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Posts
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Joined
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Yes, I can see Mid's is incorrect atm. My DP/MM is instantly dead after using HoB. Much too weak. Blaster PBAoE nukes must either destroy or nullify minions and Lts or they are just XP Debt. 90% of the times I use HoB as a nuke my toon arrives at the hospital within 20 seconds. Now if it actually did do 40-50% more damage than RoA or Full Auto, then it would work as a PBAoE Nuke. If damage isn't seriously buffed, HoB needs to be changed to a fast recharge stand-off AoE.
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Never happen. Starts with a B. Blaster. No Defense from Primary.
However, Dual Pistols does not scale well and is not usuable at 32 up (more or less) at the present damage output. Simply not enough damage from Hail of Bullets to make the jump. Blaster nuke PBAoE's must either nullify or destroy minions or they fail. Fail=XP Debt and easy to reach XP Debt Cap using HoB as a nuke.... because it doesn't nuke. -
eh, I like Dual Pistols. According to Mid's, base damage for HoB is around 40% higher than FA or RoA (120 vs 90), but about 35% of the damage from Inferno. Seems like some thought went into it. I would like a shorter timer, but then again, I'll take the higher recharge time for the higher base damage. If Mid's is wrong, HoB should be buffed in damage to be higher than RoA and FA for balance.
The only thing I could suggest is that the KB chance should be higher on a few higher damage attacks, like Executioner's Shot and Piercing Rounds so you could go to those when you need a knockdown/back.
The only DP power I will usually skip is Suppressive Fire, which by itself is not worth a power pick. I would have given DP an AoE sleep like Siren's Song instead of the same old 'Beanbag-by-another-Name' power. -
I made a level 32 DP/MM on live. While doing so I decided DP was the best match for Devices, so I made one of those too, lvl 20. Device's lack of Build Up is somewhat supported by Swapping out the ammo type to fit the mobs. Targeting Drone allows more range to be slotted into the DP mid-range attacks.
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Yes, they have owed me 63 and 66 month Vet rewards for quite awhile. In-game bug petitions have done nothing. I will try account management.
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You don't want to solo CoH. You will need to take the two team bubbles early. You also want Force Bubble as soon as it becomes available.
Now the bad news. Defense powersets were rarely any good in CoH and with the advent of IO's and Inventions Defense became worthless as a primary because the IO's give out Accuracy buffs like raindrops from a thunderstorm. Virtually every player in PvP will cut through your defense and rarely miss even if you stack Manuevers, Dispersion, and the Day Job defense shield along with every IO Defense buff.
I just took my level 39 FF/Rad, a character I have played off and on since June 2004 and one that is very well specced, and I had mobs in Sirens hitting through everything including PFF and players never missed unless PFF was up, and then only an occasional miss. So other players were hitting through PFF, Dispersion, Manuevers, and the Day Job defense power.
CoH Devs really need to rethink Defense in CoH. Maybe combine it with a Regen buff when it fails. This would give Defense sets flexibility to compete in an IO'ed-out gameworld.
Anyway, just about anything is better damage mitigation than Defense powers in CoX. The best idea is to supplement Defense with regen and resist powers/buffs. -
Quote:Cause it's less than what you would pay NC Soft for 3, 6 month CoX subscriptions, but you get access till the game closes. I'm not in the Closed Beta for either game, but the videos for CO look interesting, just with comic stylized graphics.I tend to think Champions Online will take a while to get going. Hell, they have Open beta ONLY if you've pre-ordwered; and a special limited (until 9/1/09 - CO 'go live' date) Lifetime Supscription off to CO for $200.00 (and as an 'added' perk, you get into the Star Trek Online closed beta later this year).
Now some folks might see this as 'Wow, what a deal'; BUT, honestly, if you fealt the game was really stellar; why offer a 'lifetime' subscription in the first place, and why limit open beta ONLY to re-orders? Sounds like the Crytic folks are praying they get a quick infusion of cash before the game ships and the non fanbois get a real crack at it. Why would I want a lifetime subscription to a game I might find unfun to actually play?
I actually think DCUO is more likely to trip over itself, you know, the bigger they are, the harder they fall. DC is likely overestimating interest in their game. It's hard to transition from print to interactive gaming. Age of Conan... which didn't have an Open Beta and couldn't even handle the numbers of players that signed up for the pre-start... is not anything like the written stories. -
I have one of these and just did Sister Psyche TF with really limited slotting in Siren's Song and Drain Psyche and it worked just fine so I am certain you don't need Medicine and I don't expect to ever need Fitness, but we'll see.
Usually, I attack with Howl, Psychic Scream, and Shockwave, then decide if I need to sleep and drain the mob before they get back up. Something like that.
It is a fun combination that somehow fits thematically. -
Quote:How do you know Thor isn't an Electric Blaster? God of Thunder, but killed by his brother Loki one day, so obviously he has an achilles heel.But the types of characters that were using hammers are not blasters. Thor is obviously one of these 'iconic' toons, but he aint no blaster.
Man of Steel has similiar type of weapon, ball and chain, he aint no blaster.
In any event in CoX, High Damage+Range=Blaster, some varients would be Corrupter, Defender, but they trade-off the high damage for heals and controls. CoX already has War Mace for Melee archtypes so Man of Steel is covered, but I think you'd take Super Strength if you were the Man of Steel.
A few days ago I mentioned CoX has no Thrown Weapon set for Blasters in the discussion about Dual Pistols and I suggested thrown Energy Hammer could be a unique Blaster set that was very super-hero oriented because I wanted to see more than just Dual Pistols in the upcoming, "Going Rogue", expansion. Mainly because I think Dual Pistols is kind of limited in it's super-hero roleplay applications. You can roll a western character, soldier/agent, or criminal. Assault Rifle covers all this except Western types, so I feel Dual Pistols is just a re-hashing of covered character types. However players begged for Dual Pistols so here they come, but I am not impressed. So I threw out the idea for thrown Energy Hammer as something new to be included that would have more Super-Hero RP value than Dual Pistols.
I just think CoX is a Comic Book MMORPG so the focus of at least some new powersets should be there. Although I like Dual Blades and will probably like Dual Pistols they seem very pedestrian in the world of super-powers. How much farther could the game go if some true super-powers were added also? -
Quote:The empowered ranged Hammer is about as iconic for comic book heroes as Energy Blast. Whether that power comes from the Heavens, Cosmic Forces, or Weird Science it is found on the pages of many comics, but nothing like it exists in CoX.energy hammer ? as a blaster set ? I think this is crazy ... the same crazyness that asked dual pistols for scrappers ^^
But throwing things would make a nice set, I'd vote for the shuriken with a nunjitsu manipulation as a secondary (with a katana or a small dagger in it))
Katana, Shurikens, Exploding Shurikens, and Throwing Knives already exist in CoX. Just get them to give Ninjitsu to Scrappers and you are all set now. Let's get something that is really new to CoX.
Energy Hammer or Empowered Hammer just ranks higher in terms of Super-Hero roleplay than any other thrown item set could. It offers a great many super-hero roleplay options from ancient warrior, to space adventurer, to mutant monster, to technologic hero. Think about it. -
"Energy Hammer", has better options for being uniquely different for Blasters. Some attacks would be Thrown while others would be Melee. The Melee attacks could grant a short-lived Regen or Resistance buff or be high Knockback/Down while ranged attacks could be Knockdown. The difference would be the balancing of Ranged and Melee attacks in a Blaster primary. And of course Energy Hammer is very much a super-power while Knives are more fantasy RPG. Also Throwing Knives are available now as the Natural Origin bonus.
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Quote:I realize that many players have ululated for Dual Pistols and now they get them, but there had better be some other "new" Blaster set with "Going Rogue". It just seems that Dual Pistols will be like when they added Dual Blades, when there was already Broadsword and Katana.Pistols users do tend to be portrayed in the gray areas of morality as far as comics go. So it makes sense for Dual Pistols to be one of the headliner Sets for Going Rogue, an expansion all about the gray area.
That said, I still want 'em.
Okay, maybe Dual Pistols will be better than that in an RP sense, but I would rather get something completely new like an "Energy Hammer" that you could throw or melee with with great effect, say the melee attacks give a short-lived Regen Boost and the ranged attacks knockdown. At the moment there is no thrown weapon set for Blasters and pleeze don't ask for knife throwing! A thrown weapon set should be one a super powered character would use.
Anyway, what do players of CoX want most? New Power Sets!!! Why? Because they revitalize CoX better than any other new element can!! What do players almost never get? New Power Sets!! So these Dual Pistols had better put Lone Ranger and Rawhide Kid to shame! -
I want Rayguns. Sorry, but I can't think of super-heroes who shoot people with bullets and we already have Assault Rifle. As has been said "any fool can pull a trigger". And they do everyday. Doesn't make you a super-hero.
For the nuke cool-down, the police take you in for questioning. -
Under the current rules for PvP you will have RttC de-toggled every few seconds because it has a minor To Hit debuff on opponents. I have found that in most PvP battles RttC is just shutdown, not really worth the time to start it because it is instantly de-toggled -or within seconds and guess what? RttC is the main tanking power in Willpower.
If you don't intend to PvP ever, Willpower is probably better than Regen. -
I have a Scrapper and now a Tank with these sets. It's a very good mix. Shields gets a heal from Siphon Life, and Shadow Punch becomes a Shield attack. Debuff To Hit aids Defense. Nice PBAoE's, but I would just slot 4 full sets of Obliteration.
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It's equally bizarre that at 41 when you try Conserve Power, it only helps slightly. You run out of End before the buff fades. So yes, the high endurance use of Tanks is overdone.
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Yes, you could imagine some great Shield attacks in a Shield Offense set.
Shield Throw, Shield Sweep, Shield Retribution (Shield bounces attack damage back to attacker), various Punches, Chops, Kicks, and Flips to round it out, maybe a AoE damage+buff. -
You need to read more classic Captain America stories before you say the Shield is not a weapon. And of course Shield Offense as a set would have about half Punches and Kicks anyway. The Shield attacks could have an Energy Damage component also. Generally Shield attacks would Stun or Knockdown-Back
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It was always envisioned that Shield Defense would have a Shield Offense to pair with. So, I never worried that Shield Defense had no form of Shield Bash, figuring that would come later.
Maybe it will someday, but in the meantime, the only Shield-Bash there is, is from Brawl. Shouldn't there be some way to make it a little better, like maybe it gets a better than average buff from AAO? Something like that?
Or maybe when you go to the Tailor and choose a Weapon and Shield, you specify "Use Shield or Weapon animation for attacks" ? -
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I'm curious what balances out Super Strength with other Primaries and Secondaries that it gets a better than build up that can be double and triple stacked and fairly easily made perma. For most builds the crash is livable. I'm not trying to nerf rage, just ask why everything else pales in comparison. I also wonder why Build Up was repeated so often instead of spreading out Rage, Sould Drain, etc to other powers
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It's because Jab, Punch, and Haymaker are weak compared to say Stone Fists, Stone Mallet, and Heavy Mallet and long ago, KO Blow did no damage. Since then most Tanker sets got an equivalent version of new KO Blow and Rage has been nerfed down.
Yes, Tanks used to do a fraction of the damage they do today, but resisted damage better also. I used to go make coffee while my Inv/SS whittled down an Lt. -
I just rolled a Shield/Mace Tank to replace my Nerfed Willpower Scrappers and Tanks (when your main tanking power RttC doesn't work in PvP zones, you were Nerfed).
Anyway, liking SD/WM so far. Probably not enough defense for PvP, but I will work on it. My other current alts are 2 Blasters and a PC Dom.
When Scrappers get Stone Melee, I'll be back. -
Blaster = Trick Arrow (some powers could be swapped out. If Corrupters get Trick Arrow, why not some modded form of Trick Arrow for Blasters?) Devices; TD buffs all damage, restores powerset to post-ED balance with the rest of CoX.
Scrapper = Stone Melee, it's fast and scrappy. Warmace too.
Controller = Dark Miasma -
So, made a Shield/Mace tank. It has good IO expandability which might be enough. Mostly I am doing it for the Shield-slinging roleplay, but I always like to be playing something that can explore the whole game, PvE and PvP.
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Which is better for PvP? My Scrapper DM/SD is killed instantly in 1v1 PvP.
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I think it would make more sense to simply remove the tohit debuff in pvp zones and allow RTTC to stay toggled on, regen or no, when mezzed.
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Yes, I agree with that. Like Temporary Invulnerability gives Smashing and Lethal, plus Psionic resistance in PvP zones, but no Psionic resistance normally.
Anyway, Willpower is useless for tanking without RttC and I don't think that is the intent of the PvP rulesset.