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Having done this in CoH (with a defender) I can tell you now, Atlas Park and Galaxy City late at night are the worst. The problem is when you find an area where you are two high level to spawn mobs and there is noone low level around. Then you discover an entirely mob free zone and you have to run across the zone really slowly.
I used to head for city hall or Galaxy girl since there were usually people (and hence mobs) around there, but it was always a pain.
Having said that, when in zones around your level Siphon speed is very usable. Having said that taking hover is a very good move as Toughguy pointed out, and Siphon Speed plus Hover equals slotted fly (with no supression). -
You could always use Spad's online Log Parser here:
http://spad.no-ip.com/website/spad/cohlog.php
its supports Total Cat -
Although we now have descriptions of the patron powers, some of the descriptions are open to interpretation. I'm hoping to figure out what they mean and would be interested to see if others place different interpretation on them. I wont bother looking at the summons abilities - since we all know what a Mu Adept, Fortunata Mistress etc. do
Ghost Widow - Soul Mastery
Ghost Widow will teach you how to corrupt and utilize souls of the dead to damage and hinder your enemies.
Soul Drain: Using this power, you can drain the essence of all nearby foes souls, thus increasing your own strength. Each affected foe will lose some Hit Points and add to your Damage and Accuracy.
PBAoE, Self +Dam, Self +Acc, Foe Negative Energy Damage ?
Dark Embrace: You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, and Toxic damage.
Toggle? , Self +Res(Lethal, Smashing, Negative Energy, and Toxic)
Soul Storm: Like Ghost Widow, you will be able to summon the souls of your victims to do your bidding. Soul Storm enraptures a single target, Holding them while their life-force is drained from their body. You must have one other Soul Mastery power before selecting this power.
Ranged, Foe Hold, Foe DoT Negative Energy Damage?
or possibly
Ranged, Foe Hold, Foe -End?
Black Scorpion - Mace Mastery
Black Scorpion will give you access to an Arachnos Mace, and teach you how to use it in battle.
Web Envelope: The Executioners Mace can lob a modified Web Grenade. Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets in a wide area. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping.
AoE Immobolise, Foe -Fly, Foe -Jump, Foe Slow
Scorpion Shield: Black Scorpions technologies are impressive indeed. This energy shield grants you Defense to Lethal, Smashing and Energy attacks, as well as improves your Damage Resistance to Toxic damage.
Toggle? , Self +Def(Lethal, Smashing, Energy, and Toxic)
It seems odd that this power is defence while the other three are resistance, but maybe it is.
Web Cocoon: The Bane Mace can fire a more powerful version of the common web grenade. The sinewy fibers of this grenade are strong enough to completely Hold one target. Targets able to resist the Hold are still likely to have their attack and movement speed dramatically Slowed. Web Cocoon can also bring down flying targets and prevent foes from jumping. You must have one other Mace Mastery power before selecting this power.
Range Hold, Foe -Fly, Foe -Jump, Foe Slow
Captain Mako - Leviathan Mastery
Captain Mako will embolden you with the knowledge of the Coralax and their mysterious powers over the seas.
School of Sharks: You can call forth a school of vicious Shark Spirits that will swim out in a cone formation and will encircle your foes, draining their spirit energy. The encircling Shark Spirits will immobilize most foes while they deal Negative Energy damage over time. Both you and the target must be near the ground for this power to activate.
Difficult one - what is 'spirit energy'? Does this just add flavour to negative enegry damage or does it indicate something else (such as End drain)? Is this an AoE power with fancy visual effects or are they single task pets (who can be targetted, buffed etc)?
AoE Immobolise, Foe -End, Negative Energy Damage ?
Shark Skin: The power of the Leviathan Mako has shown you seems to have no end. Shark Skin improves your Damage Resistance to Lethal, Smashing and Cold damage.
Toggle? , Self +Res(Lethal, Smashing, Cold)
Spirit Shark Jaws: You can summon a massive Spirit Shark that will attack your foe from below. The Shark will grip your foe with its massive jaws and attempt to Hold the target while he mauls it, dealing Lethal damage over time. Flying targets will likely be pulled to the ground. You must have one other Leviathan Master power before selecting this power.
Range Hold, DoT Lethal Damage, Foe -Fly, Foe - jump?
Scirocco - Mu Mastery
Scirocco will instruct you on the Way of Mu, ancient techniques that give access to the lightning-based powers of the ancient race.
Power Sink: Power Sink leeches Energy directly from the bodies of all nearby foes, draining their Endurance. Each foe you draw energy from increases your Endurance. If there are no foes within range, you will not gain Endurance.
PBAoE, Self +End, Foe -End
Charged Armor: When you toggle on this power, you are surrounded by a charged field that makes you highly resistant to Smashing, Lethal, and Energy damage.
Toggle? , Self +Res(Lethal, Smashing, Energy)
Electric Shackles: Electric Shackles binds a foes limbs, leaving the target Held and helpless. The target is drained of some Endurance and some of that Endurance may be transferred back to you. You must have one other Mu Mastery power before selecting this power.
Ranged, Foe Hold, Foe -End, Self +End
This is all of course guesswork based on the descriptions. I'd be interested to know how others interpret them. The issue is of course that phrases like life-force is drained, spirit energy and spirit damage could mean a great many things. -
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I don't have a Kineticist high enough to know for sure, but I remember being told there was no need for that many end mods in Transference. I'm sure someone else here could give you a definite answer on a good slotting for it.
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Slotted that way its an incredible sapper power - you can often drain a yellow leut of all End in a single hit. It also fills an entire End Bar. Against Orange or Red it takes two hits. In my personal experience this is the perfect way to slot it. Often Bosses will regenerate End faster than you can drain it, but I would swear by this slotting and have used it atleast once to solo an Elite Boss just by keeping him almost out of End the whole time.
Having said that..for PvP you are better slotting it with a few more Recharges and less EndMod.. but this is the best PvE slotting. -
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Where did I say just not taking ID makes you an awful kineticist? ...
...I said a good one needs to at least think about getting it. You clearly have, if you don't think it's worth it, thats your call to make.
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You're entirely right. I'm just overly protective of my right to play the game any way I see fit. I spend quite a while agonising over every decision I make, and leaving ID out of my build was carefully considered and to a large extent based on the people I team with.
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I had a great time in my 20s teaming with a dominator friend. With my buffs and heals he could easily tank spawns (even in groups with more then just us 2). Without ID this wouldn't have been possible.
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Which agrees with what I was saying. To a large extent the powers you take depend on the role you will be filling and who your teammates and friends are. Of course if you optimise for the characters you play with frequently you may not be perfect for pick-up groups, but I like to think I'm always appreciated.
My Brute friends needed very specific things..which I give them. The other day I teamed with a Stone Brute (such an odd concept - a slow Brute) and that was weird, but again I was perfect for him. If like you I worked a lot with a Dominator I suspect ID would be much higher up my priority list.
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Please read my post a little better, cause I never said not taking ID makes you an awful (or even a mediocre) kineticist.
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I'm sorry if I over-reacted to your post, or read things into it which weren't intended. -
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Do you really need Fly and Inertial Reduction? A lot of people are happy with Inertial Reduction alone, but it's obviously a personal preference thing, and does come fairly late for a /Kin. If you know you won't be happy with it as a travel power, do you really need it at all? If you've already got the vertical movement of Fly, I don't know how much use it would be. You could possibly take Fly so you have an early travel power, though, and then try out Inertial Reduction and respec if you're happy with just that as a travel power.
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On the travel power front I've gone he Super Jump route because of the Status protection Combat Jumping and Acrobatics give you, but Kinetics offers the widest range of options for Travelling.
Siphon Speed can be used alone as a travel power, but is a pain in higher level zones than you where gaining speed draws agaro, and misses mean death, or much lower levels where mobs wont spawn for you.
Inertial reduction is a nice travel power but comes late in the game, isnt available when exemplared to a low level and doesnt give the status protection of the Leaping line. It is however only one slot (whilst Combat Jumping, Super Jump and Acrobatics takes 3).
I've seen people do pretty well with Siphon speed and Hover..which gives a pretty good fly speed and gives a kind of knockback resistance.
I have to agree with the above poster though..if you are taking another full travel power why take Innertial Reduction? You would be much better off either a) dropping Hover and Fly, or b) dropping Innertial Reduction, or c) dropping Fly and Innertial Reduction.
Infact there is only one place in the game where fly offers significant advantages over Innertial Reduction - the Shadow Shard, and you cannot get a Villain there anyway, so if you have Innertial Reduction fly seems a waste. -
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Yay - puking. I think I posted a request months ago for something like this but I doubt the vomit attack is a direct result
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Okay..if we can use it as an emote in Pocket-Ds then it might be more in character -
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There is also far too many awful Kineticists. They forget to speed boost, dont even think of picking up ID, seem to use transfusion only to heal self. Stuff like that. Bah, if you roll a corruptor, keep in mind half of you is supposed to help the team!!! :P
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I play a Kineticist..and I haven't taken ID. I do not consider myself an awful kineticist. As I see it I'm a corruptor, not a defender. I'm the primary ranged attacker in City of Villains. As such I need to invest in my Primary. I also want to be able to solo. In fact I've only taken five powers from my primary and one of those I don't even use as an attack (Tenebrous Tentacles is primarily an immobolisation)
I also have a support roll, and since I have already invested slots in my Primary I have less slots to choose from here. I normally team with Brutes (my SG is Brute heavy) and they are perfectly capable of handling status effects without my help. What they really need from me is healing (Transfusion), Attack Rate (Speed Boost), Endurance (Speed Boost and Transference) and Damage (Siphon Power and Fulcrum Shift). As such I have all these powers and use them (a)frequently and (b) effectively. It is unusual in a team I'm in to ever see someones speedboost drop and the Brutes generally have several damage buffs on them - I'm proud to say I've managed to get over twenty buffs on each Brute symultaneously once.
Since I have to be able to Exemplar effectively to help mebers of my SG lower than 35th level I've taken Stamina (which admittedly means 3 slots), but otherwise I'm useless at lower levels. I have also taken the Leaping line for the status protection Combat Jumping and Acrobatics provide me (nothing worse than seeing a teammate die because you were off your feet and couldnt heal them)
Finally I've taken Assault and Tactics
When I'm teamed with less Brute heavy teams I tend to try and work in a few blasts, but I've always got an eye on the team. I know I can turn a disasterous situation quickly wth a combination of Fulcrum Shift and Blackstar, and I know when to do it and when not to. To be effective soloing I've taken Tenebrous Tenticles and slotted it heavily for immobolisation.
As a result of these decisions I do not have any room left for ID, and to be honest in a speed buffed, damage buffed team fights barely last any time anyway so I'd barely get time to use it. If I chose to take it I would have to drop something important...which I dont want to do. The obvious choice to drop would be Tactics, but with my Brute friends I really believe that Tactics provides far more to the team than ID. This is also true when teamed with Masterminds. I suspect if I primarily teamed with other Corruptors or Dominators I would find ID more useful than Tactics. Also Assault and Tactics dont require any effort on my part. With Speed boosting 8 people (possibly and pets), siphoning power, healing, transfusing and fulcrum shifting, most of which require me to posito myself carefully (a small deviation with Fulcrum shift can mean the difference between 1 buff and 5 or 6) I just dont have time to think about ID.
Having said that..I am seriously considering taking it some time between 41 and 50, and it is possible I have underestimated it. -
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35 : Transference acc(35) endrec(36) recred(36) recred(36)
38 : Fulcrum Shift acc(38) acc(39) recred(39) recred(39) recred(40) endred(40)
and
35 : Transference acc(35) recred(36) recred(37) endrec(40)
38 : Fulcrum Shift acc(38) recred(39) recred(39) recred(39) endred(40) acc(40)
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Slot Transferences Acc, Acc, endmod, endmod, endmod and it becomes an extremely effective sapper attack as well as a way of recharging almost all your endurance.
Slot Fulcrum shift Acc, Acc, Recred, Recred, Recred and transfer that extra slot to Trasference where its needed. You really dont need a Endurance Reduction in Fulcrum shift - you have Transference.
If you are going the fire route slot Inferno with two Accuracy and Recovery reduction and only use it immediately after Fulcrum shift. You get your damage from Fulcrum shift..and you get your endurance back afterwords by poping a single catch a breath and then using Transfusion, so your sequence will be:
Fulcrum Shift (to get the damge up)
Inferno (To take them out)
Catch a breath
Transfusion (toget back in the game)
Make sure someone else solidly has the agro before trying this though or you'll find yourself being alpha striked before you get to Inferno. If you are attempting it solo pop atleast a couple of purples first for a little defence and be ready to transfuse immediately after.
Unfortunately I understand Fulcrum Shift doesnt boost Blizzard. -
Based on the success of our first Mercenaries Ball we are planning to make it a reoccuring event..we're just not too sure about the frequency. To start out with we are going to try Monthly though...
Next time expect something a little more structured though.. We have taken the feedback we've recieved onboard. -
We appreciate people may have questions about this event (like "Can I get a Teleport?", "I'm lost. Where is it?" and "Can I bring my alt?" etc.) Just for all these out of character (OOC) questions we have created a global channel.
If you need assistance for anything to do with the event just join MercBall tomorrow and ask away.
Look forward to seeing you. -
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((so like, what time is this thing? after a year of playing, i'm still not clued up on co-ordinates, heck.. i'm baffled by bearings in general.. whereabouts is this RP spot?.. assuming the meeting will be IC))
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((Its at 8pm (UK time). If you have a look at this thread its got a link to a map of the location and an aerial photo (screen grab) - or you could use the links I just posted here. It will indeed be in character (IC).))
Whirlmeister had always been meticulous but at times like this it could be a real disadvantage. Lack of sleep and excessive amounts of coffee were gettng to him. He felt tired and he knew he was grouchy. He leaned back in his chair, appreciaing the feel and surveyed his office. The usually spotless desk was covered in papers, invoices and letters. He had a half dozen parcels, all unopened and list as long as his arm of things which all needed to be completed before tomorrow evening. As expected the caterers had cancelled, but it probably didnt matter..noone ate at these things and he could still get someone ease at short notice, Demon Djinn apparently had tried to eat one of the security staff which was causing problems with their union and the star sale item looked like it might be arriving late. He reached for his comm unit to check how things were in the field. Atleast things might be okay out there.
"Imp, How are things at the Villa?"
"Same as they were 5 minutes ago, sir. I can handle this. Stop pestering me."
Whirlmeister smiled. He'd heard what Impetus called him behind his back and it wasn't Sir. One of the advantages of being a master of stealth - you knew what everyone thought of you.
"Just keep me updated." he snapped and shut the channel.
He leaned back again and thought about the what needed to be done, the paperwork, the contracts, the people he needed to talk to and quite unintensionally he fell asleep... -
As dawn rose Whirlmeister reviewed the Venue. Port Oakes seemed perfect with easy access by ferry to both the Cap au Diable Airstrip and to Fort Darwin where apparently Arachnos were still flying in new recruits. In addition the easy sea access Villa Montrose provided ment that certain high powered individuals could be feeried in on their private yachts, but that easy access was also a worry.
He checked his GPs - "Port Oakes (Coordinates 371 130 -2525)" and shrugged. The satellite would pass over several hours before the big event. It wouldn't help them if anything went down after the trade fair had started, but atleast it would give early warning of any traps lying in waiting..besides which they had the place covered from the ground. There aws no way they were going to stop people bringing weapons to the party either, but those same weapons would act as a deterent to anyone mad enough to try and start trouble.
From his vantage point he could see Dark Impetus and Midithorian approaching.. No doubt the aliens advanced sensors had picked him out byu now, despite his best attempts to hide. He often wondered how he would fair against the alien if they did come to blows. He was fairly sure a smoke bomb or two would destract the alien despite his sensors, but given the choice he'd prfer not to find out. He'd seen what the alien's fists could do to plate steal and could only imagine what they could do to his skull. He's loose face if they announced they'd seenthrough his attempts to hide, so he didn't let them. He stepped from the shadows and welcomed them.
"Glad to see my shift is over. Look after the place..its less than a week to the ball."
Impetus nodded and the Alien grunted. robably as much as he'd get from them this early in the morning. He knew Imp resented this particular duty, but he was reliable and alert and thats what mattered. Knowing the venue was in good hands, Whirlmeister headed for home and sleep. -
I find it hard to believe the devs have done this. The Patron powers are now available and its difficult to see how many of them will fit into any of my characters, but the Cpatain Mako Patron powers must have been specifically chosen to not work in any existing concept:
Hands up anyone who can work the following powers into their character concept easily:[*]Firing off a stream of 6 foot sharks[*]Summoning swarms of land based Sharks[*]Reguritating stomach acid in a long range cone attack[*]Summoning water spouts that chase targets around the landscape[*]Summoning huge spirit sharks that fight allong side you.
Based on the game so far (which has been almost entirely land based) I doubt many people have characters with water based concepts (Princess Aqua, Fishboy or the Ocean Lord etc.) so I suspect we will see almost no roleplayers taking Mako as a Patron -
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Mind if I contact you ingame?
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Of course not. I look forward to hearing from you. -
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It's fine when you're in areas with enemies at or lower than your level...
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I have to dispute this. If you play at odd hours Siphon speed is useless in areas where the enemies are much lower level than you because they simply wont spawn for you.
I remember several early morning sessions where I have crossed Galaxy or Atlas without seeing a mob. If there are no low levels to spawn them no new ones appaer and the existing ones eventually despawn.
However having said this Siphon Speed is an incredible power. Slotted with an accuracy SOs and 3 Recharges SOs you can reduce enemies to a craw whilst boosting your own attack rate significantly. I would rate this along with Transfusion, Transferance, Fulcrum Shift and Speed Boost as one of the Kinetics must haves. Combine Siphon speed with Hasten and you have one the fastest recharge times in the game..better than any non-kineticist.
Finally although its never as good as a real travel power its not bad and taking it instead does save you slots. I personally went the leaping route because Combat Jumping and Acrobatics help a lot with status effects. -
Whirlmeister take the flier and examines it. Its the first time he's seen it, but the details are no surprise. His organisation have been planning this for weeks, the suppliers and vendors are all lined up. He even has representatives from the Marconi Family who want to push their 'wears'. He's not too sure about that but doesn't want to upset a potential customer.
He feels the paper and checks the layout. Its not perfect, but it will do. He actually quite likes the layout and he's sure the paper quality saved money.
"How many of these have you handed out lad?", he asks.
"You're not the police?", the lad replies.
"No i I'm not. How many?" the director snaps back. He's clearly not used to people who answer back.
"This is the second bundle."
Whirlmeister smiles. That means they've handed out atleast 50 so far - the word is out. He turns back to the lad.
"Make sure you don't leave until they're all gone."
The lad looks briefly like he might say something, but then notices Whirlmeisters katana, and falls silent. -
The European Villainous Immorality League is hosting the Mercenaries Ball - a roleplaying event representing our first Bi-annual (or hopefully bi-annual) Trade Fair and Meet. It should be a meeting of Arms Dealers, Mercenaries, Freelances and Suppliers.
Since it is a roleplaying event we've created a thread here, to allow roleplayers to get in some pre-event roleplaying.
In addition the flyer is available here to provide further information.
Can I strongly suggest you add Saturday 8th April to your diaries. The event is at the Villa Montrose in Port Oakes (Coordinates 371 130 -2525) but this map and this aerial photo should help you find it.
Why not drop by to pick up a great deal in personal armament, or just to socialise and network. -
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"we are much more interested in what sort of person you are and what depths you will sink to. "
Sort of like how microsoft recruit their employees.
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And the US Navy SEALs -
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and fulcrum is based around your target as well as the person if I am correct?
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True, but only half the story. Fulcrum shift produces the vast majority of its affect around the target.
Fulcrum Shift is an AoE and produces one buff for each mob hit centered around the mob that was targetted and one additional buff centred on the caster.
That means if you manage to hit 7 targets the melee fighters near the mob get 7 buffs (and more than double their damage), and people around you get a single buff (which is actually inferior to Siphon Powers buffs).
Now if you run forward to stand reasonably near the melee guys and fire it off at the nearest mob, all of you will get 8 buffs (7 centred on the target and one centred on you - they stack).
I tend to ignore the extra buff and assume that its centre on my target because the effect around the caster is negligible by comparison, and the better you are at picking big bunches of mobs the truer this gets. -
Well I might suggest the European Villainous Immorality League, but I'm highly biased.
Perhaps you would like to drop by our recruitment website and see what we have to offer (there's a link in my signature), or you could look us up at the Mercenaries' Ball where we will be actively recruiting. That way you get to know who you will be throwing your lot in with.
We don't recruit based on narrow stereotypes descriptions like Mastermind, we are much more interested in what sort of person you are and what depths you will sink to.
We look forward to hearing from you. -
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[]Yes, you have to close the editor anyway to chat.
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No you dont.<ul type="square">[*]Open the base editor[*]Click anywhere on the screen that isn't the base editor tool bar[*]Hit return of the keyboard[*]Chat[/list]
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Any takers?
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Can you count Dark Impetus (Lvl 38 Dark/Kin Corruptor) in please.
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I'm aiming to run Ice Mistrals SF next saturday afternoon at 2pm.
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Just a quick check - this is UK time, isn't it? I know a lot of players are on Central European Time so its worth checking. -
As a Kineticist I often team with two Brutes. I can tell you that once the've built up some fury, you've speed boosted them, and then drop a fulcrum shift on them enemies last a single hit. Targetting the Brutes and trying to heal is almost guarenteed to fail.
I would suggest binding a key to target_enemy_near and another tow target_enemy_next (or just use tab). Get close to the Brute, target the nearest enemy, and then tab quickly through to the 3rd or 4th nearest.. this is your heal target. Anything closer will probably be dead by the time the heal lands.
In larger groups you are looking for the toughest mobs as the target for your heals - because it the least likely to die suddenly and unexpectedy. When in teams of 5 or more I generally heal off the purples (one good reason for having 2 accuracies and running tactics - I can reliably hit low purple).
And by the way..nothing can come close to a Kineticists healing potential.. with hasten, five slotted siphon speed (2 acc, 3 rechage) and six slotted Transfusion (2 acc, 3 heal, 1 recharge) you'll be able to heal at an incredible rate, and the AoE of Transfusion is pretty big but unless the group is primarily melee (or Ninja/Undead pets) you will never come close to your potential since people wont be in melee range. -
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Having raid telepad is up to you, but it wont fit to the 2x2 room.
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Actually, the Arcane Raid teleporter fits fine into a 2x2 room. The Technology one doesn't.