Kyriani

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  1. Quote:
    Originally Posted by Montaugh View Post
    I have a feeling it will only be able to be slotted into .. Immob, sleep, Fear, Confuse, hold and stuns as those are the powers which are enhanced by this set.

    My personal feeling is to only three slot the set and go for the 6%-12% duration increase. Then apply other set bonuses which also leverage duration times for those powers. A few extra seconds isn't much but it adds up over time. I'd slot it in the ST immob/AOE immbo or ST sleep/AOE sleeps powers personally.
    Now that's an interesting idea for slotting... though I am sure many people (myself included) will struggle with whether or not to go for that delicious recharge bonus >_>
  2. Quote:
    Originally Posted by Mega_Jamie View Post
    Were you at Comic Con and Or Directly asked a Dev to clarify this is how they work?

    I could read both Proc chance on power activation or global proc chance based on having the power slotted from that description.

    While I admit the former is more likely based on what it says, the latter is more inviting...
    I did not speak to the devs directly, I am going by how enhancements work in game currently. First to clarify... I use the term proc to describe IO's that have a chance to fire off a short term (miracle's recovery proc) or instant (like damage) effect. That is not the same thing as a global/passive enhancement like Luck of the Gambler's 7.5% recharge which is active whether or not you ever activate the power it is slotted into.

    Keeping that in mind, there is no instance anywhere in coh of an IO proc that fires from activating any power regardless of where that proc is slotted. A proc ONLY fires when the power it is slotted into is activated (or in the case of a toggle or passive power once every 10 seconds). Consider this... compare the other procs for the other AT's in those AT specific sets. What the other poster is proposing is far and away much more powerful than the others and some would say just outright overpowered. As "inviting" as reading it the other way may seem, it's not realistic considering how existing procs work.

    I'm willing to bet large sums of money the proc works EXACTLY as I described because it makes sense and seems balanced that way. What he is describing would be an unprecedented tech we've yet to see in coh. What's more logical? A completely new tech that is highly unbalanced? Or using existing tech like build up proc IOs and tacking on some recharge for the power as well?
  3. Perhaps it's already been mentioned but I think Foreshadow, the trainer in the Hollows, has a pretty nifty and unique costume. it's one of the few male costumes that actually shows some skin that isn't a t-shirt of a tank top. His costume bits are pretty much unique... I tried recreating him in the creator and couldn't come up with anything viable as a copy.

    He has unique hair, unique head detail, unique chest, unique pants and unique gloves. WTB $$$ all his goodies for my character pls >_>
  4. Illusion is very potent.. I spoke mainly from my mind/ff/psi point of view.

    My Illusion/Radiation controller is probably my most powerful character. I'm sure with some creative coloring you could explain the radiation powers as mental in some way. What makes this combo so amazing is that the various rad powers compliment illusion greatly. Debuffs like enervating field and radiation infection increase your Phantom Army's (unbuffable) effectiveness while buffs like accelerate metabolism help your long recharge powers come up more quickly. Accel metab + hasten is a nice headstart towards perma hasten and perma PA.

    Illusion/FF doesn't strike me as particularly potent because much of your effectiveness as illusion comes from your pets and force field just doesn't do much to enhance your performance in that regard. It does however offer you teaming buffs which aren't bad as well as some personal status protection with dispersion bubble.

    Illusion/Storm has always been something I felt worked great as a combo for a Magic origin character. It's a diverse bag of tricks... illusions and elemental magic. Ill/Storm has some nice synergies like ill/rad does... it has debuffs that the unbuffable PA can benefit from as well as some nice damage powers like Tornado and Lightning Storm. Toss in the Fire APP (cause what mage can't hurl a fireball every now and then eh?) and you've got a pretty comprehensive mage character in my book.

    The other combos I havent really delved into too much so I can't really speak for them.
  5. Quote:
    Originally Posted by Airhammer View Post
    I dont like the idea of these being slotted into a power..

    If they are Unigue why not slot them into the AT itself? Why cant you AT have a slot and these act like overall damage buffs the same way an Alpha slot boosts everything.
    My guess is that it's the Alpha's job to do what you're proposing and this an AT specific set for a specific type of power. That said perhaps we'll see more unique sets like that in the future... perhaps a dominator "assault" set or a tanker "mitigation" set
  6. Quote:
    Originally Posted by Fallen_Hand View Post
    Kyriani,
    I noticed in your Sig that you have a Mind/Psi Dom. How do you feel that compares to the Mind/FF/Psi controller that you posted about?

    And thanks all for the replies. Keep em' coming!
    I actually made my Mind/Psi/Psi dom as a replacement for my Mind/FF/Psi controller. I did so for multiple reasons. First I had never leveled a dom before and wanted to see how it played. Second, the one annoying thing about mind is you have no reliable way to keep containment going outside of Total Domination. A Dominator's damage is more reliable since, controlled or not, I do the same damage to the mobs. Another thing that intrigued me was how potent controls became with Domination active, especially once I had permadom. Being able to one shot hold most bosses made me slightly giddy Another useful ability the dom has that the controller doesn't is Drain Psyche. The higher damage of the dom plus -regen from drain psyche makes dealing with high regen foes alot easier for the dom vs the controller IMO.

    The downside to the dom vs the controller is the defenses aren't as comprehensive. While leveling you don't typically have permadom so you dont have any status protection outside of a possible -KB IO whereas at lvl 20 and beyond on the controller you have dispersion bubble that covers most of the common status effects except for sleep. Even with Link Minds from the psi AAP for doms I still fall a good 13% short of the soft cap for ranged defense whereas on my controller I was capped. The controller also has about 11% more resistance to smashing and lethal than the dom does as well as providing much more team support. Also leveling the dom was awkward at times. With a controller you have an attack chain from the get go with Mesmerize, Dominate and Levitate. The dom ends up using some of those abilities alongside the psi dart early on but as you pick up more attacks you end up phasing the others out as damage powers and relegate them strictly to control purposes.

    My dom has enough recharge to have dom and Link Minds from the psi APP permanent without hasten. Actually I recently removed hasten from my build because I had enough passive recharge for permadom without it and wanted to get away from micromanaging my short term buffs. Leaving Domination on autofire without having to worry about hasten means once i log in and build up my dom bar I am basically in domination mode till I end my play session. Granted I still have to micromanage Link Minds but removing hasten meant 1 less button to worry about and no Domination dropping cause I forgot to hit hasten when it was up.
  7. Quote:
    Originally Posted by Shadey_NA View Post
    Sounds like an aura power like mud pots would be a good place for it. or condusive aura.
    Now THAT is something I hadn't considered!

    If Aura Powers like Mud Pots or Chilling Embrace are considered "control powers" for the purposes of this set that would indeed be a great place to put it!

    Though Conductive Aura isn't a control power so I don't believe it would be able to take the set.

    A pet power like Static Field might be able to take the set but knowing how most pets handle procs that probably wouldn't be a useful place to put it...

    I'm not sure if a power like Jolting Chain would be considered a control power for the purposes of the set. We'll have to wait and see on that one.
  8. Quote:
    Originally Posted by DarkKensi View Post
    It's hard to tell from the description but I could read it a couple of different ways. First, the IO increases the damage of the power it's slotted in. If that's the case then the ST hold and immobilize would be the best place for it.

    Or...

    It could be a global effect. If the IO is slotted in any power it has the chance to increase the damage of all your powers roughly 3 times a minute. I hope something like this is the case, that would be a nice addition to my doms.
    This is how the enhancement works: It passively adds 18.5% recharge to the power it is slotted in. It also adds a proc that gives the power a chance to grant a damage bonus buff (much like a chance for build up io proc does) for a short duration and this proc can fire at most 3 times within a 60 second period. The proc does not fire from the activation of any power other than the one it is slotted in just like any other proc.
  9. I find a mind/ff/psi fits the bill for the all around psi character. Thematically it all gels together and from min/maxer perspective you can have softcapped ranged defense with the right build and even have soft capped psi defense as well with Indomitable will. Between IW and Dispersion bubble you're pretty much covered vs most of the common cc effects which leaves you free to use something other than Clarion for your Destiny Incarnate power choice.

    What's also nice about mind/ff/psi is you get alot of built in aoe during the leveling process via Terrify and Repulsion Bomb and can add Psionic Tornado once you near the end. In addition you get to provide some nice team buffs with the shields and have personal force field as a panic button if things go south. It's also nice to have on the order of 65% resistance to smashing and lethal damage (stacked tough and mind over body) as well as 30% psi resistance for anything that does manage to get through the soft caped ranged defense.
  10. Kyriani

    ranged dominator

    I recently decided to make my mind/psi dom purely ranged since I too prefer being able to see the whole battlefield from a ranged perspective for tactical reasons. What I did was to simply ignore psionic dart (the weak first attack you have no choice but to take) and use Dominate in it's place as a frankenslotted damage/control power. So my typical attack chain consists of dominate, subdue, levitate (technically speaking I could use mental blast for higher damage instead of levitate but i prefer having the smashing damage and knock up of levitate for the soft control and diversity of damage type.)

    I then replaced psychic shockwave with psionic tornado from the APP so all three of my aoes were at range (psychic scream, terrify, psionic tornado). typically I'd open with the psionic tornado then scream/terrify. About the only melee-range power I have left is drain psyche which frankly I have little reason to use unless the mob has high regen. (I have high enough passive endurance recovery that end isn't an issue and my ranged defense is relatively decent so the regen aspect is also not a priority)

    For other powerset combos all of the dom assault sets have at least 2 ranged damage powers and with the amount of recharge most doms have trying to get perma dom you only need about 3 ranged damage powers to have a steady attack chain. Using the single target hold from your primary as a damage power using some creative slotting so it can do double duty as a control power would be the easiest way I can think of to go purely range. Mind and Gravity both include direct damage powers that you could use to supplement your attack chain.

    For a plant/thorns character you could simply use Thorny Darts, Impale and Thorn Barrage (40 yard range but 2 lvl 50 range IOs make it about 60) as your single target attack chain. Unfortunately two of the three aoe damage powers for thorns are melee but you could supplement your ranged aoe damage with an APP/PPP aoe damage power. The Primal Forces and Fire APP's are a good choice for this since they have 2 ranged aoes you can pick up.
  11. From the comic con reveals we saw the new AT specific enhancement sets. At first glance they seem really nice. Upon closer inspection of the Dom set I noticed that if you want to make the most out of the proc while at the same time get the 6pc bonus you'll need to be somewhat picky about where to slot it.



    See the unique proc? Also see what types of powers it can be slotted in? The set is designed to go into a control power. But what powers could really maximize the up time of the proc?

    To really benefit from the proc you want to put it in a power you'll use over and over in a short span of time. Realistically that rules out quite a few aoe control powers due to long recharge times.

    Ideally the best use of the proc IMO is to not try for the 6pc bonus and simply add it to an attack power (if you have one) that also takes control sets. This would basically let you benefit as often as possible from the proc

    Single target holds seem a good bet for the full set as long as you don't plan to use it as part of your damaging attack chain (some players frankenslot using a mix of hami-o's and sets to enhance most aspects of st holds so they can double as a dps power). If you do use your st hold as part of your dps attack chain it's probably a good place for the proc.

    Single target root powers are often skipped and if taken rarely slotted up but if you have slots to spare this could be a place to put the full set. If you take the at root as part of your dps attack chain for some reason then it's also another option for just using the proc. Failing that you could simply leave a st root with it's default slot, toss the proc in there and fire it off every now and then to trigger the proc but that seems a bit wasteful.

    As mentioned before AOE roots are some of the few aoe control powers you'd be able to (and want to) fire off frequently enough to get the max up time of the proc without having a metric ton of recharge. Most others typically (but not always!) have cooldowns too long to really get the maximum benefit.

    If anyone else has insights and ideas on how best to use this set please post! I'd love to see what others have to say!
  12. For presence pool I'd say a nice 5th power would be a passive that simply upped the magnitude of the fear powers and added -range to the taunt powers
  13. Quote:
    Originally Posted by Oathbound View Post
    I'd like to see more Accolades (that grant bonuses) in general. Currently all the passive Accolades are either +Max HP or +Max End, there's so much room for expansion there.
    I definitely agree. Little accolade bonuses that we can collect to passively increase our power in small ways seems like a great concept.
  14. DISCLAIMER: This list is a definite flight of fancy. Some of the things I'm suggesting here are overpowered, technically unfeasible or just downright silly. They are here if for no other reason than to maybe inspire the devs with ideas for things to sell us on the Paragon Market or possibly include as Paragon Rewards. Some of my ideas play into whole "pay to win" mentality and I know some folks will not be pleased with these ideas but please do try to be civil.

    1. Multiple Auto-fire: I'd pay extra to be able to set 1 or two more powers on auto fire. It's particularly vexing to micromanage several 90 second duration abilities with short cooldowns that you want to keep up as often as possible. Even if it was limited to three total powers on autofire and I had to pay 10 bucks individually for the 2nd and 3rd I'd totally spend the cash in a heartbeat. Some AT's are basically locked out of using the default auto fire for anything but a specific power they need to have up all the time to survive (i'm looking at you practiced brawler and friends...)

    2. Bonus slots for powers: I'd pay for extra enhancement slots to add to my powers. Sometimes slots are tight in certain builds and I'd easily pay 10-20 bucks for an additional 5 slots. That said this feature would seem better as a One time only per character voucher type reward for tier 9 VIPs rather than something you could buy repeatedly account wide.

    3. Bonus Power Picks: Sometimes there's 1 or 2 extra powers you wish you could fit in. While I'd pay 10 bucks for an extra power choice in some cases, again this seems like it would work better as a one time only per character voucher reward for tier 9 VIPs.

    4. Epic & PvP IO's: I know we'll be able to get certain IO's from the market but I'd honestly pay cash to get specific things like the epic and pvp io's that are just so RNG reliant to acquire and excessively expensive on the consignment house.

    5. New accolade passive powers: I know that the Paragon Rewards is said to include exclusive powers but we haven't seen any info about what exactly those might be. Some things I'd like to see in this regard are passives much like the accolade passive we can earn in game. Like say one that gives 5% passive recharge, or one that gives 5% more damage. Things like that. These abilities could work as either purchasable things or through Paragon Rewards

    6. Semi-Free Form AT: While I know such an idea would be a balance nightmare this topic is just about collecting ideas. I'd easily pay 20-30 bucks just to be able to build my own AT power by power. I'd expect such a system to use a system of mutual exclusivity (i.e. taking one power makes other powers unavailable). Perhaps such a system could work within the existing AT's as it's own AT with it's own Inherent. You'd select a generic role (tanking, ranged, melee, control, support, pets) that would decide what your inherent does and what type of modifiers you get to your abilities and then select the specific powers that make up the primary and secondary for the character from a specific list and uses the mutual exclusivity idea I mentioned before.

    7. Personal Bases: It's an idea that's been mentioned numerous times... and hey that OTHER hero game just added something like this (though I think their version falls short even of our current base system). It could be a simple influence sink and give all players an opportunity to play with the base builder. If the idea was popular and profitable it could lead to the overhaul of the base building system that players have been asking about for years!
  15. I noticed the same issue last night
  16. While I know city of heroes would never venture into free form power selection... If in some imaginary reality it were to happen I would expect it to have some limitations such as:

    Mutual Exclusivity: Choosing some powers would make others unselectable. This would be to prevent stacking powers that give similar benefits. For example taking something like High Pain Tolerance would make taking the invuln passives or regen's resilience unselectable.

    Category Limitations: You'd only be able to have so many powers of a given type. This would prevent people from just choosing all defensive powers or all offensive powers or other weird combinations

    I guess then it wouldn't be truly free form then though would it? Though it would probably be more flexible than we have at the moment. I did think the idea of scaling your performance based on the type of powers you chose was an interesting concept though.
  17. Kyriani

    Mind/FF

    Quote:
    Originally Posted by Ace_of_Hearts View Post
    Levitate is virtually useless because for levitate to damage your foe has to be susceptible to knockback and I have yet to meet an EB or AV that will oblige!
    Just an FYI this is not true

    Even a mob immune to KB takes damage from levitate. They just dont go flying up.
  18. I enjoy doing the trials every now and then but grinding them over and over and over to advance just becomes distasteful after awhile. And while I can easily just stop doing the trials I still want to engage in activities that can advance my character. I personally don't find responses that tell me not to play the game or to engage in activities that won't advance my character very helpful.

    I would like a solo alternative that is viable. Shards are not viable in my opinion. They drop too infrequently and are reliant on the RNG which can be notoriously unfriendly at times. Currently with shards being the only solo method to advance incarnate stuff, trying to access the endgame in any way other than the trials just becomes really off putting and not really worth engaging in to me. At the same time trials are increasingly becoming more and more off putting to me as well. My server Guardian is not one of the highest population servers and lately trials have been hard to come by or when I manage to find one its such a bare bones group we aren't able to complete the trial. Ideally I'd like to see two things added:

    * Shard drop rate increased.

    * Random Incarnate Story Arcs: An npc that has a number of random repeatable (or if that is too much has a set limit to how many you can do per day) incarnate story arcs (5-10 missions long) that can be done solo or with a team. The first time in any 18 hour period that you complete one of these arcs you are awarded a small amount of ixp and a small number of threads at the end of each mission and an E-Merit at the conclusion of the story arc. Doing more of these random arcs awards a smaller amount of ixp and threads than the first arc and an A-merit at the conclusion of the arc. To make it more challenging temp powers could be disabled on these arcs much like they are on trials. If this is still too much gain the devs could always go with a "diminishing returns" concept. First arc gets e-merit, 2nd gets astral, any beyond gets 5-10 threads etc.

    This type of system time gates the advancement. Those who run trials will get more ixp, threads, E-merits and A-Merits much faster than the soloist but the soloist can still make steady, observable progress that is not tied to RNG. This design also prevents exploitation by tying the relevant rewards (ixp, threads, merits) to the completion of the missions and the overall arc. The devs have full control over how much ixp/threads would be awarded by these missions so can set it to a pace they deem acceptable. People who engage in both these solo arcs AND the trials will obviously advance much quicker and those who enjoy the trials but would like to break them up with other activities without stopping their incarnate advancement would have an alternative. Adding these two things would easily make the incarnate system solo accessible and still keep trials at the top of the food chain for the speed of acquisition.

    Thank you for taking the time to read and I look forward to seeing what the future of COH brings!
  19. Ultimately I'd be happy if they simply increased the drop rate of shards. They can keep the time gating conversions etc... but making shards drop more regularly would allow any soloist to eventually unlock their incarnate slots and build components at (in my opinion of course) a reasonable pace. Right now the drop rate is so abysmal just thinking about trying to go that route on my characters makes me flinch.

    I was able to get t3 in every slot over the course of 3 days doing trials on my dominator. While I am not saying a solo path should be that fast, I do think increasing the rate at which shards drop would make shards a more viable method of unlocking incarnate abilities as a solo player. The current drop rate just makes it too painful to even consider trying that route.
  20. In general, sets with comprehensive status protection that includes knockback protection tend to give about 10 mag protection. If you absolutely want to meet that level (well actually you'd exceed it) I'd say slot 3 -KB IOs but as others have stated 1 will cover most things. If you want to meet in the middle 2 would give you 8 mag protection which is close to the basic 10 mag most sets that provide status protection have.

    If you have slots to spare and have powers to accommodate them, using 4 pieces of the kinetic crash set gets you 3 mag protection. If you can do that in 2 powers and toss in a BotZ 4 mag kb protection IO you'd have exactly 10 mag protection passively even if stunned or held somehow.

    From my personal experience I like having at least 4 mag of -KB passively and occasionally supplementing it with more when circumstances of the build allow for it with some additional benefit (such as a favorable set bonus), or as a basic protection when other forms of KB protection might be down. An example would be my mind/psi dom. Domination provides 5 mag KB protection but I still have a BotZ -KB in my fly just to make sure that even if dom isn't up I have some measure of -kb and when dom is up I am almost as difficult to knock around as other characters with status protection vs knockback in their primary or secondary powersets.
  21. Quote:
    Originally Posted by NightErrant View Post
    Hrm... flatten the chest a bit and I'd like it.
    Yea I didnt touch any of the scales so its at the default he he. I could see some "normalizing" being done before something like that went live LOL
  22. If they want to stick with something close to the original and just higher res I came up with this which is pretty true to original.



    I chose the face I did cause it kinda keeps that world-weary look the original has on her face. And while i'd never wear red shoes with that outfit... I picked the bridal heels cause they are kinda chunky like her original shoes.
  23. Quote:
    Originally Posted by HT_Ingram View Post
    Seems we are getting WAY WAY off topic. But for the record there are illegal free servers that use the COX engine. have been for some time actually. So there are and pretty much always will be alternatives for people that purchased a retail item to do as they wish. Personaly this is not my cup of tea, but it was worth a reply. Just like There are free Galaxies servers and free matrix online servers, and free Tabulas Rasa Servers, even free Phantasy Star Online servers, all long dead now. That just goes to show you the original purchase will still be valuable media beyond shelf space if this free thing fails and they close up shop. I dont think thats the case but just saying.

    I'm Disapointed that they can not garentee that my characters as they are right now will not remain the same if I continue my subscription for as long as they allow me. This tier thing seems an aweful thing to have to deal with and if you mess up it seems unfixable. Much like taking the sprint vet powers UGG! I have MANY Masterminds and controllers and 2 each Kalderans and Crab Bane characters. So that being said if all the sudden as a VIP I find I can not access my existing 50s I have had for some time now, yes I'll be upset and frustrated. I dont like change any more then anyone else, but this was the course they decided to go for. Is it a mistake? I think so, but we dont know and will not know for some time. If they suddenly discover its costing them more profits then it was worth to keep regular subscriptions. like say a year later. I hope they will consider going back to the proven system rather then throwing in the towel and closing down. Just opinion...
    As a VIP you will have the same things as you have now plus more.
  24. Quote:
    Originally Posted by nytflyr View Post
    Let me see if I get this straight...

    Before freedom:
    pay monthly fee, have access to everything.
    stop paying monthly fee and you have access to nothing.

    After freedom:
    buy game, pay monthly fee, have access to everything.
    stop paying monthly fee have access to most everything.
    never paid monthly fee have limited access.

    I fail to see the problem
    Actually that last part is:

    pay monthly fee, have access to everything.
    stop paying monthly fee have access to most everything.
    never paid monthly fee have limited access.

    No need to buy the game (no more box sets) after freedom launches. You can simply log in and play without ever spending a penny.
  25. Quote:
    Originally Posted by Bloodwynd View Post
    Which has been what I have been trying to say. The Devs state that once you buy something in Freedom it is yours. I am stating that boxed sets were already purchased and therefore the content within are yours. I could actually even make the argument that since people bought GR that all of GR should be available including incarnates by the same logic.

    It won't happen but the argument is still there.
    Here's the problem with that idea and it's written right in your post.

    Quote:
    The Devs state that once you buy something in Freedom it is yours.
    The box sets were not purchased during Freedom because Freedom does not exist yet. Ergo you cannot apply your argument to Freedom because it does not exist. If box sets were still being sold after Freedom Launches you MIGHT (and it's a stretch at that) have a point. You have gained a fair value for your box investment over the years. If you want to continue that value you keep paying your sub just as you have always done. If you don't feel the game is worth paying a sub for then you should simply be grateful you have any access to it at all without paying once Freedom launches.

    Also consider this... the box sets grant you nothing except access to content WHILE YOU HAVE AN ACTIVE SUBSCRIPTION. This doesn't change when Freedom launches however much you wish it would.