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Posts
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I think, but am not sure and don't feel like burning respecs to test it, that if you respec *both* of your builds out of crab and into bane, the backpack will go away.
But if you take even one crab power on either of your builds, backpack.
I can't test this, though - no test server to use, and I'm not burning two respecs on my SoA to verify this. -
Quote:Thanks for the advice - didn't know that about Fly Trap, so the recharges definitely can go, and Maneuvers same thing there. And yeah, I plan to be looking for IOs to frankenslot (particularly the ones that drop for me).I'm leveling up this combo. I'm not that far along, just got Mud Pots at 35. When I say "just" I mean I selected just before I last logged off , so I don't know how that plays within the set.
Still, I do know Mud Pots from some stoners I've made and wouldn't want to miss on the added aoe damage.
Personally I think 4 slotting Maneuvers isn't a great use of enhancers. I get you want to use your Karma IO so I won't suggest not taking the power (I went for Combat Jumping to hold Karma). I'd either take away 2 slots, leaving just an Endurance as the other, or take away 3 slots and not turn it on.
Also, not sure what's up with the 2 recharges in Fly Trap. He only despawns if he dies.
I know you're going for an SO build, but I'd be on the lookout for cheap IOs to frankenslot. The one accuracy you stick in your powers isn't going to scale up very well (fighting higher conning enemies). Switch a Dmg slot with an Acc/whatever/whatever IO. If you make one of the "whatever"s damage you won't even notice a decrease in Dmg.
If you take away the 4 slots I mention above (2 from Maneuvers, 2 from Fly Trap) I'd move one to Fissure to get more Acc/Rch/End (not saying that specific IO, but something with any or all of those attributes). One to Seismic Smash for some Acc/Rch/End/Hold. One ot Roots for Acc/Rch. One to Carrior Creepers for Acc/Dmg/Rch.
It's a simple enough combo to play. Confuse, spam Roots, hold and smash whoever you missed with confuse. Let Creepers creep. -
So I started a Plant/Earth Dominator recently. It's my first dominator after a long time of playing Scrappers, and as such, I really don't have any clue what I'm doing. I threw this together in Mid's, but I'm pretty sure it needs work.
Of note, what I'm looking for is simply a solid build for everyday play, and with a mind toward leveling (i.e., I'm looking for something to follow as I go, not to respec into at 50). Redside market being what it is, being able to perform without a large outlay on expensive set IOs would be highly preferable - I have about 6 million infamy to work with plus a Karma KB prot recipe, at present.
My plans for this character, long-term, is to have a build that's fun to solo while still performing well on teams. MOST of the time, she'll be on smaller (4 or less) teams, but if she can scale up to bigger teams well, that's definitely a bonus. When Going Rogue releases, she's very likely going blue.
I'd especially like to know if there are any powers I'm over/underslotting, slotting too early/late, that sort of thing - all my experience with slot placement's on scrappers.
Anyway, here's what I came up with, using SOs (and the one Karma KB prot I have).
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Earth Assault
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Strangler- (A) Accuracy
- (11) Damage Increase
- (11) Damage Increase
- (46) Damage Increase
- (A) Accuracy
- (3) Damage Increase
- (5) Damage Increase
- (17) Damage Increase
- (A) Accuracy
- (3) Damage Increase
- (5) Damage Increase
- (17) Damage Increase
- (43) Endurance Reduction
- (A) Accuracy
- (7) Damage Increase
- (7) Damage Increase
- (19) Damage Increase
- (37) Endurance Reduction
- (A) Run Speed
- (A) Accuracy
- (9) Accuracy
- (9) Recharge Reduction
- (15) Recharge Reduction
- (15) Confuse Duration
- (45) Confuse Duration
- (A) Recharge Reduction
- (25) Recharge Reduction
- (40) Recharge Reduction
- (A) Accuracy
- (13) Damage Increase
- (13) Damage Increase
- (37) Damage Increase
- (46) Endurance Reduction
- (A) Run Speed
- (A) Healing
- (31) Healing
- (42) Healing
- (A) Accuracy
- (19) Accuracy
- (31) Recharge Reduction
- (43) Recharge Reduction
- (A) Endurance Modification
- (21) Endurance Modification
- (21) Endurance Modification
- (A) Accuracy
- (23) Damage Increase
- (23) Damage Increase
- (34) Damage Increase
- (37) Endurance Reduction
- (A) Recharge Reduction
- (25) Recharge Reduction
- (40) Recharge Reduction
- (A) Accuracy
- (27) Damage Increase
- (27) Damage Increase
- (34) Recharge Reduction
- (36) Recharge Reduction
- (A) Accuracy
- (29) Damage Increase
- (29) Damage Increase
- (34) Damage Increase
- (36) Endurance Reduction
- (A) Endurance Reduction
- (31) Defense Buff
- (36) Defense Buff
- (48) Karma - Knockback Protection
- (A) Accuracy
- (33) Damage Increase
- (33) Damage Increase
- (33) Recharge Reduction
- (43) Recharge Reduction
- (A) Range
- (A) Accuracy
- (39) Damage Increase
- (39) Damage Increase
- (39) Damage Increase
- (40) Endurance Reduction
- (A) Accuracy
- (42) Recharge Reduction
- (42) Recharge Reduction
- (A) Accuracy
- (45) Damage Increase
- (45) Damage Increase
- (46) Damage Increase
- (50) To Hit Buff
- (A) Endurance Reduction
- (48) To Hit Buff
- (48) To Hit Buff
- (50) To Hit Buff
- (A) Defense Buff
- (50) Defense Buff
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run -
It seems to just be the login server, as I'm still on Virtue right now, albeit not on the character I'd like to be. :|
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I'm sure the rage is because there seem to be a good number of people that prepurchased GR or paid account time they wouldn't have been playing, etc. to get into the GR closed beta specifically for Ultra Mode.
To which all I have to say is that you were doing it for the wrong reasons, because a sneak peek isn't the point of a closed beta. -
Quote:It's a good thing it isn't the lowest damage Blaster set in the game.Those secondary effects are a fair bit weaker than other sets. Sure you get to choose which one to use, but I'm not so sure a choice of three lower powered special effects is better than one reliable one. Plus you don't actually have four choices if you care about damage... you either use incendiary (if you plan to use AoEs) or standard (if you are using Piercing Roinds on a single target).
Dual Pistols is probably a nice Defender and possibly Corruptor set since those ATs get fairly strong secondary effects. The Blaster versions of those secondary effects, on the other hand, are hard to even notice in many cases... certainly not worth being the lowest damage Blaster set in the game. It a very pretty set, but a Blaster's primary mitigation is killing things fast, not some tiny -recharge or -damage debuff, and DP doesn't do that very well. It isn't a horrible set, it's just a tad weak... kind of like Electric Blast (which is another set that is better on ATs with higher debuff modifiers).
Hail of Bullets could use some tweaking, and Empty Clips is a bit underpowered. Otherwise, it's fine, IMHO. -
Unless you're a hard drive manufacturer's marketing team.
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Probably the "multiplayer" part.
(I solo more often than not, too, so not trying to joke at your expense.) -
Quote:Read BAB's post again, then just hit your attack power of choice before you're in range of a target.WHY is the WORLD are you people DISTROYING the animations?.. the weapon draw is part of the freeking Look, and i just can't imagin WHY the heck a game that is so great on looks even considers cutting out the animations, or make them look crappy by cutting out the weapon draw...
if you want to now draw a weapon DON"T freeking pick powers that use a freeking Weapon, GAWD
stop trying to be a speed clicker and use your freeking mind, tachtices and let us have the weapon draw and movement lock down during the draw, Re-Draw is good too, if you devs want to make these people that complain happy just put up a kinda minor defensive buff boost while redraw or something, or make the blast a few cliclks harder hitting after the draw, or maybe a acc boost for a few seconds
Stop distroying the game for a Body count in PVP
that's another thing, look at the powers themseves, not all powers should be equal, and targeting should not be automatic epecually in PVP
when one tleports drop targeting, maybe add a laggy targeting system to when someone speeds past, harder to hit a moveing target, but the teleport is my bigest concern, when one ports they shoudl be off the other person target screen, and it should interupt the attacks, ( if I am targeted, and I port, the next attack they tryed would cancel becuse I'm not there)
make the Powers the focus, Not the body count, and Stick it to the PVP'ers make them freekign Work for it.
Voila. A draw animation. Best of both worlds.
My Regen scrapper, on the other hand, will be enjoying the fact that she no longer has to wait an extra second after popping her heal because she's too dumb to regenerate with a broadsword in her hand for some reason. ?_?
Oh, and, I don't PvP. -
Nah. They just can't put in a villain-exclusive one (Snakes are villain excluisve right now) because devs hate villains.
disclaimer: sarcasm
More seriously: What about the coral hammer being an option not for War Mace, but for Stone Melee? -
Slashman: I couldn't agree more, honestly - the greatest portion of the drop in players and the latter half of the Cryptic days were more or less concurrent, with the slide slowing (but not stopping) when NCsoft bought out the City-of franchise. My personal belief is that this is most attributable to the devs' lack of attention to how poorly (or in some cases, not at all) some of CoV's flagship features were working, most glaringly base raids and the Cathedral of Pain. The fact that features advertised on CoV's box are still not working, three years later, can't help the game's press much. I cannot help but say, however, that I think there *are* more important things for the dev team to be working on than base raids and the Cathedral of Pain - but this is only the case because, to be blunt, most of the "hardcore" PvP crowd to which such content caters has moved on to other games by now and likely won't be back. I'd love to see the Cathedral of Pain go in, but at this point, it would honestly best be implemented as a solely PvE affair with no connection to bases or base raiding, I think.
Like it or not, PvP was a signfiicant fueler of CoV's sales, in my opinion, and the relative failure of it was central to CoV's underperformance. The general long-term neglect of redside is probably at least peripheral to this - while CoV's content is on average far more interesting and better written (technically speaking) than CoH's, there's also a lot less variety of it - you're likely to have seen every red-exclusive story arc in the game by the time you've leveled three villains to 50, if not two. (Assuming you're trying, and complaints about the substance of the content wherein you're for the most part Arachnos' dog rather than feeling proactive aside.)
CoH has declined significantly less than its peers (ignoring WoW, which is its own little beast) in the 5-1/2 years since its release; even at a conservative estimate of the subscription count we're at 55% or so of the initial launch total, which is better than AoC or WAR despite those games being only a year or two old. I can't really explain why WoW is so successful other than name recognition and inertia; the quality of the game has been slipping for quite some time, and recently that slide has been accelerating.
Zombie: More surprising is that despite said recession AND a competing product, they're only down 12% from last year.
Arcana: You're almost certainly right here (as per usual). CO's initial performance seems pretty lackluster, though I lack any actual numbers relating to it. I won't be surprised if it's "maintenance moded" pretty quickly though.
For what it's worth, I'm really looking forward to Going Rogue. My interest in CoH has significantly waned over the years, though this is due to me burning out on MMOs in general rather than any intrinsic qualities of the game - as it is now, it's an interesting diversion for me maybe once a week rather than something I play regularly. The only times I play CoH "seriously" anymore are 2X weekends, for the most part - hopefully GR will get me to at least play a bit more than a few hours a week again. -
I find it puzzling that no one has pointed out in this thread the fact that CoH's revenues have consistently exceeded those of the Guild Wars franchise now for at least a full year, and likely longer (I don't feel like looking that far back in NC's quarterlies), yet as far as I can tell there is no buzz/rumor/what have you on the net that the plug might get pulled on GW.
And I would suspect that despite its lack of a subscription fee, it does not cost substantially less money to operate the server architecture, GM/support staff, and so forth for Guild Wars than it does for us.
Either way, CoH has pulled in $16.5 million in the last 9 months (in revenue) and manages to be about 5% of NC's total global revenues despite having zero presence in NC's biggest regional market (Korea). The percentage has slid lately mostly only because of Aion's unprecedented success (it's overtaken both Lineage titles combined by a large margin, as of Q3 2009, and now accounts for just slightly upwards of half of NCsoft's global revenue.) Aion's also given the American and European branches of NCsoft a massive kick in the pants, at least as concerns their relative contribution to the global revenues - sales from Korea are down from 57% of total sales in Q2 2009 to 48% of total sales in Q3 2009, despite the actual gross revenue rising from 79,199 million won to 79,922 million won. NCsoft saw a 127% increase in revenues from North America, and a 301% increase in revenues from Europe, from Q2 to Q3 of this year, which is pretty much entirely attributable to Aion.
I do think it's a fair point that the long-term "Champions effect" remains to be seen - after all, CoH revenues were noticeably, if not alarmingly, down this quarter, the first in which Champions had a meaningful market presence. The slide looks worse if you compare it to Q2 2009, but relative to this time this year, CoH revenues are only down about 12%... which I'd say is pretty good for a nearly six year old game that just had a very shiny competitor hit the market.
As someone said above, not every game can be WoW, and expecting every game to be WoW is silly.
EDIT: On a little further thought, one thing that _wouldn't_ surprise me is NCsoft taking the last step along the path they've been treading for a while, and merging the EU CoH population into the US servers. But I think the US servers are fairly safe. -
Quote:I think video game *soundtracks* have been recognized with at least a category in the music industry's big-name awards (Grammy? I think? I don't keep track of these things) but, no, as far as I know there's not any such institution for the games themselves.How is the debate pointless? Just because you said so?
By your own reckinong, your opinion here is as pompous as everyone else's.
As for videogames being an artform: Videogames haven't even existed for a century. It took a long time for cinema to be considered an art form, and that's a lot closer to theater than videogames ever were; unless someone's trying to make "Hamlet" or "The Importance of being Earnest" into some epic scale RPG that I'm not aware of.
It's very much debateable whether or not videogames are an artform, so please don't speak in such absolutes. They may very well be eventually, but I'm not convinced that they are now. Certainly most games out there right now would not count, and they are not recognized as such by any art academy or instition that I know of (is there an equivalent of the Oscar or Tony award for them? I'd certainly like to know!).
(And, frankly, I think games have a little further to go before they get there.) -
Quote:I'm actually mistaken there, looking more carefully - the post in the Test Server forum thread (a reply to the redname post with the patchnotes for the 10/26 patch) that first mentioned the Ouro bugs was made the night of the 28th.Okay, it looks like yesterdays patch to Live included items from the patch to Test last week (10/20) and the one from this week (10/26) as well.
I've looked all over the Test Server forums and see nothing about the Oro problems being reported. Can you provide links please Reiska?
Though, there's still a bit of confusion as to why they'd push a patch live so hurriedly (having it on the public test server for less than 48 hours of uptime?) -
Er, the build that went live yesterday went on Test just two days before. And people reported the Ouroboros bugs before it went live on the forums.
This is pretty much shameful. -
http://www.tentonhammer.com/node/74507
Quote:Going Rogue will also have new entry-level content in Praetoria, for those starting new characters in that zone. We acknowledge that our tutorial is about four or five years old. Weve added stuff to it piecemeal as weve added systems on, but for the starting zone in Going Rogue, we are rewriting and modernizing the new player experience. -
Quote:Posi confirmed in one of the interviews a few weeks back that there are going to be level 1 Praetorian zones along with a new tutorial.I would suspect that you won't be able to start in Praetoria, but it will be accessible relatively early on (say early to mid teens). I'm basing this on the statement of "several new areas". So you might have a 15-20 zone, a 20-25 zone, a 26-30 zone (or maybe slightly wider level ranges).
Regardless, I can't see it being "Welcome to level 1 Praetoria."
I'm guessing that if you start in Praetoria, you'll start as a neutral rather than as a hero or a villain. -
The 2 billion cap on inf* is most likely a technical limitation related to the way the value is processed by the game in the character data - most likely it is stored as a 32-bit signed integer, the maximum value of which is about 2.147 billion.
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It'd be more effective to use the /gmotd.
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Virtue didn't have any full-blown crashes like Freedom did, but at least twice that same night I and everyone else on the VU2008 global channel (several hundred strong) all mapservered at once for long enough to get logged out of the game. Something was wonky. :P
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do away with the bugs that make the would make the live patch a nightmare.
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Buff icons? Broadsword vs. Katana balance horribly mangled? Half the cone attacks in the game not working?
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Lately, the server seems to go down regularly on non-maintenance days, and with no warning. At least give some advanced notification - don't just post a message up half an hour before you decide to bring the servers down.
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Hi TheUndertaker,
Sorry that you feel that way. I have e-mailed notifications and server logs to show that our Operations team broadcasts downtime notifications via the ADMIN channel at 30 minutes, 15 minutes and 5 minutes prior to a planned maintenance (as was done today). You might have just missed those in some heavy combat, or if you had just logged in right before the servers came down.
Additionally, notification of the downtime was posted to the server status page and message forums yesterday afternoon.
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He's probably referring to the frequent crashes we've been seeing on Virtue and Freedom lately... -
Gotta wonder what the problem is and when we can expect this fix now.