OneWhoBinds

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  1. So... my thoughts...

    Mission 1: I hate Ghost Widow with a passion.

    Mission 2: Oh, yes. Now I remember why I haven't done the Shadow Shard Arcs.

    Mission 3: Love the visuals. Love the dialogue (Well, hero side. Villain side gets very little.) Mako actually does something other than whine! Wow!

    Mission 4: Black Scorpion is not the worst ally we've ever had. (I'm looking at you, Lady Jane...) But his suicidal charge at the HIGHLY EXPLOSIVE Tanks meant that in both runs I did, he failed to live past the third tank group. As a result, I must nominate him for the most useless ally we've been saddled with in a long time.

    Mission 5: SPAAAAAAAAAACE! And why are none of the others targeted by the Apocalypse beam? I feel very put upon. Fortunately, I came with plenty of greens... Also, did anyone actually tell Recluse and the Patrons no? I'm curious if you actually can end up doing this one solo... but not so curious as to actually try myself. (At least, not with the characters I was using.)

    'Mission' 6: The Hero side epic walk was nifty. The Villain side fight with Manticore was... pathetic. We've beat him how many times over the course of this arc alone? I want to say four times before this point, but I could be wrong. Either way, what did he hope to accomplish here?

    So, in final tally... Statesman and Sister Psyche are dead (with their powers possily absorbed into Rularuu, but I'm not sure if that would actually make a difference to such a being.) Malaise is dead. Wade is a near-vegetable that is likely to be a guest of the Vanguard for the foreseeable future. Marshal Blitz is MIA, but we know where he isn't - in Warburg. The Evil Aurora is still tooling around in Tyrka's body. Posi's been nominated to take over the Freedom Phalanx, but I notice it didn't say he's accepted that role yet. Penelope has... in the most boggling reveal of the arc... been inducted into the Freedom Phalanx.

    So what does the future hold? Who will take over the Statesman Task Force, and the Sister Psyche Task Force? (Huh... those are both in Independance Port... Maybe a zone-revamp of IP is in the next Issue?) Will Darren Wade be replaced in Sharkshead, and - if so - by whom? Will Penelope Yin be replacing Malaise in the Scirocco Patron arc and the Lord Recluse Strike force? (And if so, I'd like to go on the record of saing 'OWW!' right now. She was not an easy fight, at all.)

    So, not a bad ending. What's next for the SSA?
  2. Quote:
    Originally Posted by DMystic View Post
    Also find a way to get Old Storm Kick back in the game some how silly as the animation was.
    Okay... speaking as someone who must have joined after that point... what was the 'old' storm kick animation? Is there any vids of it?
  3. Well, tomorrow should bring about Who Will Die #7, the finale of the debut Signature Story Arc.

    So, now it's time to look ahead, to SSA #2, and ask a question. At least it's a question I haven't seen an answer to yet, so I apologize in advance if this is just a case of my Search-Fu being weak.

    After the initial run, will SSA #2 be considered a seperate entitiy from SSA #1, as far as rewards go? Or will we be limited to the getting the Rewards Table only the 4 times for both arcs?

    I really don't care all that much, but I would like to know one way or the other.
  4. Quote:
    Originally Posted by PleaseRecycle View Post
    On my brute I find myself wishing taunt were single target because it isn't as versatile as confront is.
    ...yeah. I think you just revoked your Brute card.

    And to be honest... HOW is Confront more 'Versatile' than Taunt? Just being Single Target doesn't mean anything, as the rest of the group seems likely to know where you are and what you are doing the moment you land an actual attack.

    Confront is a single target, half-duration form of taunt, and I have yet to encounter a situation where it would have served my Scrapper better than going up to the enemy and using a medium-strength attack.

    So I am in full agreement with the concept that any new mechanic for Scrappers could easily alter how Confront works without sacrificing anything of significance.
  5. Okay, first off... I'm not realy convinced and Scrapper change is necessary, given the solid nature of the AT. I can see an argument that there is nothing 'Unique' to Scrappers anymore, so... I came up with an actual honest idea.

    There is a single power available to all Scrappers that just about none of them use, and for a good reason. Confront is a Single Target, half-strength version of Taunt, after all, on an AT which possesses the general attitude of 'If you want Aggro, stab something in the face.'

    So, my proposal: Alter how Confront works. Instead of being a single target/half durration clone of the Tanker/Brute Taunt, make it stronger! Magnatude 6 (or higher), full durration instead of half of the Tanker/Brute version (or higher!), and a 90% Range debuff, instead of the standard 75%. This would ensure that, not only would High-rank targets be affected, but that they will concentrate on the Scrapper to the exclusion of everything else, and even be kind enough to walk right up to where the scrapper is most dagnerous.

    In short - let Scrappers inflict an enemy target of their choice with a form of Scrapperlock! ^_^

    Of course, this would probably be accompanied by a much-increased recharge time, and a chance to miss in PvE, so YMMV. But I think it would be something Scrappers could hold up as 'Unique' without being a real buff.

    Then again, I'm probably overthinking things, so...
  6. Quote:
    Originally Posted by New Dawn View Post
    Personally, it'll come down to actually seeing the build. I'd probably have it in Knockout Blow as the set brings the rechg of a power down by a lot. I won't be having it myself.
    Okay...

    There's no single-target attack slotting in this, at the moment (well, mostly. You'll see...) but at least two of the attacks will get 4 Kinetic Combats to bring me up to the S/L soft cap.

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    BMB3: Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam/Rchg(7)
    Level 1: Jab -- Empty(A), Empty(17), Empty(17), Empty(48), Empty(50), Empty(50)
    Level 2: Punch -- Empty(A), Empty(3), Empty(13), Empty(34), Empty(43), Empty(48)
    Level 4: Haymaker -- Empty(A), Empty(5), Empty(11), Empty(15), Empty(40), Empty(46)
    Level 6: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Rchg(45)
    Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13)
    Level 10: Air Superiority -- F'dSmite-Acc/EndRdx/Rchg(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Resist Physical Damage -- ResDam-I(A), ResDam-I(31), ResDam-I(37)
    Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(21)
    Level 20: Knockout Blow -- Empty(A), Empty(21), Empty(23), Empty(23), Empty(37), Empty(37)
    Level 22: Boxing -- KntkC'bat-Knock%(A)
    Level 24: Resist Elements -- S'fstPrt-ResDam/Def+(A), ResDam-I(34), ResDam-I(34)
    Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(27), DefBuff-I(27)
    Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Resist Energies -- ResDam-I(A), GA-ResDam(46), GA-3defTpProc(46)
    Level 32: Tough -- RctvArm-ResDam(A), RctvArm-EndRdx(33), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33)
    Level 35: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(36), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-EndRdx/Rchg(36)
    Level 38: Foot Stomp -- FrcFbk-Rechg%(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Dmg(39), Oblit-Acc/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Dmg/Rchg(40)
    Level 41: Spring Attack -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Dmg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Rchg(43), Oblit-Acc/Dmg/Rchg(43)
    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 47: Taunt -- Range-I(A)
    Level 49: Unstoppable -- RechRdx-I(A)
    Level 50: Cardiac Partial Core Revamp
    Level 50: Void Radial Final Judgement
    Level 50: Diamagnetic Radial Flawless Interface
    Level 50: Longbow Partial Radial Improved Ally
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(31), Mrcl-Rcvry+(31), Mrcl-Heal(48)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), P'Shift-EndMod/Acc(25), P'Shift-EndMod/Rchg(50)
    Level 1: Brawl -- KntkC'bat-Knock%(A)
    Level 1: Gauntlet
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run

    An expensive build all ready, I know. And it's only going to get more expensive as I fill in those last attacks... (At least I already have 5 out of the 6 MotT ATOs. And six catalysts... wohoo for that, at least...)

    (I did not realize that MIDS started including Incarnate abilities in the set. Just ignore those, this character only hit 50 this last weekend, and I haven't even unlocked the Alpha slot on him, yet.)
  7. Quick question... on an Invulnerability/Super Strength Tank, do you think it would be better to slot Might of the Tanker into Jab, or Punch?
  8. Quote:
    Originally Posted by RemusShepherd View Post
    Snipes in the real world are useful because range is a defense, and because the targets can't always tell where the sniper is.

    Range is not a very good defense in CoH, and that's not going to change.

    Marking the sniper is the problem. Right now enemies immediately know where the sniper is and aggro on them. The only alternative is to have no aggro...but that's not a very realistic possibility.

    The way to fix snipes is to fix the AI behavior so that NPCs have a third mode in-between aggroed and not-aggroed. Call it 'roaming' mode. In that mode they look around and fan out in all directions looking for players, but are not yet aggroed on a player. This lets a sniper sit back and snipe until the roamers get close to him and establish aggro. Not very useful in a team (unless the team waits while the sniper does his work) or during a firefight...but that's a realistic assessment of snipers anyway.

    Of course that isn't going to happen either. AI behavior is server-intensive, and for years the devs have resisted improving it in any way.
    Hmm... I don't suppose it might be possible for Snipes to only have a chance to alert the enemy mobs?

    Meh... probably not. The real problem with snipes is in the design. They either do not actually do enough damage to warrent the time investment, do not actually have the range to make them safe... or both. And I'm not sure how this could be fixed.
  9. I came across this while playing the last mission in Brother Hammond's arc:



    Is anyone else getting this guy showing up? More to the point, does anyone know what he's actually supposed to be?
  10. Quote:
    Originally Posted by Pepper II View Post
    Lost curing wand:
    Why do we have so much recharge on something that's good for one mission and gives no XP on its "kills?" Drop the recharge drastically so this isn't just a lot of standing around waiting for the power to come back.
    I agree with this one! Especially as no one I know of actually uses this against Lost that could give XP, anyway. It's always off to the Hollows or Perez Park, for grey Lost in large numbers.
  11. Forget the One Off missions. There at least you are doing something (even if a Radio mission would be a better use of time in most cases.) It's the "Talk to X to learn about this Feature and/or Story Arc" missions that grate on me. We now have a 'Find Contact' feature that automatically alerts us to those contacts. The new tutorial teaches us about Notoriety contacts, so I don't need to head over to King's Row and hear about it again!

    I suppose I can give a pass to the PVP zone intros (as I can't figure out a better way to tell people about them...) but beyond that? All these busy work missions need to be scoured from the game.
  12. Right... Seraphim, Twilight Men, Revelation, Killing Crew, and Fear Factor.

    Gentlemen. Ladies. Our course is clear.

    We need AE arcs! Arcs with your interpretations of these enemy groups!

    I'll get to that myself... well, just as soon as I finish going through all the new I22 content. Then it's to AE!
  13. I have to admit, I like this idea, too. Makes some degree of sence.

    I'm not sure how the arcs would play out... (What gives the player access to these new powers?)... and I'm not sure yet another Electric Epic pool is really a good idea... but this has much potential.

    I would definitly put in Galaxy Girl for one of the 'Homage' characters. Now that Galaxy City is but a time-lost memory, we should have something keeping her in the game.
  14. I am mostly pleased by this news.

    ...

    With one nagging question. Why not port the Renegade hat to females, too?
  15. Quote:
    Originally Posted by Codewalker View Post
    I thought it was the Praetorian Malaise who was in the high-level missions? Or are there some others?
    Looking it up, the Primal Malaise is not around as often as I thought. Not including the Orobouros arcs (which, taking place in the past already, don't need to be altered) he really only shows up in a couple of times for villains - once is in the Lord Reclue Strike Force, and the other is durring one of Scirocco's arcs.

    Still, if the Malaise that died is the actual, primal Malaise... those will need to be changed as well.
  16. Well...

    The death scene was touching. I think it would have been better to see Statesman actually fighting for a bit (against an aspect of Rularuu, maybe) before dieing, but it worked well enough.

    The missions themselves, however, were pure filler. I can almost FEEL someone going "Oh no! These are boring! Quick, throw in these random Signature Characters, to liven things up!" Seriously, most of the Signature Character fights in these missions served no purpose to the plot of this story.

    Outside of that, now I honestly hope that Statesman* stays dead... it would invalidate this entire arc if he were brought back now. (* - okay, if someone else gets the Zeus powers and takes up the Mantle of Statesman, I guess I could live with it... but I think I would still be dissapointed.)

    People bring up a good point about Wade in issue 23... but I'll wait until he's actually dead (or at least presumed to be dead) before asking that. What I will ask is about Malaise. While I don't think there's anyplace in the world he's just standing around in, I know he shows up in several high-level missions... is he going to be replaced there, as well? If so, by who?
  17. OneWhoBinds

    I want a scythe!

    It's close. It tells me a scythe is possible.

    But the Demon Axe is NOT a scythe.
  18. This happens to the Ghost of Scrapyard, too. I suspect it also effects Lusca and other zone events that aren't player triggered, but I've never bothered paying attention to see.

    Near as I can tell, if a Winter Lord is spawned somewhere in the zone, no other zone event can begin until it is defeated, unless it is something a player can trigger.
  19. OneWhoBinds

    I want a scythe!

    I'm still hoping that the Rularuu Titan Weapon, when they finally release it, is a scythe.

    ...

    I expect to be disappointed and just find larger sword with an eyeball, but I am HOPING for the Scythe...
  20. Quote:
    Originally Posted by all_hell View Post
    I get by with just a LotG 7.5 and an enzyme in Weave and Maneuvers. The loss in def is fraction of a percentage point.

    (3.61 w/ 3 lvl50 IOs vs 3.37 w/ an enzyme and a lvl50 LotG 7.5) & (5.94% vs 5.56%)

    Tough would be fine with just a couple/three of ribosomes. But usually I want the +def set bonus which comes with the fourth slot. If I have room I go ahead and use a fifth slot.
    Yeah, this right here is the issue.

    I never plan for, nor use, Hami-Os. Last time I checked, even one of them would be much too expensive for me. (I do not farm. I have no idea how other people can stand to do so.)

    And since, last I checked, the only ways to get those are through the STF, LRSF, actually taking on Hami itself, or buying them from the market. There are not options I can really exploit.

    Without those, to get the kind of +Resist or +Defense & Endurance reduction I need, requires 4-5 slots.
  21. Quote:
    Originally Posted by all_hell View Post
    cj -- one or maybe two slots
    tough -- 3 to 5 slots depending on how badly I need the set bonus
    weave -- 2 slots
    maneuvers -- 2 slots
    hasten -- 3 slots
    super speed -- one slot

    So that's only 6 to 9 allocatable slots total.
    How many slots do you feel is necessary to make these powers worthwhile?
    I usually just use the base slot on CJ, unless I'm dealing with a set without KB protection.

    Tough and Weave need at least 4 slots, like all armor toggles. Preferably 5 slots because of their added endurance cost. Maneuvers would need 4-5 as well, for the same reasons.

    Hasten should have 3 slots... but it's my personal "Oh wait, I have this power, don't I?" at the moment. I generally only remember I have it if I'm running out of things to do in combat... which doesn't happen often. As such, I find it's easy to sacrifice those 2 slots to something else.

    All the travel powers (excepting Teleportation) are good with just the base slot these days.

    Finally, how many attacks I take kinda depends on the power set, but generally I only skip the first power, and maybe taunt (if I can't fit it in.) Attacks usually get 5-6 slots, with 6 being preferred for single target attacks, and 5 for PBAoEs. Taunt just gets the base slot, and any Build Up variation generally gets 3 slots for recharge.
  22. Quote:
    Originally Posted by all_hell View Post
    I do too. Sadly I pretty much take the same pool powers on all my brutes
    cj
    tough weave
    maneuvers
    hasten super speed
    ...Where do you get the slots to make running all those worthwile?

    I mean, sure, CJ, Tough, Weave... yeah, I can work those is. Usually Hasten, although I've left it with only the base slot more often than I care for.

    And super speed is personal flavor... I usually go for Super Jump or (now that it doesn't need a prerequisite) Flight.

    But I've never had a Brute or Scrapper build where I think I could squeeze the 3/4 slots out of other places to make Maneuvers worth taking.
  23. Quote:
    Originally Posted by ChristopherRobin View Post
    The right controller build can be a total wrecking ball (team or no team) but you do need to unlock their pets first.
    Illusion will be about the fastest (level 18 whereas most it's 32) and with Spectral Wounds, Sands of Mu and the two staffs there is enough high damage right from the get go for me (YMMV if you don't have the vet rewards).
    If that's isn't fast enough for you, not sure what to tell ya cept keep trying to find a good team at least until you unlock pets. Honestly from the early teens until 18 is only a few hours on a full team fighting above their level. Try asking on your servers badge channel.
    I find the Vet attacks to loose most their value around the same time I generally get frustrated with 'Trollers. They miss too often to be reliable, containment does nothing, and the damage is dropping off rapidly. And right now I have a hard time finding any team that isn't a DFB on Blueside. (Gah! How can people run the same thing over and over again? Is it wrong that I want to do something else?)

    Still, I guess he's going back on the Shelf again. I think I'll wait and see what Dark Affinity is going to be like before I decide how to reroll him, again. -_-;
  24. Here's an unusual request... but I'm not really sure where else to take it. (If this would be better off in another forum, please tell me where.)

    Okay, first, meet Mr. Smilez:



    Bright and happy looking fellow, isn't he? It's too bad I don't actually play him, no matter how many times I reroll him.

    Here's the thing... I like his look. I am continually surprised that I got this name. But... I have never figured out what AT and powers to use with him. Or rather, the most appropriate power sets are on the sole AT I've never been able to play for long.

    You see, Mr. Smilez here is actually one of four characters I wanted to make in this game, before I actually got City of Heroes. I was immediately disappointed that two of those characters simply could not be made when I first started playing (Although, with Issue 22 bringing Darkness Control, and Staff Melee coming soon after, there is a glimmer of hope for them.) A third character was easy to make, and sits stalled at level 43.

    Mr. Smilez, back when first conceived in a Pen and Paper Superhero RPG, is a sorcerer who specializes in Illusions and probability manipulation. And therein lies my problem.

    Illusion Control is exactly what he is supposed to be about... but I can't play Controllers for love nor money. I get frustrated and abandon them EVERY time around the early teens, as I find their kill speed too slow, even on Illusion Control. (I mostly solo, as I suck at building teams, and actually want to experience game content, not just farm, which seems to be what most teams want to do when I do join them.)

    So does anyone have a suggestion on an alternative to an Illusion Control Controller, which would be appropriate for this character? Because unless the suddenly announce that Illusion Control is being ported to Dominators, I'm not going to be able to use that primary.

    Thanks for any suggestions!
  25. OneWhoBinds

    Winter Event

    Has there been any word when the Winter Event will start this year?