Peacemoon

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  1. We need a Fire/Kin sticky thread, or even better have it as another subforum.
  2. A blueside revamp would have to be one of the hazard zones because they are all so under utilized. I love them all, but if I could choose one it would be Crey's Folly.

    Love that scientific disaster zone and I love how the colours really set the scene. I would couple that with a facelift for Crey, one of my favourite villain groups.

    Also because of Crey's public vs. private image, there would be a lot of room for some awesome story arcs. I could see Countess Crey leading the cleanup in her wellies and starting the story arcs. It could all end, of course, with a task force where you uncover a dastardly conspiracy and have to arrest her and her co conspirator - Synapse! Never liked that guy anyway and he has a great history with Crey.

    As for Redside, I quite like all the zones really so not sure. If I could, I would edit out Arachnos' exsistance and replace them with the previous President who can't keep order. Would be a more fun setting for Villains I think..
  3. I think its perfectly acceptable to choose the Loyalist option, in my opinion it is the correct and "heroic" option. Yes you end up killing Cleo, but this is a war don't forget, citizens lives are at risk, she plotted to have you killed, she would otherwise get off scott free due to her relationship with Praetor White. If it weren't for Washington, an upstanding and respectable member of the PPD, she would have succeeded as well.

    The mission explicitly states that it is because of her relationship with White that is forcing your hands. What is the alternative, betray Washington, the man who went out of his way to watch your back?

    Surely the unheroic option would be to betray Washington's loyalty and side with Cleo despite everything that has happened.
  4. Peacemoon

    Ambushes - FFS

    Sounds like ambushes are playing havoc with stalkers, best bet is to load up on inspirations and save them for the right time.
  5. I always thought you were cute and friendly because of your lovely avatar! Now I'm not so sure.. :/
  6. Quote:
    Originally Posted by Wootafoo View Post
    We were toying with the idea of going maybe two masterminds also? We have been playing the dual pistols/ rad alot and feel incredibly squishy.. but thats cause we didnt take that area affect -hit debuff. The dual pistols are flashy and cool but, seems kinda to be a let down lol (maybe we should have went fire) Doh! Again, we are open to any and all recomendations. Thanks so far for your help guys
    Hey there, I usually duo with my partner so in a similar situation. Generally I find it best to pair up 2 different AT's that will support each other well. As you considering a Mastermind (MM) let me give you some thoughts in that direction:

    We are currently running a Controller/Mastermind duo. Controllers (and to a lesser extent Dominators) are very good at 'proactive defence' with their holds, immobilizes and stuns. They also bring a good deal of buffing and debuffing to a team so when paired with a MM can both control the enemies as well as make those henchmen even more powerful, especially when combined with a similar controller set.

    Masterminds although squishy, have their army of pets at their disposal which can effectively tank for the team. With the Controllers controls minimizing incoming damage you can really soak up a huge onslaught of enemies. We have survived lots of multiple ambushes with this. Masterminds also come with a buffing and debuffing set of their own, so this just multiplies the duos effectiveness even more.

    Another reason I like this combo is both Controllers and Masterminds are late bloomers. As you level up, you are constantly gaining more and more power, much more then the standard AT. They peak very late. The Mastermind's small pack of grunts because an army to be reckoned with, the Controllers adequate control powers eventually allow them to completely lockdown a whole spawn. Their buff/debuff secondary also mature later on. So if you like to have something to strive for, these AT's are great for that.

    So yeah, I fully reccomend a Controller+Mastermind duet. The sets are so good that I think any combo would work well, but let me give you a few pointers of advice just to make sure you pick a set you would enjoy:

    1) Sonic Resonance, Thermal Radiation, Cold Domination and Force Fields - The shielding powers of these sets can be a "lot of hard work" when playing as or duoing with a Mastermind. You feel it necessary to keep everything shielded to perform at optimum, and this can cause a lot of downtime and buffing time. It isn't too bad to begin with, but when the MM has 4+ pets it will start to drag. I personally would avoid them for this reason, but if one of you loves buffing, they can increase the survivability of your pets by a nice amount, especially Cold and Force Fields. It just isn't the most efficient way. Force Fields is also a very passive set and while it is one of my favourites, I would definitly not reccomend it for a MM. Its effective, but very boring for that AT.

    2) Avoid Empathy on the Controller. It is a good set, I have 2 Empaths myself, but in this duo you will want to keep everything healed and with no UI to manage the MM's pets it will be difficult and require a keen eye. More difficult then its worth, in my opinion. Pain Domination on the MM is a better alternative if you want one of the duo to be a super healer, as the MM has an interface that shows the pet's health, plus the MM should generally be more focused on their pets anyway.

    3) Radiation, Kinetics, Storm and Trick Arrow are all good sets for the controller. Rad and Kin have area effect buffs like Accelerate Metabolim or Siphon Power which will keep buffing simple and easy, plus they have AoE heals. Rad as you know has one centered on the user, Kin has it centered on an enemy so a bit tricker to work with. However the Kin heal does heal for more and if the MM has melee pets, might actually work better. Kinetics infamous buff "Speed Boost", which increases the recharge of powers and improves endurance recovery, wont do much for the henchmen because they cannot have their powers buffed to recharge faster. This means buffing isn't tedious - although if you team it could be.

    Storm and Trick arrow both add extra control and a lot of debuffing. They are also available to the Mastermind so if you wanted to double up and make a duo who have similar powers, I could see a xxx/Storm Controller and xxx/Storm Mastermind team being quite fun. Any of these 4 would be ideal with a MM though, in my opinion.

    4) Traps is a very powerful secondary for a MM, so that is also worth considering. Unfortunately not available to a Controller. It starts off a bit slow with web grenade, caltrops and triage beacon, but comes into its own after with the morter, force field generator (will keep all your pets bubbled and doesn't require management) and also poison trap.

    5) With secondaries out the way, you'll be pleased to know that all the primiaries for both AT's are decent. There is some variation, but you can't really go wrong. Of the control sets, Mind, Gravity and Illusion offer the controller the most damage early on. The other sets however trade that damage for more control. Fire is an outlier and is great at AoE damage with its power called "Hot Feet", but be warned its a big endurance hog early on. All of the control sets would be a viable choice though.

    6) In terms of MM primaries its whatever takes your fancy. Necromancy and Ninjas are more melee focused, the others being more ranged. (Not sure about Demons sorry). Necro Zombies & Ninja need extra protection because of how they like to get up close and personal, so that is something to consider. Robots are probably the most self sufficient, with their level 12 pet being a shielder and a healer. We've had good experiences with Bots.

    Anyway hope that helps! Me and my partner have almost finished Praetoria content. We rolled a Gravity/Radiation Controller, and a Robot/Traps Mastermind. The sets have been great, but they also fit their concept, which is a married couple who are scientists. I love to mix performance, with theme. :-)
  7. Quote:
    Originally Posted by Ashen_EU View Post
    We had transfers?

    AWESOME!

    I could transfer a character from a relatively barren English EU server.....to the OTHER relatively barren English EU server.

    Yeah.

    I largely ignored this.
    Wish we could get the EU crowd on the U.S servers :/
  8. You are right Ben and actually I have used Tornado myself for exactly that reason, bloody Malta turrets! Generally though Tornado is the wild card I usually keep up my sleeve. It does have some good uses though. I waited till 49 to take it, and 2 slotted it with Soulbound Allegience, DMG + DMG/Recharge. Some nice numbers for just 2 slots.
  9. Now that the expansion has been out for a week and having played through a lot of the Praetoria content, I think it is really lacking a 20-30 zone. Don't get me wrong, I have been truly in love with Praetoria every since I made my first character there. Everything about it is awesome, the zones, the missions, the story and the new enemy groups. I can't rate it enough. But 20-30 is quite a lengthy time for a character, and having a 20-30 or even 20-25 zone would have doubled the length of time people spent in Prae and really cemented it nicely in my opinion. Of course, it would have needed as much mission content as Imperial City and Neutropolis put together, but I think it would have been worth it.

    The ending arc felt a little rushed to me, as if it was trying to squeeze in before people got too high. That is my only criticism. Plus, I kind of missed having to travel for missions, as strange as it sounds. The occasional mission which sends you back to Nova or IC would have been nice and would have made it feel much more interconnected. It was a shame to have no reason to return more often to Nova. Anyway that is my only minor criticism.

    Then again, if Praetoria did content up to 30, a lot of Paragon City would be empty!
  10. Nice guide Snow, thank you :-)
  11. Quote:
    Originally Posted by TonyV View Post
    On topic, I like that it's a bit tougher. I feel that a lot of veterans have gotten--how to delicately put this?--mamby pamby.

    No good game is supposed to be a cakewalk. No one promised that you'll never get defeated. I think that a lot of people have gotten so used to waltzing through every mission without ever getting defeated (unless deliberately pursuing a badge) that when they do get defeated, they assume that it's some kind of design flaw with the game.
    Bolded for emphasis and yes I agree with the general principle you make. If anything this has shown me how people have forgotten how to play skillfully, and blaming the game not themselves for failure. If 90% of people were having huge difficulties their might be some merit in the complaint, but at least to me it seems like most people are finding the game more difficult, but uping their game and coping.

    Quote:
    Originally Posted by Fury Flechette View Post
    I helped out a newbie with a mission involving killing Maxine under 5 mins (before reinforcements showed up). That mission involved finding a NPC in the middle of a Praetorian lab map (chock full of Syndicate) and then facing off against a Lt accompanied by a Syndicate. The newbie was extremely frustrated and her level 8 dom could not get past the first large room before dying. By the time, I joined her, reinforcements had of course already arrived.
    I know the mission you are talking about Fury and actually yes I do agree with you on this specific issue. I duod that with my partner the other day and it took all of our combined focus and might to stay alive. Ambushes happening every minute. It was "Take a spawn, then wait for ambush and deal with that. Then repeat." The 5 minute timer is far too short considering the map is fully spawned from the get go. Either that or just have 1 or 2 ambushes, not a constant flow.

    Quote:
    Originally Posted by DarkGob View Post
    4 deaths on one spawn is a design flaw, unless we've returned to Jack Emmert's theory of "one hero/villain/Praetorian = 3 +0 minions". I could handle dying once per mission. Hell, twice even. But not four times before I make it through the second room, not at level 10.
    This post really makes me smirk because you are seemingly insinuating that you should be able to walk up to 3 minions, activate your powers randomly by smashing your face on the keyboard and still expect to come out victorious - otherwise it is a design flaw of the game.

    I'm sorry DarkGob but why do you think success should be guarenteed? Without more information in your example it is difficult to reach any conclusion other then you need to improve your game. The enemies are slightly more difficult I will admit, but if you are dying 4 times in the first room of a mission, just by fighting normal spawns and without ambushes, then you are doing something wrong. No matter what your AT or power combo is.

    Quote:
    Originally Posted by Turbo_Ski View Post
    Most of the stuff that has caused me difficulty in some missions just seem to be overlapping ambush spawns or the ambush spawning 5 feet away while I'm fighting something else. Ambushes are fun and all but they went way overboard when using them I've noticed.
    I agree with this. As far as I am concerned there is no inherent "super difficulty" with Praetorian mobs. There are however a few instances where ambushes are used a little too...liberally.
  12. Quote:
    Originally Posted by Bigjoe View Post
    i just unlocked my fire imps and they are very stupid and attack anything, is there a way to do a pet control to make em passive and such? these imps are very annoying but give me alot of dammage. help?
    I will echo the above, it is worth noting however that your imps and any other Controller pet will leash if you get far enough away. At that point they will stop attacking things and attempt to follow you until they catch up. I routinely play an Ill/Emp with my partners Fire/Therm. I use group invisibility on the imps as it keeps their aggro in check. However I noticed that if we fly to the end of the map, the Imps will quite happily follow without attacking anything because of the leash. :-)
  13. It is a bit bugged. As far as I know enemies inside the rain when it stops lose the -res. If enemies have ran outside of the rain, the debuff lingers for a much longer time. I'm pretty sure this is technically a bug but it has never been fixed.
  14. Quote:
    Originally Posted by Local_Man View Post
    Just so you know . . . Mind is a good primary to solo early on. It has four great single target controls, three of which do damage. The early attack chain of Dominate-Mezmirize (slotted for damage)-Levitate does good single target damage in low levels. You finally get some somewhat weak AoE damage from Terrify. After that, you get good AoE controls, but Mind is weak on upper level damage.

    I have taken a Mind/FF and a Mind/Storm into the 40's, mostly solo. Just when other controllers are getting a big bump up in damage from their pet at 32, Mind gets an increase in AoE control from Mass Confusion. The confused foes do some damage, but I find that it does not make up for the pet.

    Mind is a very powerful primary, and it really doesn't need all that much from the secondary. Mind/kin should be a good combo -- my buddy has one at 50 that I teamed with most the way. But in those upper levels, you'll want to team more than solo.
    Not sure I really agree with you LocalMan. I agree that Mind is great at soloing right from level 2, but I disagree that it doesn't get good AoE damage.

    Where other sets get a Pet, Mind gets Terrify at 26 which is borderline overpowered. It does the same damage per target as Dominate and has a huge cone. It really is a massive AoE damage attack (if slotted) as well as a fear, and of course its damage is doubled with containment. Once you couple it with an APP AoE attack, you will see that Mind has 2 great AoE powers. The only negative with Terrify is its 45s recharge, but with decent recharge bonuses you can get it to a very respectable number.

    So I would say Mind's damage just isn't that clear cut. People see the lack of pet as a huge thing, but really my experience with Controller pets is that they are unreliable and not as effective as people imagine them to be. In teams I would argue Mind does more damage with its 2 AoE's then most other control sets, where pets are largely sidelined. I know I routinely solo on x8 difficulty because it seems a waste to fight small spawns. Granted Mind/ is not as powerful as Fire for AoE damage, but its no where near as weak as people think.

    Of course one thing I will concede is that Mind does lack reliable ways of setting up containment, which is the main drawbacks of the set.

    As for the original question, my main is a Mind/Storm and it works very well. However it is not the easiest combo to play and while it has a lot of synergy, you need to be quite knowledgable about your powers to get the most out of it. This is because unlike some combos, you can't just throw out everything at your disposal all the time, you have to pick and choose what you use carefully, especially when solo. Mass Hypnosis + Freezing Rain is not the ideal combo for instance.

    However some synergy Mind/Storm has is Steamy Mist + Aggroless powers, it lets you get much closer without being detected and also lets you be the "psychic stealther" as you can easily slip past enemies with a well targeted confuse or sleep. Thunderclap is a good source of containment damage on minions as well. Freezing Rain + Terrfiy make a great soft control combination. Lightning Storm and Tornado (where applicable due to lack of -knockback) are good pets for when you need more firepower, which if you like pets can make up for the lack of pet from Mind/. Now if only you could shove enemies around with Hurricane without waking them up, unfortunately you can't. :-)
  15. Pretty sure I've read that these hubs are only temporary. I think some of the ingame text from the NPC's also points to this. :-)
  16. Hmm, I really enjoyed that mission personally, felt like we were constantly under pressure!
  17. A lot of great and intelligent feedback in this thread, I hope the devs are reading :-)

    I agree with a lot of what is said. I also value Paragon City very highly. Obviously the devs were not trying to recreate the magic of Paragon with Praetoria, they were going for something new, and it worked. Visually its great, like a distant city in another dimension. It lacks the realism of Paragon City though to take over fulltime.

    Also as Sam said, the simplicity of Paragon vs. the moral heaviness of Praetoria is a key factor. While I LOVE the moral system, it requires a lot of thought and you have to be very conscious about what you are doing. With Paragon, everything is much more straight forward.

    A lot has been said about how Paragon City can be more enjoyable because it is designed to be as realistic as possible given the genre. I agree with that, so I hope the devs don't forget about what made Paragon so great in future projects. :-)
  18. Often when doing a mission, me and my partner have to stop so we can decipher all the dialogue before we begin a fight. It is ridiculous really.

    So I completely agree with you Samuel.

    There is a bug that could be fixed. It occurs in MA as well. The "speak before combat initialised" and "speak when combat is initialised." It is two seperate categories but usually they occur at the exact same time and causes an overload of text.

    Ultimately the devs need to learn to keep speech to a minimum, unless they want a cut scene. If you want loads of speech, make a cut scene and let it flow naturally, otherwise don't throw walls of text at us.

    My final point is, when solo and with default difficulty settings (which in Praetoria you are forced to adhere to), bosses become lieutenants. Lieutenants can die quickly. So giving them a load of text before combat is initialised, a load of text when combat starts, some text at 75% health, 50% health, 25% health and on death, means a lot of SPAM. I have to stop fighting if I want to read it all, or kill them quick then read it all afterwards. Annoying!
  19. I often think the game is missing a trick by not updating the civilians and cars. Would improve the look and feel of the world a lot. I always think of the newer GTA games, and how awesome CoH would be if our world was like that. Maybe CoH2, eh? ;-)
  20. Yep happened to me, all the villains got the badge, I as a vigilante did not. Petitioned
  21. Just as I typed that I was logging into the game only to see a civilian say:

    Quote:
    Marylyn: AHH! It's Peacemoon! I heard they bombed a building in Peregrine!
    I feel so bad!
  22. Yeah I'm making Peacemoon go Villain for a bit, and some of the stories really make you think. One of them is you blow up a building to take out a villain inside, but the villains motives and that of the other vigilatange you are trying to help are not what you thought they were. Makes you feel bad. Plus afterwards you get a lovely popup saying how the crowd outside watches in disbelief as you hit the detenator and casually walk away. :'(

    Thought provoking stuff though, which is good!
  23. As a Mind Controller they never really bother me much, except the Psi Resist they have. I can see how they could be trouble for people who can't lock them down though.

    Master Illusionists are fun, they're just begging to be confused with 6 pets at my...sorry their disposal ;-)
  24. Quote:
    Originally Posted by Sunpulse View Post
    But new better IOs aren't coming out to upgrade to. New abilities for your toons aren't coming out to upgrade to. New Raids, aren't coming out to upgrade to. Well one new one did but the IO rewards are the same. So if you're complete already it's only some fun that lasts a small amount of time and that's that. No 1-2 days to clear challenging content.
    If you open that harscore raiding door door, you open the game up to a lot of negative things. Elitism, tiered content, big baddies only the few will face. This game is not like that, heck CoH could be considered a whole different genre to that. I hate to say it, but if it's big raids and fancy rewards that you want then you are better off returning back there. In my eyes, it is hardly the pinnacle of what games should strive for. It is too much like work and not enough fun, especially as a guild leader like I was.
  25. Quote:
    Originally Posted by Sunpulse View Post
    With Praetoria being only for NEW created characters and even then only from lvls 1-20, a big chunk of the expectation was cut out of the game for me.

    On top of that Incarnate system being delayed and failing to see any other kind of end game system. The ONLY thing for a lvl 50 to do is change their alignment and do Cathedral of Pain (at least as far as I know, because if there is more it's not readily apparent).

    So after moving my Dom and MM to hero side.. it's like ok what to do now? Same stupid stuff I been doing for a while already. Going Rogue was not the overhaul thing game needed. And right now all that hype seemed just that, hype.

    Waiting for the first issue after an expac's release is not the way to go about doing things. Not only that but no archs were touched... no new pool powers, or travel powers. Couple added main power sets. Of which Demon Summoning is interesting (but been playing that for months now) and Elec control looks interesting, but since controllers/doms are my fav arch I've played all the ones I care to. No urge to level an elec/

    I doubt the explosion of population will last that long. Many people have come to the same conclusion as I have already. Only the die hard CoX fans are ecstatic about it all.
    New content is on its way with every issue. Unlike other games, CoX adds content regularly and not just in paid expansions. Would we want no issues for expansions 3 times the size? It has pros and cons. Personally I'm happy with my issues. ;-)