Madam_Enigma

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  1. Quote:
    Originally Posted by Lord Mordeth View Post
    Many good points listed here, so i suppose it might be worth it if i went with the perma Mind Link approach, even if it cost me bundles more inf and trouble.

    But i'd also need to tinker with the build, which i haven't been able to do, not to my satisfaction anyways, as no matter how i spin it, i always end up dry on slots.



    Yes, took Weave due to it being a cheap way to get decent amount of +defense, thus achieving the soft cap without the use of high end io's.

    That said, anyone got a decent build they'd like to share, something that achieved perma Mind Link/capped defenses without the use of Weave/Hasten/etc powers or purple sets?
    Why do you end up dry on slots? Between TT:Tactics and the passive +acc one you can get enough acc and +tohit to hit 95% chance on +1 foes or so. That's without any acc slotting in attacks too. I'd say putting 3 ACC into that one passive is a good investment, and gives build wiggle room. If your trying for set bonuses, did you look at 4 slot sets that give bonuses you want? Mind Link will soft cap or nearly soft cap you without any extra effort every time it's activated. On test I was using it as an 'oh shoot' button. But it's possible to get perma or near perma. And it sounds like doing so isn't too hard. YOu wont need the purple sets either.
  2. Except the escort gives -stealth to the team. So unless your a stalker it's not as useful.
  3. Madam_Enigma

    I Want It All ;D

    I once joined a team on a dark/dark scrapper after billing myself as a 'healer'. When called on it, I jumped into a large group of enemies and hit dark regen. Then said "I just said I'm a healer, and I am. I never mentioned who I heal. Now let's get back to slaughtering everything."

    I should note that we were steamrolling without a 'healer'.
  4. I understand your complaint Megumi_EU. But you are taking the comment in the video out of context. The video was talking about the Going Rogue system specifically. Not power animations or character models. Nor even costume selection. Currently all heroes are railroaded into the same moral standing, as are all villains. You can't have a hero with morals like Punisher or Spawn, because it makes you arrest the criminals. Mission resolution text always mentions the arrest.

    Madam Enigma for example by her storyline fills more body bags then jail cells. And yet according to the mission texts and clues she's arrested every single criminal. The current state of the game doesn't allow for a morally ambiguous area for heroes. All heroes are treated as if they have a high respect for life's sanctity, even when it comes to criminals.

    On the flip side, Poison Bloom's Pet (Fluffy) and Arachnid Huntress are both starting to question what they know. Arachnid is a former cop who was under cover in the rogue islands. She got brainwashed and inducted into Arachnos. Both characters are starting to doubt what they are doing is right. They have strong morals that had been warped on them. But as the game is now, the missions don't reflect that. Villains are all completely evil and sadistic with no real room for nobility.

    With Going Rogue that will change. Villains can start to change their ways, while heroes can be ruthless. A former paragon of virtue can be corrupted by his/her fame and power. The borderline psychopath can slaughter the criminals to save the innocent. So from a moral stand point, we are gaining the freedom to chose.
  5. Madam_Enigma

    I Want It All ;D

    I didn't say Storm had a good heal, just that it has a healing power.
  6. Madam_Enigma

    I Want It All ;D

    Quote:
    Originally Posted by AllStar View Post
    Several of my friends have come back to CoH as the new expansion draws near. We have started a new group of heroes and it has been left up to me to play a healer type. I have looked at the Empathy set and it looks kinda dull. I would like to play a healer that does well solo and in large groups.

    Is there a healer out there that can do good damage and heal as well? The type of healing doesn't matter to me (single,aura).

    Any suggestions?
    Why do you have to be a healer type? But if you absolutely must heal, there's many options. Storm Summoning has a single target heal, and solos pretty well I hear. Dark Miasma solos pretty well too, and has a strong aoe heal. Radiation too has an aoe heal, and solos rather strongly.

    Speaking of which, I should remake Neutrino Guy. Since the original is dead, maybe his son has the armor now. Name could be Neutrino Lad.
  7. Madam_Enigma

    Mo(healer)

    The team I tried the STF on... we ended up getting all 4 patrons at once. Man that was a cluster buck. We took them down, barely. But only cause there were 2 'pure healer' guys on the team spamming heals on us melee types. GW was the biggest pain due to the dark regen she kept using. We still failed though. It was when the STF first came out, and the rest of the team didn't pay attention when I mentioned taking out the towers. They didn't even try pulling Recluse away from them. Nooo, the big tactic the team wanted was ZERRRRRRG!
  8. Madam_Enigma

    Demons vs Thugs

    Sounds about like the feeling I get when I'm playing Poison Bloom, and both jounin are stealthed at once, and then Golden Dragonfly the boss at the same time as the genin smash it with a triple Crane Kick. That always brings a tear to my eye.
  9. Madam_Enigma

    Mo(healer)

    What then when you get more then one of the patrons at once? Say GW and Mako?
  10. Quote:
    Originally Posted by Deus_Otiosus View Post
    If they have willingly and purposefully not taken those powers for whatever reasons, they have no place on my team.

    Because I want team-minded, co-operative players on my team. Not selfish people who think it's OK to eschew team benefit for their own personal whims and expect others to pull extra weight for their poorly designed character.

    Because that's what it boils down to.

    If you're planning to team, plan your character's build accordingly.
    Thing is, I don't understand skipping them either. Even if you don't want to help the team, take them to help yourself survive.
  11. Madam_Enigma

    Mo(healer)

    Realisticlly, what are the odds of having all that stacked on each person on the team? If the defenders/controllers are that focused on stacking clear mind, they aren't doing other things that may be more useful.

    And yeah, you will be affected by the hold. Just not for very long. Thank goodness we don't get detoggled when held anymore.
  12. Madam_Enigma

    Mo(healer)

    Quote:
    Originally Posted by Pyro_Master_NA View Post
    It isn't "unstoppable," but from what I know, it is at mag 100, which is VERY high.
    Which is why I said it's pretty much unstoppable. The chances of reaching 101 mag mez protection is very low. I've seen break free ODing granite tanks running rooted get held by it.
  13. Madam_Enigma

    Mo(healer)

    Unless they changed it, Ghost Widow's hold is pretty much unstoppable. My claw/sr got hit by it despite 20 tier 2 break frees, my mez protection, and clear mind. That is one nasty hold.
  14. Madam_Enigma

    Mo(healer)

    Last time I tried for a MOITF run, we ended up with 2 'pure' healers. Ew... I'd have much rather the /thermal corrupter on the team had been buffing us with the shields, and the emp/doesn't-matter-cause-it's-never-used defender was a force fielder. We probably coulda pulled off the MOITF if that was the case.

    Don't get me wrong, empathy is a very nice set. But don't make the mistake in assuming it'll make the team unstoppable. Because it's highly reactionary, it's possible for it to fall behind rather easily in the damage vs heal race.
  15. Madam_Enigma

    Demons vs Thugs

    of course, once /dark gets going you shouldn't NEED to heal as often. Especially with the rather high defense thugs get just from the enforcers.
  16. Madam_Enigma

    Mo(healer)

    I'd hazard a guess, but I don't think calling yourself a healer will get you on a Master Of run usually.
  17. I'd try for melee/range/aoe defense myself. Or at least ranged/aoe and try to avoid melee.
  18. I haven't gotten to mess around with gun drone. My archery/dev blaster is level 27 or so, and my pistols blaster is 18. Had gotten to 26 with the combo, but decided to reroll as a natural rather then tech. You know, bonus damage from both vet ranged attacks.
  19. On the other hand, I believe they also ignore -recharge debuffs. Thus they don't suffer from being shut down due to -recharge.
  20. Quote:
    Originally Posted by RedSwitchblade View Post
    Go-go-Gadget Comic Sans!

    I could be down for this. Needs more clarification as to what the powers do though. As in, don't overlap other powers and don't upset pool power balance.

    Using other pools as a template, this resembles Fighting, which would be ATK-ATK-TOG-TOG; However "Roar" sounds like "Invoke Panic" from Intimidation, which was mapped out differently.

    I don't think you're going to get that combo of powers in a power pool without some kind of tradeoff.

    Bite - Moderate ST damage, chance for DoT (Bleeding), Moderate recharge, 5 endurance
    Feral Conditioning - Toggle, moderate jump, minor S/L resistance, and runspeed increase (Slightly better than ninja run plus resistance)
    Bestial Rage - (Thanks to demon summoning) A full-on SuperSpeed/SuperJump hybrid power with quadruped animation. New travel power anyone? Though, our bipedal heroes would look RIDICULOUS using it...
    Roar - PBAoE Knockdown, 6 foot radius, 12 endurance

    That's what I'd do to make it look more tantalizing.
    Something like this would be ideal for a feral stance ala CO. A toggle (perhaps costume option) which affects just your movement and rest appearance.
  21. Ah, but some beastials might have other abilities too. Such as an animalistic fire elemental
  22. The 'total freedom' in the viddoc wasn't in regards to animation, but char storyline development. Now I'll finally be able to have my ruthless borderline sociopath hero kill criminals for example. I've been RPing that she does, but now it'll be fact.
  23. Yeah, I'm weird. But I'm enjoying my DP/Dev blaster a lot. Not having to slot accuracy frees up even more options when it comes to slotting. The devices taser is good for stacking with suppressive fire to disorient a boss too. And it gives plenty of 'skippable' powers since dual pistols makes for a tight build.
  24. Quote:
    Originally Posted by Patteroast View Post
    Am I the only one who just clicks their powers with their mouse to use them?
    I know a few others who do that. I use to always just use the default setup myself. Then I discovered the joys of using the numpad for my frequently used powers. Suddenly I could move and fight at the same time.
  25. My setup looks something like this for most characters:

    Numpad 1-0 are used for attacks or primary powers (depending on AT). For masterminds this is where I put personal attacks and pet controls.

    1-0 are either secondary powers or defensive powers. On defenders this is where I put the stuff for my primary. The extremely useful stuff goes on 1-5, while the more situational powers go further down.

    Sprint I have bound to Left Control+1, with my travel power (usually ninja run) bound to Left Control+2.

    I put situational powers such as summon abilities on numpad /, numpad *, and numpad -. Depending on power sets these may be armors or other toggles instead.

    Next up I'll have micilanious abilities on the arrow keys. Down for example is my jump jet, while the others depend on the AT and powers.

    Rest is bound to the numpad delete key

    If I have more useful abilities then I have tray spaces, I create a 4th tray to put things like my pocket D teleportal and Oro portal.

    THe setup was initially made with masterminds in mind, but it works well for most of my characters. My kelds have a different setup, but then they are a lot more complex and need a dozen macros and other binds beyond power activations.