it now with the store down though :/

    Though, what you suggest is nice, I know I wouldn't care for having two clicks one would want to keep on auto.
    Well it's really not much different than Radiation users who stack hasten and accelerate metabolism. Yea managing two clickies is annoying but many have been managing that (and more) since the game's initial release
  4. Quote:
    Originally Posted by BrandX View Post
    I didn't catch all the new power settings, but Chrono Shift seems to be on a 600 second recharge with a 90 second duration.

    Surprised no one has mentioned Time/Fire Blast (or Fire/Time Corr).

    MM's look to be awesome with the set if they stay in melee range of enemies. -tohit/-dmg/slow resist AOE toggle? AOE Heal? PBAOE +Defense/Regen? What's not to like?

    Going DP/TIME myself. A set that will help with DP's lower damage, and help survive in melee?! YES PLEASE!

    A bit clickie for a weapon set, with all powers being click except for one, but I think few of the powers will be used often in regular content.
    Chrono shift is a 360 second recharge from what in game beta numbers says on my controller... if thats the case it is permable with enough recharge and will likely fulfill a function similar to accel metab to stack with hasten for large scale permanent recharge buffage.
  5. Just adding my voice as well saying that this is a vast improvement over the "space mages" we saw in the initial screenies.

    Looking forward to those parts for my own toons
  6. Kyriani

    Change Origin?

    Quote:
    Originally Posted by Memphis_Bill View Post
    There are four things that, to the devs, define a character - primary, secondary, AT and origin. I *suspect* that Origin is baked rather deeply into the code from back in alpha, where it actually made a difference (how many powers you could take and how far you could advance them.) So it might be one of those "far more difficult than you think" items that would break... well, a surprising bit.

    (I personally don't care one way or the other. Just throwing a theory out.)
    I can only hope that's not the case =\ though even if it's not... there's no guarantee the devs would want to spend the time necessary on such a feature =\
  7. Kyriani

    Change Origin?

    Quote:
    Originally Posted by Roderick View Post
    Not entirely! The biggest effect origin has is determining which DO/SO enhancements you can use (yes, some people still use them. And with Freedom coming soon and Free players being locked out of inventions, even more will). If you switch Origins, what happens to your slotted DOs/SOs? Do they get deleted automatically? Sold back at respec prices? Stop functioning as if you had outlevelled them? Keep working, but in the future can only be replaced by enhancements of your new origin?

    In addition, there's a few temp powers which have different functions based on your origin.

    I personally wouldn't object to seeing the ability to rechoose your origin, provided the cost wasn't too high - there's been times I've wanted to do exactly the same thing. But there are both balance and programming issues to take into mind - who knows what might break, that might not even seem related, should such a change be allowed?
    I completely forgot about the enhancements... I guess they'd either have to change any existing SOs into the appropriate origin, refund you the inf of the SO as if you did a respec and didn't slot any of them (this is probably the easiest thing to do imo)

    As for the temp/vet powers yea again i hadn't considered those. =\

    But let me be clear in saying I am making no assumptions that such a possible option to change origin would be easy to program. >.> I know full well that stuff like that can be complicated and break things. Still if nothing else I put the idea out there and if the devs decide it is something they can make work I'll be the happier for it! If not it won't be the end of the world. I'll either just scrap the idea or make a new character.
  8. Kyriani

    Change Origin?

    Ok I wasn't sure exactly where to put this but I was just wondering if we'd ever see an option (paid most likely) to change our character's origin?

    I know this is probably one of the most inconsequential things to be asking for but I didn't think it would hurt to ask considering all the various purchasable options coming in Freedom.

    I can explain why I am asking for such an option. I'd like to breathe some new life into one of my oldest and most loved characters by reinventing her. New appearance, new backstory, SAME POWERS & AT, but different origin. She was originally made as a tech hero but I'd like to re-originate her as Magic instead. Since origin doesn't really affect anything mechanical about a character except for which inherent attack you get, I didn't think it could hurt to ask for this to be an option.

    One of the primary reasons I'd like to do this and not simply reroll the character is that I've invested an incredible amount of time into her... badges, accolades, incarnate advancement. If it were just a matter of re-leveling I wouldn't hesitate but this character has so much from over the years I'd like her to retain that stuff. Sure I could simply name change her and redo her appearance but from an RP perspective she'd still be listed in game as a tech origin character and this would just bug the crap out of me. =\

    If it's feasible to do, I'd love to see a option to do this using the Paragon Market in Freedom. It has no balance consequences, doesn't fundamentally change the character's abilities and its an easy way to milk me and maybe some other people as neurotic about their RP as me, for a few paragon points
  9. Quote:
    Originally Posted by Swifty View Post
    I apologize if this has been asked Elsewhere, But its a concern i have with Freedom1 For the VIP members, who get the new Server, Will we have a way to relocate our SG Base, Or Sell our old base to re-obtain the Presitige used to build? Many of us have spent over 4 years building, and would not want to loose our base. Thanks!
    Positron touched on this in an earlier topic

    http://boards.cityofheroes.com/showp...19&postcount=1

    The short of it is:

    Quote:
    Supergroup Transfers (Including bases)
    This is something we anticipated and are actively working on, but it likely won’t be ready for City of Heroes Freedom’s launch. We are committing to bringing you this service in the future and it won’t be just to the VIP server, it will be between any server. It will likely require the Supergroup’s Super Leader to actually execute the transfer.
  10. What I like to do on my Ill/rad is to run a nice merit generating ouro arc (instant army is a favorite of mine for this). I get 3 tips easily running the arc and some reward merits to use towards buying extra alignment merits.

    Running the tips, SI makes zipping to the goals a snap and at the end of the 3rd tip mish if I havent gotten any new tips yet (unlikely) I simply kill everything in the mish... I can't recall ever being left without a tip doing this. This 4th tip mish is done the same way... invis to goal and mop up any mobs for the 5th tip.

    What my on experiences tells me is that any character that can stealth... and unless you avoid the nemesis tips, it should be something that can hide from snipers, is generally able to handle the tip mishes quickly.
  11. Quote:
    Originally Posted by Zwillinger View Post
    Anecdotaly speaking...

    I've experienced a situation where a development team tried through various methods to encourage players to play one faction vs another faction, for the purpose of balance. Now in the situation I've experienced, it was key to the way the game worked, crucial in fact, on a level that does not apply to CoH.

    What was said about players playing what players want to play usually rings true. Inflated incentive can only do so much to entice people to do something they would otherwise not do.

    Of course we will always continue to develop compelling content for both factions to play in addition to our continued development of co-op content. We do anticipate that many of the new players will be very interested in the experience of playing a nefarious villain rather than a sappy do-gooder .
    Lemme guess... the game you're speaking of was Aion?
  12. Kyriani

    Best ST dom set

    Incidentally if you go with Energy Assault, the primal forces APP has 2 nice matching ranged aoes for you to make up for your lack in the assault set.
  13. Quote:
    Originally Posted by AIB View Post
    Does the 400% recharge take into accound the recharge reduction enhancements that can be slotted into the power???

    Thanks for the numbers btw.
    400% is the hard limit no matter where you get your recharge from... whether its buffs, enhancements, global set bonuses... you can NEVER EVER NO MATTER WHAT YOU DO OR HOW MUCH RECHARGE YOU HAVE reduce a cooldown below 1/5th of its original value.

    Ergo... a 1000 second cooldown power can NEVER have a cooldown shorter than 200 seconds under ANY circumstances.
  14. Quote:
    Originally Posted by Smiling_Joe View Post
    Crap. You know what I did? I looked right at that One with the Shield recharge and plugged that in by mistake. Phail.

    Stupid Joe. Drink some more coffee.
    he he I've been known to misread a post or two myself no worries ^_^
  15. Quote:
    Originally Posted by Smiling_Joe View Post
    This seems a bit familiar to me... oh yeah. One with the Shield.
    1. 22.5% Resistance to S/L
    2. 11.25% Resistance to E/N/F/C
    3. 360 second recharge
    4. 120 second duration
    5. Max HP
    6. Mez Protection
    7. +Recovery

    Did you deliberately exclude the +recovery and mez protection that Light Form currently gives from your proposal? If so it's a non-starter with me.

    If not, you're looking at two very similar tier 9 powers, with one pretty significant difference.

    One with the Shield can't be enhanced for recharge. One with the shield also offers no resistance to psionic and toxic. There's a reason for that.

    I did a quick rundown of those numbers against the Peacebringer SO spreadsheet for human form, and with just SO's and Hasten you'll have only 16 seconds of downtime, making it easily double-stackable with minimal IO investment. Peacebringers running around with a perma-resistance cap power that requires nothing more than the mashing of a button is one thing, but to allow it to be made perma with so little investment is more than a little overpowered.

    Warshades can make eclipse perma, but only with considerable IO investment, and even then they have to have enemies to use it. You're talking about handing Peacebringers perma capped resistance for no cost whatsoever.

    Much as I'd giggle with sadistic glee if I had it, I don't see it happening.
    To be fair his proposal doesnt = perma. 660 cooldown with 120 duration means at BEST with 400% recharge there'd still be 12 seconds of down time (vs the 20 seconds of downtime you could have with 1000 cooldown 180 duration.)
  16. I don't see any harm in your idea AIB, but I also don't see something of that drastic a change happening either.

    As it stands I don't expect any kind of overhaul or major changes to existing powers. The more realistic expectation is that numbers will be fiddled with...like a higher damage scale with an equal reduction to the buff from the inherent so that soloing is better and teaming stays where its at. At best you could hope for some additional secondary functions added to some powers (like say 2 mag status protection in incandescence/absorption with possibly more added to one of the damage shields)

    Going by history, the devs only fundamentally change a power's function as a last resort.
  17. Quote:
    Originally Posted by Giant2005 View Post
    Have you seen them? From your response I am going to assume you haven't.
    Take a look: http://boards.cityofheroes.com/showt...t=underwhelmed

    Look at the Brute set. Significant defense and recharge set bonuses within one set = pure gold. You can already do a weaker version with Taunt IOs but to be able to do so without gimping an attack? That is supremely powerful. Not to mention it includes a health bonus which is always nice to have and the largest smashing/lethal resistance IO boost in the game which to Brute's near the resistance cap will offer a very significant amount of mitigation in a way that isn't readily available in the game currently.
    There are two ways to improve your character in this game, you can increase their offense which is done primarily through +recharge and you can increase their defense. A set that does both is literally perfect.

    I'm not going to do a write up on all of the sets but they do seem balanced in much the same way as the Brute set, they take every set bonus a character might need and combine them into one perfect package. They have removed the opportunity cost we all must deal with to those who have a large bank balance.

    I'm not saying this alone is game breaking - each character can only have one set so the advantage is limited. This however doesn't bode well for the game, when this "limited" pay to win set up rolls off the shelf and is a huge success, it will become less and less limited.
    I for one hope you are right that they will add more sets like those to buy
  18. Quote:
    Originally Posted by Zwillinger View Post
    This is not the case. Pool Tier 3 powers outside of travel powers will still be restricted as they are now. Only travel powers will benefit from this change.
    Have to agree that is a serious disappointment =\

    I was actually kinda excited about that change since it was "confirmed" at comic con. It's a shame they changed their minds.
  19. Quote:
    Originally Posted by EvilRyu View Post
    So in the original post of this what exactly are we looking at. Are these the new purples or something. Where is the info on this stuff?
    The info we have is from the comic con reveals topic. The screenshot in my original post is basically all the info we have currently plus this: these are NOT purple recipes. This is a set of account bound enhancements that will be buyable via the Paragon Store after Freedom Launches. These enhancements are only usable by the specific AT they are designed for and can be mailed to your other characters via the in game mail system (like say you respeced them out for some reason and wanted to give to another character of the same AT) but cannot be traded. Each AT has their own specific set which you can purchase.
  20. I went with mind/psi/psi for a few reasons:

    1. Theme: I wanted to keep with the whole psi thing
    2. Link Minds: While not as powerful as Mind Link its a decent chunk of defense towards soft capping and with the kinda recharge doms typically build for to perma dom, you end up perma-ing this as well
    3. Indomitable Will: Nice back up protection if dom is down because of dying and losing your dom bar. Also nice as a short term psi defense buff when fighting psi heavy foes.
  21. One thing I could see happening to buff khelds is to shift some of the cosmic balance/dark sustenance benefits out of those inherents and into the kheldian powers themselves much how Domination was change for Dominators.

    Consider if cosmic balance/dark sustanence were made weaker than they are now (you get less buffage from your teammates) but your abilities themselves became stronger... higher res from the shields... more damage from your attacks etc... So at least when solo you'll perform better than you do now and when grouped you still see a performance boost just not quite as high as you do now.

    If they felt the need to provide any level of status protection to khelds they'd prob just tack it on to one of the shields... or if they wanted to be nice they could make it a low mag protection baked into the secondary 1st tier passive much like the soldiers of arachnos have and then add additional mag protection to the higher level shields to stack with it.

    Since soldiers of arachnos have wolf spider armor that provides mag 2 protection to hold/stun/sleep/immob/confuse/fear and then the bane/crab spider armor upgrade that adds 4 more mag... the devs could easily give incandescence/absorption mag 2 protection to the same stuff and an addition mag 4 added via quantum/twilight shield

    Some changes like this would make soloing the khelds at lower lvls less of a hassle and still maintain the essential function of all the powers I mentioned thus not breaking the cottage rule.

    I know some folks in this topic were looking for sweeping changes but I don't believe that is a realistic expectation. IF the devs revisit khelds to bring them up to speed I'd expect changes like what i listed that, while not as drastic, would essentially improve kheld performance and bring them more on par with the VEATS while keeping them essentially the same in functionality.
  22. Quote:
    Originally Posted by Mega_Jamie View Post
    Yeha im not posting here to cause aggrevation and second guess, while I totally agree it reads like have to use the power, and its how I've read it each time I've read it, A part of me sees a small hint, that perhaps it could work the way I would like it to.

    I was mostly just curious whether it had been confirmed over how it works since i'm not lucky enough to be in Beta, or have made it all the way to San Diego
    I wish I could provide a confirmation one way or another. I never took your posts as being antagonistic And I apologize if I seemed like a downer. I am just inclined to err on the side of pessimism in this this case because I'd hate to get my hopes up for one thing only to get the "logical" thing instead he he.
  23. Quote:
    Originally Posted by Mega_Jamie View Post
    The Procs in Pet sets Provide the player with an aura power which affects your pets these work just by being slotted, but provide you with a bonus regardless of how often they are used.

    I guess my hope was that the simple fact of having it slotted would grant you a power which had a 3 in 60 seconds chance of proccing a BU affect.
    As much as I'd like to believe that this type of function is a possibility... the description of the unique specifically states "gives the SLOTTED POWER a chance to boost the USER'S damage slightly". This description seems to indicate the power this unique is slotted into must be used to trigger the damage buff (like every other proc).

    Also... the pet uniques are not procs (at least not in the sense of how I use the term which I explained). They are global passives. Whether you use the power they are slotted into or not they are always active. As far as I am aware there are no global passives that grant short term temporary buffs at random intervals. (the miracle and numina uniques ARE procs... they fire off when the power they are slotted into is activated... slotting them into passive powers like health simply makes them fire off every 10 seconds making them effectively permanent. This is not the same as a global enhancement)

    I will admit though... another reason for this topic is to perhaps highlight how... awkward the unique seems to be. Maybe a dev might see this topic and possibly suggest changing it to function the way you seem to wish it would. >_>
  24. I'd like to see powersets that only have "color tintable" options also have "bright" and "dark" options.

    For example: Dark Blast and Dark Miasma only have "color tintable" as an option but it doesn't look very good. The colors are so flat and dull. a "bright" option could turn these "misty/murky" powers into something very visually stunning... imagine a dark blast Gloom (which has that neat floaty skull visual) as an ethereal looking glowy green instead of the very flat and dull green we can access now.

    Another example: Pain Domination... the "color tintable" is really just "dark" and you can barely see or appreciate the visual effects. I'd much rather have the OPTION of an alternative that was bright like Empathy has. Let ME decide how to color my powers for my theme and not hold me to subjective decisions as to what is a "good" and "evil" look for a power.
  25. Quote:
    Originally Posted by psydar View Post
    My main issue is that its a spammy damage proc that would be best used in a fast recharging power thats part of your attack chain.

    On both my plant/earth, and fire/fire dom's I dont really use the single target hold as much as my regular attacks, so I would have to go out of my way to spam my hold to use this. It almost doesn't make much sense really. Now on a controller you would be spamming the hold/immobs all the time.

    If this had damage enhancement I'd chuck it in seismic smash. Also I'd rather have smash/lethal defense than ranged but thats a minor thing.
    This is kind of the reason I made the topic in the first place. It is puzzling that something which provides a damage buff (and not just a damage buff but one meant to be active 3 times within a 60 second period) is designed to be slotted into a control power. I can only guess the proc chance is very high and has some sort of internal cooldown limiting it to once per 20 seconds or so.

    When you look at it like that however, it's not out of the realm of reason to think of a dominator using at least one control power within a 20 second window and thus triggering the buff. I use my single target hold as part of my attack chain (replacing psionic dart) so I use it frequently but even if I didn't I'd still use it simply to hold mobs while dpsing so I could reasonably expect a relatively high up time on the proc given a long fight). It does however seem to be better suited to an attack power than in a control power barring cases like mine where you use it as part of your attack chain.

    That's the other reason I made this topic... to see how other people plan to capitalize on this proc and make the most of it.