Remmet

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  1. I play mainly on Virtue and Justice. I'm subscribed to the main global channels, but I don't really interact with the community much (I feel kind of awkward just saying Hi). Virtue is my main server, and people are mostly nice and polite (although there do seem to be more jerkwads there as of late), but it's pretty impersonal for the most part. I really like Justice: there's such a strong sense of community on there and everyone seems so friendly.

    I did spend a little time on Freedom, and although I didn't have any bad experiences there, it just seemed very... young. The broadcast chatter and the people I teamed with all seemed like they were teenagers, and it left me feeling like I'd unaccountably walked into a classroom. So it wasn't for me.

    I'm also on Protector red-side but... *tumbleweed*. Luckily all my characters there are soloable.
  2. I have a number of characters that are very "natural" in origin, and therefore don't get any travel powers other than the jet packs or ninja run if appropriate. I only have one character that has fly without either wings or rocket boots, and it's only because that particular character's race is supposed to be able to fly. I do also have 1 character that has 2 identical costume sets, 1 with wings and 1 without (and key binds to change him between the two with an appropriately over-the-top lightning bolt from the sky costume change emote!) and he only gets to fly with his winged costume.

    Other than that though, I'm quite a stickler for using ancillary power pools and temp powers that go with my character's theme. For example, I know my Fire/Fire dom will benefit from being able to access Soul Drain from the Soul Mastery pool (for the extra +Damage), but now that I have access to the fire ancillary pool, it's fire all the way, baby! (I did have to do a bit of mental fenagling to be able to use Hibernation from Mako Mastery with her before the other pools were available, though).
  3. Quote:
    Originally Posted by FredrikSvanberg View Post
    All heroes aren't perfect. There are also vigilantes. And I didn't say it was a quest for "unimited powah" but an attempt to use one powerful multi-versal threat to destroy another. Even some heroes will see the benefit of that.
    Vigilantes can go redside and do the "unlimited powah" TF.
  4. Quote:
    Originally Posted by Golden Girl View Post
    There's lots of story content only available via TFs.
    There is?

    Okay, I'm being facetious, but you'd hardly know for the "Rush rush rush... Okay, teleport to the end here... Right we're intentionally failing this one... Geez, yet another kill all in a boring warehouse...etc" in most of the TFs. Especially blue-side.
    • On my first tanker, I skipped her Mez protection because she kept getting "stunned" (by Tsoo), and the list of effects that Indomitable Will didn't include the word "stun". She also had Acrobatics (to stop her getting knocked back) and Jump Kick. She also had no Taunt.
    • I didn't discover the difficulty settings until she was in her late 20s
    • On my first dom, I skipped her ST hold (because it did less damage than the immob. I also spammed Fire Cages as often as possible, and wonder why I'd have to out-level a mission before I stood a chance of running it without dying a bajillion times.
    • I always took every attack power I could. Regardless of whether it was a good power or whether my character had a full attack chain or not, if it did damage, in it went.
    • If a power did damage, no matter how little, that's what I would slot it for.

    Yes, I was quite the noob.
  5. Quote:
    Originally Posted by Lazarillo View Post
    Melee would be easy:
    1-Frozen Fists
    1-Ice Sword
    2-Frost
    6-Assassins Avalanche!!!
    8-Build Up
    12-Placate
    18-Freezing Touch
    26-Greater Ice Sword
    32-Frozen Aura
    Fixed
  6. - Dark Control / Dark Assault
    - Whip Assault
    - /Sonic and /Rad for MMs
    - Offline SG invites (to invite own Alts)
    - More decorative stuff in SGs
  7. You Queenslanders don't have to keep hogging all the fun... we need excitement down in NSW too, you know!
  8. Quote:
    Originally Posted by Starflier View Post
    This.

    I don't think there's a single enhancement, other than the -KB IO's that improved a character of mine as much as the ToE proc.
    THIS x 1000

    This is what made my /DA brute go from sucking wind half-way through every fight to "Endurance problems? What endurance problems?". In a big spawn she'll often gain endurance using Dark Regen.
  9. Also, 4 Kinetic Crash will give you 3 points if you have a knockback power and wish to slot it as such. (6 will give you a 7.5% recharge bonus too, which is pretty nice.)
  10. Quote:
    Originally Posted by Golden Girl View Post
    If they weren't, there'd be more of them here
    Nope, there aren't many prudes around... why, I can hardly see any here on the nudist beach!
  11. Remmet

    Trapdoor

    I was a little worried going into that fight with my WP/WM tanker, given the problems other people had with low damage ATs (he was a cinch on my dom and MM). What I did was eat a couple of small reds, pop my pinnacle, and cast a Warwolf pet (from the Warwolf Whistle she'd managed to pick up somewhere).

    He popped a bifurcation straight away. I hit him a few times, alt-tabbed around for the bifurc, but couldn't see it (I guess it was on a different level). I was still doing pretty good damage though, so I (and the wolf) kept pounding on him. He cast his second bifurcation pretty much as he went non-combatant, so I didn't get to see whether that made much of a difference to his regen. I assume any other tanker could probably beat him the same way, since there's nothing really special about mine.
  12. Quote:
    Originally Posted by Acemace View Post
    I'm in the unusual position of incurring wife aggro for not playing coh.
    My boyfriend was having the same problems. I wonder if he regrets introducing me to CoX....
  13. Hmm, those are fairly respectable numbers. Thanks for that!
  14. That's where it used to be (it used to show all the effects, but with a 0% chance which would change when you activated the appropriate Swap Ammo power), but now shows only the effects for the lethal ammo, regardless of whether you have other ammo types activated or not.

    As for mids, I figured it'd have the info, but I'd rather not have to use an external program.
  15. The secondary effects for DP (the ones accessed via Swap Ammo) used to be visible in game by looking at the details of the powers, but somewhere along the line that's been removed. Is there anywhere in game where I can see, say, how much -RECHARGE / -RUN you'll get from ice ammo, or how much -DAM you'll get from toxic?
  16. Quote:
    Originally Posted by Arcanaville View Post
    There are people assuming that eventually we will have ten incarnate slots and ten levels of level shift. That's extremely unlikely. Such players would be +10 to the standard level 50 content, which incarnate powers work on, which would be ludicrous.
    I'm not sure why anyone would even want this, unless it was able to be turned off. Everything would con grey, meaning no inf and no drops.
  17. For something completely different, try a Thugs/Dark MM. Mine was thoroughly beastly from the get-go and just kept getting stronger. Demons/Dark would probably also be very good.

    A dom (Fire/Fire for the most damage) would probably be up your alley too. They can be a bit slow to mature, but will get extremely powerful by the late game. Failing that, you might like a Fire/Dark or Fire/Rad corruptor. Or Fire/Kin, although you'll need to get to 38 to be pumping out the uber-damage with that one.
  18. According to Paragon Wiki, Endoplasms affect Intangibility duration not magnitude. So what am I missing here?

    (Honest question. I've never seen much point in increasing the intangibility duration, but if you can affect its magnitude, that's another story.)
  19. I thought Intangible enhancements only affected the duration of the effect, not its magnitude. Like other status effect enhancements.
  20. None of this would be an issue of the gift mobs (and the Halloween ToT mobs, for that matter) were made auto-levelled like the Rikti invasion mobs.
  21. Quote:
    Originally Posted by Diggis View Post
    I hate seeing this... Flyers can still fly, Speedsters can still speed and Jumpers can still jump but my poor TPers have to run out.
    Hmm, hopefully they've not disabled all teleport powers. My poor Grav dom was having a bugger of a time trying to get herself out of the prison in a Mayhem mission once because teleport is suppressed in the cells* and she couldn't use wormhole**.

    *Yes, I'd already broken the door open.

    ** Her only decent-recharge soft control AOE power, not counting the immob
  22. Quote:
    Originally Posted by GavinRuneblade View Post
    Also lots of sleep. Keeps things under control so there are only 1 or 2 moving enemies at a time and both are confused.
    You'd want to be careful doing that. In my experience, the first thing a confused enemy does is wake up all the sleepers.
  23. Quote:
    Originally Posted by Doctor_Gemini View Post
    That's why I like Trapdoor (and Protean for all that, like Sam, I hate him very, very much) as a direction I hope they're heading in. I'd rather see EBs have unique abilities you have to figure out and adapt your tactics for, than uber-damaging bags of HP. Now they just need to cut these new EBs damage down to reasonable levels so it is feasible for those of us without twitchy reflexes to fight them without going into god-mode.
    Agreed. I enjoyed Trapdoor and Protean (although Trapdoor might be a little too easy to mez ) because they were something different to the standard encounter. I think we need more bosses like this: ones with interesting powers that you need to find ways around, and especially ones that give the meleers a bit of bother since they're usually the ones that have an easier time of EB fights. Okay, it doesn't take a genius to figure out to stay out of the way of Protean once that warning comes up, but I had a ball Ninja-running around that room with my brute and tagging him whenever I could.

    Honoree (from the POV of my dom, at least) was basically just an unmezzable, unknockbackable jerk who hits like a freight train. To beat him, you basically need to have (or get through insps) enough defense so he can't hit you and then beat him down. And I don't find that fun. Honestly, I have more fun with the various PToD'd signature characters.
  24. (Only read the first couple of pages)

    Honoree is pretty tough I found. I've soloed him twice, first on my Fire/Fire dom (perma with some purple sets) and second on my Thugs/Dark MM (reasonably IO'd out but not like the dom).

    For the MM, he was a doddle, but then again, there is very little that isn't a doddle for her. All I did was park the pets around the corner in passive mode, pull the EBs one at a time, then let the pets smoosh them.

    I did find him tough for the dom though. The Vanguard EB was fine, albeit not one of the easier EBs I've fought, but I could handle her with my standard hard-to-mez (or PToD) EB technique of leaping around like a maniac with bonfire and water spout out to keep them off their feet while tossing holds and ranged attacks until held, then close in for the kill. Honoree though must have had knockback and hold protection, since no amount of bonfire / waterspout knocked him down and no amount of holds seem to hold him. I ended up finishing him off with a trayful of purples, but that always feels kind of cheaty as opposed to doing it with tactics, you know?