Neo_G_Dice

Apprentice
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  1. Quote:
    Originally Posted by Zwillinger View Post
    While I certainly appreciate your viewpoint:

    What if we provided guidelines so that posts were easily identifiable within each forum?

    I don't particularly view it as pigeonholing, simply as...well...simplifying. There's a rather large amount of forums to sift through here on our boards, and to a new, or even veteran player who hasn't spent time on the forums, it's a bit confusing.
    How would you know? Have you even asked the community about this? I don't see such a discussion or community poll anywhere. You shouldn't simplify the forums because you might think that a couple of new players might find it a bit confusing, you might as well find out from all of us what we think about the Archetype forums.

    Personally, I'm fine with how they are. There's no need to generalise archetypes into something that doesn't fully reflect what they are. Dominators in Ranged Damage is an example of this.
  2. I've been really enjoying my new Spines/Fire scrapper, and I'm aware that it is a pretty popular build amongst the community.

    I'm currently playing towards my Mids Build for it, and when I get what's needed I think it will be a brilliant toon. I'm happy with my build, thought I honestly think it could be better in some way. I might do a second build focusing a bit more on that well-sought after S/L cap that many strive for, though I felt like posting up my current build here to see what people thought of it. It primarily focuses on a balance of damage, recharge and defense set bonuses, and any comments are welcome, even negative ones.


    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Whirl: Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Fiery Aura
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Lunge -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Dmg/Rchg(19)
    Level 1: Fire Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(5), EndRdx-I(7)
    Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 4: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Rchg(42), Sciroc-Acc/Dmg/EndRdx(43), Sciroc-Dam%(43)
    Level 6: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(7)
    Level 8: Healing Flames -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal/EndRdx(29), Dct'dW-Rchg(48)
    Level 10: Temperature Protection -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(11), Aegis-Psi/Status(11)
    Level 12: Impale -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(13), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/EndRdx/Rchg(15)
    Level 14: Confront -- Mocking-Taunt(A), Mocking-Taunt/Rng(15)
    Level 16: Plasma Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/Rchg(17), EndRdx-I(19)
    Level 18: Quills -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(34), Sciroc-Acc/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(42)
    Level 20: Consume -- P'Shift-EndMod(A), P'Shift-EndMod/Acc/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-Acc/Rchg(23), P'Shift-EndMod/Rchg(23)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(48)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(29)
    Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40)
    Level 30: Super Jump -- Jump-I(A)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Acc/Dmg/EndRdx(33)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Rise of the Phoenix -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(43), Armgdn-Dam%(46)
    Level 41: Dark Blast -- Empty(A)
    Level 44: Shadow Meld -- RedFtn-Def(A), RedFtn-Def/EndRdx(45), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(46), RechRdx-I(46)
    Level 47: Acrobatics -- EndRdx-I(A), EndRdx-I(48)
    Level 49: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(50), RedFtn-Def/Rchg(50), RedFtn-EndRdx(50)
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3)
    ------------
    Set Bonus Totals:
    • 23.5% DamageBuff(Smashing)
    • 23.5% DamageBuff(Lethal)
    • 23.5% DamageBuff(Fire)
    • 23.5% DamageBuff(Cold)
    • 23.5% DamageBuff(Energy)
    • 23.5% DamageBuff(Negative)
    • 23.5% DamageBuff(Toxic)
    • 23.5% DamageBuff(Psionic)
    • 3.75% Defense(Smashing)
    • 3.75% Defense(Lethal)
    • 12.5% Defense(Fire)
    • 12.5% Defense(Cold)
    • 6.25% Defense(Psionic)
    • 7.5% Defense(Melee)
    • 10.9% Defense(AoE)
    • 1.8% Max End
    • 27.5% Enhancement(RechargeTime)
    • 45% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 5% FlySpeed
    • 75.3 HP (5.62%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 7.7%
    • MezResist(Stun) 6.6%
    • MezResist(Terrorized) 2.2%
    • 9% (0.15 End/sec) Recovery
    • 32% (1.79 HP/sec) Regeneration
    • 7.87% Resistance(Fire)
    • 7.87% Resistance(Cold)
    • 6.25% Resistance(Negative)
    • 3% Resistance(Psionic)
    • 20% RunSpeed
  3. Quote:
    Originally Posted by seebs View Post
    Can't reach login servers as of around midnight PST. Not totally surprised.

    ... and they're back up.
    Not being able to log in here.
  4. Titan Weapons sounds great and all, but a lot of the concept art seems just a bit too close to Final Fantasy for my liking. I would however love a big bloody axe.
  5. This is correct, procs like -Recharge on moves like Smoke Grenade will cause the procced enemy to attack you.

    You might aswell stick Deflated Ego: Chance for -Recovery on the list too. I tested it on my Flash Arrow (TA) and it caused aggro.
  6. I'd read it solely because I have played a Dark/Dark corruptor for a few years now and I'm pretty confident that I know enough about it to play it effectively. I wouldn't mind reading about someone else's opinion on this particular combo.
  7. Quote:
    The thing is, this is a pretty easy to solve problem that I'm more than certain the devs don't even acknowledge as a problem. Simply give AM a PBAoE bubble that makes everyone in it immune to the pulse ala the Nuclear Reactor shield (since he is presumably immune to his own reactors).
    Lmao, I'd love to see an entire league of players group-hugging Anti-Matter throughout the entire trial.
  8. Quote:
    Originally Posted by Kitsune Knight View Post
    I would consider 'being able to take a few steps' as a fundamental aspect of a character. It's not like this is a power that doesn't give you EVERY opportunity to avoid.

    The problem with much of this game is you can just stand there and slug it out until the enemy eventually just falls over, without much of any concern for your environment. The adds in the BAF help some, as does Nova Fist and other mechanics- you actually gotta pay a bit of attention (unlike what I do in many parts of the game, where I alt tab out while powers are animating! why do you think my post count is so high? )
    Oh I don't deny that Trials shouldn't be rather challenging compared to the rest of the game. Problem is, Trials aren't that different compared to the rest of the game. You team up with folk, kill ****, do some objectives and then you all get a reward. Marvellous.

    The only thing that makes Trials any different compared to the rest of the game (bar Hami Raids) is this Untyped Damage rubbish, including Unavoidable/Unresistable attacks, and One Hit Kill +1HP moves. (Although I am aware that other content may also use the OHKO rule.) I dislike how the developers have accepted this system when it does the opposite of what it was supposed to do; make trials fairer for everyone. Surely, there must be another way of making even harder content without having to resort to a monumentally crappy rule like that.
  9. Have you ever played Mario kart on the N64, on the 150cc difficulty, to find that no matter how fast your lap times are, the opponents you race against will always find a way to catch up with you, even if that means they have blatantly been programmed to go faster than you could possibly ever drive just to stay close to you thus defining the game's difficulty? That's what Incarnate Trials remind me of.

    The funny thing about this is that no matter how unfair the AVs unresistable/unavoidable damage may seem, they are still beatable. Some people have already expressed their feelings in that this game content is still too easy. Which doesn't surprise me, when everyone is using Incarnate powers.

    I dislike the concept of untyped/unavoidable/unresistable damage for different reasons than most people who have posted here already. The OP pointed out his concerns over an equality issue that lies within the trials in relation to this whole damage debate, whilst some have said that the equality is a good thing because it supposedly makes the trials fairer, as was the intention of the devs.

    But therein lies the problem. The problem with the damage when it comes to trials is that it succeeds but also fails to make everyone balanced. One hit kill +1hp moves is the biggest example of this because regardless of archetype, and thus their individual health, buffs per player, and any other values that defines each character as an individual, everyone gets hit by this silly attack that treats everyone the same. That isn't how it should be. Why should tankers (technically) lose more health than a defender? The One Hit Kill rule is a paradox when it comes to fairness, and as a result Incarnate Trials have succeeded in maintaining an illusion of fairness which if anyone were to stop and think about it, would realize that the whole purpose of Untyped Damage doesn't make sense. It's self defeating.

    No matter what way you look at it, 1% of a tankers health has more value than 1% of a defenders health. To sum up OHKO's, they actually disadvantage certain players rather than make everything fair. A lot of you probably just don't know that. And by implementing this stupid rule in Trials, it therefore negates the true effectiveness of teamwork, Incarnate Powers as a whole and an individual players capability to participate in Trials. Yes, it is unfair that Blasters might not be able to take as much damage overall as a Tanker, but that's the whole point of this game. You choose one option whilst sacrificing the other, and Incarnate Trials have completely turned this game onto its head and messed this up all together.
  10. Tough one to gauge.

    Controllers
    Masterminds
    Corruptors
    Scrappers
    Dominators
    Brutes
    Defenders
    Blasters
    Tankers
    Soldiers/Widows
    Stalkers
    Kheldians

    It's tough to gauge because despite knowing the differences between a lot of the hero and villain archetypes, I still find some of them too similar to one another.
  11. I hoped that there would be more interest in something like this. Oh well.
  12. Neo_G_Dice

    Time Bomb?

    Time Bomb is fun and it can be used well, but only on occasions. I wouldn't consider it one of my regular powers. Put it this way; if you think that a large mob will take longer than usual for your team to deal with, stealth your way in and plant it early. The 10 second wait is worth it when it comes to massive groups, in my opinion.
  13. If you want to save yourself the bother of buying IOs every ten levels or so and completely avoid crafting all together, do what I do and stick with SOs all the way to level 47. Bit of a grind, but if you have put up with SOs for so long then you'll be fine.

    A good IO build might set you back around 50-100 million. But it's well worth it.
  14. All enemy types should be available.
  15. Well it seems okay, been ten minutes or so now and no-one has been kicked out. Crisis, possibly over.
  16. Numina: 15
    Synapse: 42
    Citadel: 1+1 =2

    ....nah, just kidding.

    Numina: 15
    Synapse: 42
    Citadel: FINISHED! FATALITY.......
    Back Alley Brawler: 62
    Manticore: 38
    Positron: 40 +1 = 41
    Sister Psyche: 42

    Statesman: STILL DEAD
  17. So it seems that people everywhere are getting into the game then being disconnected minutes later. Whatever went on during maintenance, it's turned out bad for the servers this time.

    And I've just logged in now, let's see what happens.
  18. Quote:
    Originally Posted by Montaugh View Post
    ....I just had images of Singularity using combat jumping inside of combat and Super Jump outside of combat.. bouncing up and down continously. Needs a boing sound effect.
    That is brilliant. Teleporting robots arriving to exterminate you in an inferno of missiles and laser beams, holy crap.
  19. Now here's one for you: Why can't Assault be slotted for Damage? It's the only Leadership power at a disadvantage because it's the only one that cannot be slotted for its primary function.
  20. I think it would be fair to suggest that an option could be created so that characters with pets can choose whether they want their pets to replicate the travel power that they themselves use or not. For example, a Corruptor with Dark Servant can click an button allowing their Dark Servant to use Flight with the player, as opposed to the pets inherent Jumping.

    Those who read this might be thinking; "Hurr durr, that's what Group Fly is for!", but that's different. Group Fly is mainly designed for teammates, which is to say that you had to choose an extra power so that you could get your teammates to fly with you because they are not initially under your control. The thing is with pet(s), although there are different types of pets thus resulting in different levels of control over your pet(s), they are still under your control in the end. If you can slot a pet for a specific aspect of their powers (From Damage to Endurance Cost to Heal to Mez), you are even dictating whatever aspect of them you deem the most important. For example, I max out Damage output on my Robots, because I think that their damage is the most important thing about them. You do the same.

    Despite this, pets of any archetype that pets are available to are still subject to a limitation in travel, which you cannot properly control without sacrificing a power slot for Group Fly. Thus, unless you choose to use a method such as Group Fly, such a limitation results in a split of power between you and your pet(s). You are no longer an effective unit, because you might be high up in the air with Hover dishing out blasts and healing your teammates down below, whilst your poor sod of a pet is running around trying to decide who to attack on its own or simply trying to reach you with only the ability of Jumping at its aid.

    Now, despite potential debate over the amount of control you have over a Dark Servant (apparantely only fighting for you because you chose the power and it is binded to you for 4 minutes at a time) compared to Mastermind Pets (forever until death), it can be said that further control could be added overall. For if you can:

    1. Slot pets for whatever is available to be slotted, thus dictating their effectiveness and importance in a certain field of combat.

    2. Choose when to summon them AND dismiss them.

    3. Create binds, macros, and click Advanced Control Options dictating their stance in combat (be it Aggressive, Defensive or Passive) and even dictate how they act (Go To, Attack My Target, Follow Me) in a variety of combinations in conjunction with eachother.

    4. Give them Inspirations and buffs (to an extent).

    ...then why can't you dictate what method of travel they use, without having to subject them to Group Fly or anything along those lines? I think that if you were a pet user and you chose Hover, there should be an option to allow them to replicate YOUR mode of travel. It could save a vital power slot, and a unit of Mastermind + Thug Pets hovering together would be considerably more effective in combat than a split unit of Mastermind + Thug Pets using different travel methods in different areas of the map. Large maps with huge drops would be easier to navigate, targets would be easier to defeat, and the whole experience of using pets would be improved if an option like this were to be made available.

    Discuss.


    ~Muzzz
  21. http://boards.cityofheroes.com/showt...98#post3783298

    Quote:
    We have been made aware that this maintenance period will run longer than expected. At the current time we do not have a new Expected Finish Time. We will provide a further update if this changes. We thank you for your patience and apologise for any inconvenience.
    Posted about 15 minutes ago. Maybe this explains why they started 7 hours early.
  22. Neo_G_Dice

    Hami

    Sunday, Monday and Thursday may not be the best days considering the Defiant Events schedule, that being MoKeyes Trials on Monday and Thursday, and a Mothership Raid on Sunday. Saturday might be your best bet.
  23. I understand that there is an increasing number of players curious as to why the servers are down already. To save a million threads popping up with people asking why they can't log in I've made this one to talk about it here, if this is even the right place.

    The news article for today said:
    Quote:
    We will be performing a maintenance on the City of Heroes websites between 1:00 p.m. PDT (4:00 p.m. EDt / 9:00 p.m. BST / 22:00 CEST) and 5:00 p.m. PDT (8:00 p.m. EDt / 1:00 a.m. BST / 2:00 CEST) on Thursday, 4th August.
    I'm in the UK, I first logged on at about 2pm BST and the servers are already down, 7 hours early. Someone has posted that it is to do with the CoH Launcher becoming obsolete so that we now have to use the NCSoft launcher to log in, but clearly that isn't the issue as I've tried both old and new launchers.

    Is anyone at NCSoft able to explain why the servers are down 7 hours early? Is it anything to do with the aforementioned "Intermittent outages"?
  24. Quote:
    Originally Posted by Bloodspeaker View Post

    The Dark Mastery APP power Oppressive Gloom ends up being a massive "fluff" mitigation tool in that, once you have the tough targets effectively blinded, you can concentrate on burning them away while all the minions and lts stagger around in a stupor. Even before you reach that point, however, your AoE -to hit neutralizes the worst of most alphas thrown at you.

    Oh, and...
    Quote:
    Protip: Dark Pit and Oppressive Gloom can stack for a great AoE boss-level stun!
    Throw Howling Twilight in there, and you're nearly able to stagger an EB (total mag 6); once Oppressive Gloom pulses again, you've got him. I've taken down red-con Ballista (and various other EBs) this way, and been on the receiving end of maybe 3 successful attacks throughout the fight.
    There is however a problem when focusing your build around Stun. First off, all three Stun Powers (Howling Twilight, Dark Pit, Oppressive Gloom) have different limits to how many enemies they can hit. Howling Twilight can hit 255 targets, with the rez at least. I imagine the Stun at Mag 2 is the same. Dark Pit can only hit 16 targets, also mag 2. Oppressive Gloom however, can only stun 10 targets, and not only that but it drains your HP as we know and it's also only Mag 2.

    Two of those Stun powers are also either close AoE or PBAoE, which relies on being pretty much right next to the enemies to work. Are you really wanting to risk standing next to all of those enemies and an Elite Boss in the hope that you 'might' stun all of them? Even so, you might need to revive someone with that Howling Twilight. Also if you get mezzed, even for a split second, that Oppressive Gloom will drop. Hah, not so oppressive now is it?

    I discarded that power from my build, I don't think it's worth it at all. Slotting for Stun not only requires sacrificing potentially vital revive powers for your team but a revamp of your playstyle. Slot for damage, recharge and Heal instead. Get every Dark Mastery power except Oppressive Gloom. The -tohit will be enough when you use all of your attacks, and think of the damage output you can achieve with a maxed out Soul Drain + Damage Set Bonuses + Blackstar. This is what one of my builds is like on my corruptor and it is amazing.