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Posts
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I've been playing a Merc/TA Hero MM..and some random improvement thoughts have occurred....
- Give Special Ops maneuvers (similar to Thugs).
- Stealth Strike for Special Ops.
- Give the Medic the full Medicine pool, including the self-heal and the ally rez.
- Also, make the medic more prone to range and less melee..
I'm sure most of this has been mentioned before..but there you have it. -
Electric is kind of melee centric control for Doms, which is why you see so many Electric/Earth doms running around.
Electric/Psi might work...if you slotted up Psychic Scream and took hasten. Ice might offer something interesting with Chilling Embrace. But that would require going into melee to leverage it.
If you don't want to be in melee..I'd actually suggest fire or thorns. Both of which offer some better ranged choices. -
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Quote:I hear what you're saying..I want this too. Not customizable pets per se, but the ability to "skin" the pets with existing NPCS. Kind of like an AOE halloween costume toggle.Just wondering about this today. Will MMs get different skin options for their pets? Say, the option of having council/5th column or malta robot pet skins for robotics. Or Hellion/skulls /resistance skins for thugs. Maybe a longbow theme for mercs.
I've got my necro/dark MM at 50, and while I'm not really wanting a new skin for her creations, I do have a ninja/dark and thugs/traps that want some sort of skin customization for their minions. -
Yes, this can work and the DS attacks are probably one of the best do this with. You didn' t mention secondaries, but I'd say Dark is probably the best choice, if you're skipping a henchmen tier. Plenty of utility and you get a useful pet.
Force Field and Traps offer plenty of defense for you and the Henchies, as well. -
Honeslty, I have no clue if this is WAI or not.
I'm completely perplexed by what's the plan here regarding APPs. This game has great DEVS and even when I don't agree with them, I can say most decisions they make are based on logic and data.
Which is what is so odd here..these sets are just so damend good. Maybe I'm too used to getting nothing red side, that when something great came along, I distrust it!!! -
So finally got the Ice Mastery pool slotted on my Fire/Psi domie.
It's insanely good. Flash fire, Sleet, Ice Storm, Fire Cages, PSW. Most minions melt in seconds. Lt's and Bosses are tougher but still they are immobilized firmly on top of Sleets debuff. Even on my piss-poor semi-perma build. I can only imagine what a High-end permadom can do.
I'm enjoying it for now, but I'm not holding out hope things will stay like this. It really is too good for words. -
Quote:OOh I haven't read that series..but I will now!Not a comic, but back in the 90's there was a series of books called Necroscope. One of the main characters, Harry (the titular "Necroscope"), was a guy who could talk to the dead. The dead were so happy to have someone to speak to and loved Harry so much that they would rise from the grave to assist him if he was threatened or needed their help.
Such a concept could be adapted to a heroic zombie mastermind.
And yes just a week ago I created "Miriam the Medium" on Liberty. She's a medium who can give the dead physical form (using ectoplasm). Zombies/Thermal looks kind of coolespecially with spectral green flames.
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Just going to toss in my recommendation for Plant/Fire. Its a Powerset combination that matures very early:
Seeds of confusion, roots, and Fire Breath will provide nice amounts of control and damage at low levels. Six Slot Seeds ASAP and get hasten.
Things only get better with Carrion Creepers as this power can take Alpha Strikes for you. Drop it in the middle of a mob and watch them turn on the vines. Then attack.
That means along with Seeds of Confusion, you have two powers that can deflect aggro and damage away from you. They in effect tank for you. -
Grav/Thorns has great synergy. Aim + Wormhole + Thorntrops is a pretty nice combo for soloing. Just hit AIM and plop wormhole the mob on top of the Thorntrops.
Mind/Thorns isn't bad...but the DOT's from thorns have a tendency wake up slept foes. However, this is probably a much safer build early on, due to Mind's potent controls paired with Thorns damage. -
Quote:Zombie Based Hero'sI just kind of realized this...
There is nothing like the Mastermind class in the City of Heroes game proper. Every other class has its similar heroic counterpart, but not the Mastermind.
Now that this is the first time that the MM will be going through typical Hero missions, task forces, etc with Going Rogue, what are the problems that have already arisen and been addressed? Any at all?
Also, thematically, how does a heroic Mastermind work?
Demons? No way. Well, maybe. Some sort of Dr. Strange-type summoner.
Robots? Maybe.
Thugs? No way. Unless you're organizing a work-program for youths seeking redemption.
Mercernaries? Sure. Agent of SHIELD and such.
Ninjas? Hmmm. I guess not. Daredevil isn't handling it too well as the leader of the HAND right now.
Thoughts?
Threnody - Marvel Universe (We'll she's kind of a Rogue..but it works. Also is a mutant who's power allows her to reanimate the dead)
Brother Voodoo & Doctor Voodoo - Marvel Universe (Regularly summon zombies, spirits, etc.. to help them in their heroic duties).
Demon Summoning Hero's
What the heck you've never seen this guy running around Paragon and the Isles... http://wiki.cohtitan.com/wiki/Infernal
There are actually quite a few of these guys.....
Magik (Illyana Rasputin) - Marvel Universe
Daimon Hellstrom - Marvel Universe
Lady Death - Avatar Press
I'm an old-skool marvel geek so most of references are from their Universe, but their you have it.
Also Thugs.....They could easily be secret Agents or Highly Trained Ex-Mercenaries fighting for what's right. -
Quote:I'd say that Fire or Ice would really buff up the damage output..but might be difficult for your concept. Primal forces could work with Explosive Blast and maybe fit your concept better (i.e. a burst of powerful Telekinetic Energy). Of course with Fire you can always go the Pyrokinetic route to explain your powers.I have a Mind/Psi Dominator that I really don't play nearly a much these days, I tried to make it work post-PSW nerf, using Soul Mastery to try to buff the damage, Soul Drain is ok and Dark Obliteration is so-so. Being that I play it in much more of control role now is Soul Mastery worth it now? or do I try something else? I was looking at Psionic Mastery for Link Minds and Mind Over Body, for kind of a thematic theme, but I'd like to hear opinions for it's viablity.
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I went with Electric/Earth too. It's also what I ran on the Beta Server. I didn't get very high with it during BETA, only lvl 11. But it has plenty of smash. I found /Earth's knockdowns combined will with Electric. There's plenty of soft control in a baby Electric/Earth build to keep you safe, IMHO.
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Quote:- Dual Pistols could use some Old West/Dirty Harry style animations. I like the gun-fu alot, but be nice to have a choice.One of the projects we are working on is to create more alternate animations for various powers. The animators asked me which powers I wanted to have this applied to and rather than simply come up with a list myself, I thought it would be interesting to open the discussion to you the fans....!
- All of the Energy Projection Powers (Sonic, Energy, Fire, Ice), I wouldn't mind some variations that could be more technical. Maybe cloned from the Praetorian "Energy Projector" gauntlets?
- Assault Rifle and Pistols: Might be nice to choose a "beamed weapon" option here for FX instead of bullets.
- Illusion is just screaming for alternate animations/customization..I think somebody else mentioned using the new cool "doppelganger" tech in illusion. (yes I realize this creeps into Power Customization but it just seems so freaking cool). -
Quote:People who mostly play Blasters, may feel a little upstaged by Doms, Corruptors, and VEAT's. In general all Villains bring Excellent damage to the table. In addition all the above AT's are capable of buffing the team, debuffing the enemy, and controlling mobs.Oh, don't you worry. The blasters will start whining soon enough and will get yet another buff.
My guess is the Blaster PPP's are going to some needed future love and attention..while the Dominator APP's will probably have their values adjusted down. I don't think that's a bad thing at all. -
These look a little weird at first..but then if you think about it....
Charge Mastery adds a hefty bit of control. I could see it working well with Mercs or Bots.... since both of those primaries have either a AoE knockdown or Stun available. I can Also see charge being pretty nasty with Trick Arrow, Dark, or Traps.
Heat Mastery looks like it will add a good amount of damage to the MM toolbox. MM's do great damage now but imagine all that extra fire damage. This is another set that would go exceptionally well with Trick Arrow, Dark, or Traps.
I was a little wary of these at first, but I think Castle may be experimenting here and giving some Play-style variation to higher level MM's. -
Updated Paragon Wiki page by Zombie Man. Contains the complete list of APP/PPP proliferation:
Quote:Since most of this has been a straight port from the controller versions, numbers should be dead on so far. Doesn't mean there wont be changes later before or after launch.Originally Posted by Zombie ManI compiled this page: http://paragonwiki.com/wiki/APP_Proliferation to list all the APP powers in one look-see.
Would be great if anyone would check it for errors and go ahead and correct it if they see any. -
Quote:Energy Transfer with a doms Melee modifier...is Brute level awesome. The problem, and it's been raised on test, is it's a very dangerous power to use for a squishy. It's awesome as a finishing move but kind of risky otherwise.No Stone mastery? *Is a sad panda*
That said, the rest of these look friggin' awesome. I could definitely see the fire APP being *extremely* popular for AoE output, and hey, RotP if you draw too much aggro with all of those aoes! Energy also has a fair chunk of AoE, and ET? Wow.
Ice Mastery is all that and a bag of chips, with hotsauce and a coke! I wouldn't plan on it staying like it is though. Sleet is just too good and should rightfully be (and probably will be) adjusted down. It turns a dom into a CorrupDomtrollFender. Probably not WAI for us. -
Quote:This is pretty much what I think we were all expecting when the original PPP's came out. Then ouch we got..well we all know what we got. Castle revamped them and did the best he could to improve upon the PPP's. But let's face it you can't make caviar out of....*insert expletive*.These APPs will single-handedly do more to improve doms than all the other changes they've received since CoV launch.
Can you imagine having this type of AoE potential for the last 4 yrs?
I'm pumped about these sets.
Bye, bye, PPPs.
I really wanted to have some time to test these pools on various doms I have. But the copy tool has been down..and due to a recent promotion (yay me!) don't have the time. Damn work..
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Since the NDA is now lifted. For those that are curious, this is the current state of the Dominator Hero APP's. Link minds is a slightly weaker clone of "Mind Link". The rest of the powers pretty much have controller values. From my very limited testing of both Fire Mastery and Ice Mastery, I was pretty impressed by the utility and survivability they granted. Heroic Dom's are getting access to some substantial buff/debuff tools it this goes live as is.
Quote:
Dominator APPs:
Fire Mastery:
Rain of Fire
Fire Ball
Fire Shield
Rise of the Phoenix
Melt Armor
Ice Mastery:
Sleet
Hibernate
Frozen Armor
Hoarfrost
Ice Storm
Primal Forces Mastery:
Energy Transfer
Conserve Power
Temp Invulnerability
Energy Torrent
Explosive Blast
Psionic Mastery:
Link Minds
Indomitable Will
Mind Over Body
World of Confusion
Psionic Tornado -
Gravity/Fire isn't so bad and does pretty ok damage in my opinion. The nice thing about Grav is that the primary is filled with skippable powers, enabling you to grab up damage powers from seconadry more easily.
Gravity/Thorns has a nice synergy with Wormhole + Aim + Thorntrops. Hit Aim, Wormhole a mob, toss them on your Caltrops, fire off the damage powers.
Grav/Stone has surprisingly good synergy between Crushing Field + Earthquake. While Seismic Smash + Gravity Distortion, along with Singularity, will allow your stack holds surprisingly fast. My Grav/Stone can easily hold bosses and slow down EB's. (Can perma hold them help from a team mate, through recharge buffs..or hold stacking). -
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Quote:Interesting..I can definitely work with this. Thanks.Originally Posted by AirhammerHere is my build. It was based off when you had to buff EACH pet so the Equip powers might be a little over slotted for now.
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Quote:Yah...but I take the advice given as well. I hit 24 and got my second Special Ops. This has helped alot. I think my frustration points to the fact that there aren't many "weapons" or "natural" options for those of us that want that feel to our creations.Guys the OP wants a natural themed toon /Dark and /Storm are very Super like.
TA or Traps are the only two ways to go for that. I might get roasted for this, but I respeced and picked up the M-30 grenade from the primary and Aid other/Aid self. This has helped a bit. But now I'm wondering if getting leadership would be better than Aid Other? Also I picked up a -resistance IO and that appears to have helped some. Frankenslotting IO's that benefit the pets may be the key to making this work.
Thanks for advice about the binds. The stupid medic insists that he is a Brute. Despite the numerous times he faceplants. -
So right now I'm working on a Merc/TA who I'd like to take hero side when I can. The concepy: my Merc/ MM is the leader of a special forces unit that deals with "supernormal" threats.
Merc/TA has been ok. But the survivability at lvl 23 is terrible. If I can keep things under control it's not so bad. And the "Stun Grenade" craftable temp power helps if things start to go south. The problem it, its very easy to lose control of a situation. And when that happens I don't have the tools to keep the pets alive.
My question is is there a better "natural" pairing with Mercs/ than TA? Since my MM and his troop are not "superhuman" I wanted to go with as natural feel as possible. I've thought about Force Field or Traps as well. Since GR is far away, I have no problem deleting and restarting.
Any suggestions on what works well with Mercs/?