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The game gives you clues that the breath has to be last in the ritual incantation, and the tokens have to be paid for passage when you are passing through, a token for each soul's passage. It's pretty explicit.
That leaves two steps that it doesn't tell you almost directly when to do them, the amber and the improvisation. Paying attention to the clues, that's narrowing it considerably.
Spoilers.......
improvise: blood is the winner. Then it's just doing it in the right order.
/spoilers over -
I can't assume that it was the same in every way to my own experience, but while doing the spring event arc given by Ms. Liberty on a vigilante in beta one of the missions (I believe it was the resurrection mission as well) set the mission marker at the ski chalet door, which could not be entered. Using mission transport seemed to get me where I needed to be, a different door, but this was a problem. It sounds like the OP had a similar experience from the sound of it.
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I ran into this back in beta, and there's a workaround that I used that gave me an idea for another possible workaround.
- The door marker sent me to the ski chalet.
- I exited pocket D, used mission transporter. It dropped me behind a truck in pocket D
- I clicked the truck, entering the mission.
For those without the mission transporter, I would say try the other various mission doors in pocket D. The marker for the mission door may be incorrectly labeled on the ski chalet.
I haven't tried the clicking around method, but maybe give it a shot? -
Quote:I would NOT simply say that those speaking against forced teaming content are introverts. People don't just want to avoid league-only content because they are uncomfortable with a more extroverted style. As mentioned earlier, I'm an introvert and have no problems from that end. (Though others may, not judging them on that count)Introverted technically isn't the same thing as incapable of being civil, either, but you wouldn't know it from these threads.
The issue that comes up from forced teaming goes beyond just introversion, and I think that's why more people are speaking up against the trial model is that forced teaming has more problems than just 'you have to be with people.'
- Forced large scale teaming content means you have to rely on others, and the pick up nature means you can have unreliable people that work against the team either by ignorance or stubbornness. The larger the group you have to work with, the higher the chance of this coming up.
- Forced large scale teaming is far more limited in opportunity...except on maybe two or three servers at best, there aren't trials being formed most of the day. So you can't make progress until more players who will cooperate log on, usually at specific times more in evenings.
- Force large-scale teaming means you have to go by body count, NOT person. Do you want to do something? You aren't grabbing a new person because you WANT to play with them, you grab them because the game says you have to have another body.
Are there positives? Yes. I have met new people who are fun through leagues. I do enjoy the mass silly chaos of leagues. But if it's the only option, it doesn't work with many schedules and can be a pain when folks you don't want to play with still have to be on your team.
I do hope people here can be more civil here, too many folks are throwing personal jabs on both sides for valid points to be heard. Ad hominem doesn't make people listen, it makes them angry. - Forced large scale teaming content means you have to rely on others, and the pick up nature means you can have unreliable people that work against the team either by ignorance or stubbornness. The larger the group you have to work with, the higher the chance of this coming up.
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To the OP: you have pretty much described my main character.
Here is my build:
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Mind/Psy/Soul: Level 50 Natural Dominator
Primary Power Set: Mind Control
Secondary Power Set: Psionic Assault
Power Pool: Concealment
Power Pool: Teleportation
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Levitate -- HO:Nucle(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3)
Level 1: Psionic Dart -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(7)
Level 2: Mind Probe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Dmg/EndRdx/Rchg(11)
Level 4: Dominate -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(13), UbrkCons-Acc/Hold/Rchg(13), UbrkCons-Acc/Rchg(15), UbrkCons-EndRdx/Hold(15)
Level 6: Confuse -- CoPers-Conf%(A), Mlais-Acc/Rchg(17), Mlais-EndRdx/Conf(17), Mlais-Acc/EndRdx(19), Mlais-Conf/Rng(19), Mlais-Acc/Conf/Rchg(21)
Level 8: Stealth -- LkGmblr-Rchg+(A)
Level 10: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(21), FtnHyp-Acc/Sleep/Rchg(23), FtnHyp-Acc/Rchg(23), FtnHyp-Sleep/EndRdx(25)
Level 12: Recall Friend -- Winter-ResSlow(A)
Level 14: Fly -- Frbd-Stlth(A)
Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(27), Posi-Dmg/Rng(29)
Level 18: Total Domination -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(31)
Level 20: Drain Psyche -- Acc-I(A), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Rchg(33), Dct'dW-Heal(34)
Level 22: Mesmerize -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(34), CSndmn-Acc/EndRdx(34), CSndmn-Sleep/Rng(36), CSndmn-Acc/Sleep/Rchg(36)
Level 24: Hover -- LkGmblr-Rchg+(A)
Level 26: Terrify -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(36), Abys-Fear/Rng(37), Abys-Acc/EndRdx(37), Abys-Acc/Fear/Rchg(37)
Level 28: Subdue -- Apoc-Dmg(A), Apoc-Dmg/Rchg(39), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dmg/EndRdx(40)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(42), CoPers-Acc/Conf/Rchg(42), CoPers-Conf/EndRdx(42), CoPers-Acc/Rchg(43)
Level 35: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Dmg/ActRdx/Rchg(43), Mantic-Dmg/EndRdx(43), Mantic-Dmg/EndRdx/Rchg(45), Mantic-Dam%(45)
Level 38: Psychic Shockwave -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(45), Oblit-Dmg/Rchg(46), Oblit-Acc/Rchg(46), Oblit-Dmg(46)
Level 41: Dark Embrace -- HO:Ribo(A)
Level 44: Soul Drain -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Acc/Rchg(48), RechRdx-I(48)
Level 47: Dark Obliteration -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(50), Ragnrk-Dmg/EndRdx(50), Ragnrk-Acc/Rchg(50)
Level 49: Telekinesis -- EndRdx-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- Heal(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- P'Shift-End%(A)
Level 1: Domination
Level 4: Ninja Run
The character is built to be exemplar friendly, as I love going back to do any SF/TF in the game without losing much of my character's abilities. Fly has a stealth io and combines with stealth for full invisibility. /psi lacks burst damage, but is instead well rounded. Drain psyche is not just a great survival/recovery tool, it destroys av regen, and becomes a more potent debuff when slotted for heals.
The above set doesn't NEED hasten, but it helps with recharge when exemplared and when your recharge is debuffed. And it makes your controls faster, which is always good.
Slotting considerations: I use purple sets that are very expensive. Using alignment merits you can gain the more expensive sets, but not purples directly. before you get purples, I would exchange decimation for apocolypse, malaise for coercive, sandman for fortunata hypnosis, and another basilisk's gaze for unbreakable constraint. -
I'm a quiet person who gets drained dealing with people face to face, and enjoy small group interactions. Large crowds can be so uncomfortable mentally that I start to experience physical discomfort. Though I cherish time with friends, I can easily enjoy days alone in peace and quiet. I am an introvert.
And I play trials. I have no problem with them, I even interact more than most who don't chat or respond besides doing the 1-2-3 steps needed for succeeding in the trial. I have incarnated to all branches on 5 characters, and partially on three more. I have done trials on end getting master badges on these.
You know what? I do not dislike the experience. The big showdowns have a bit of theatricality and scale not soon found in other content. But you know what? When I'm on a 16-24 person league, I can perhaps remember 9. We cannot interact much because personal chatter dissolves into chaos when any significant number start to chat. You cannot do any of this when a trial is actual getting down to business, because excess chatter makes people miss directions. Mega-group leagues are inferior community and teaming experiences during trials.
Part of the issue is the number of people, part of the issue is that the trials are some of the tightest-scripted content in the game, and THAT is when the devs decided to crank the team size to 11. (or 24, rather) The tighter the scripting, the fewer distracting variables you need. A tightly scripted solo arc is fun, you can take time to watch the details unfold, to catch the development of a story. 23 other people running around, some trying to figure things out while other speed through smashing all in their way...? You simply cannot appreciate or be aware of other players so well. And with tight scripting comes more distinct roles, everyone HAS to follow the right strategy. Yet then you throw in more people, making the odds for someone messing up far higher.
Secondarily, time. I have a varied schedule, but still enjoy being able to drop in and play an hour or so on my favorite characters. Coincidentally, those are the ones I've spent enough time on to get to 50. I didn't have much to do one them before, but with the incarnate system, I can get new powers to flesh them out now. Except that I need to wait for 16-24 other players to be available and interested in the same piece of content. For each player added, the window of opportunity gets slimmer and the time to set up gets longer.
I very much hope that as the incarnate path becomes more difficult and demands more time to set up, the devs add far more 1-4 player options, and 8-16 as the LARGE scale content. Then you can see what you and people are doing, and appreciate without just being a body in a crowd.
"EPIC" final conflicts cannot be on the scale of rikti raids, because we are then just forgotten foot soldiers and we can't save the world until it matches with a bunch of other people's schedules and whims. -
Disrupt, just like all stalker enemy affecting toggles, suppresses while hidden. The only problem it gives to a hidden status is that if it hits an enemy that counts against your time before 'naturally' regaining hide without attacking, so placate is your way back into hide with enemies around.
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I confess my character adhere to the improbable aging of comics- they age based on story, not time, and along different timelines than anything else. Some have an excuse, some do not.
One character is effectively immortal, discovering as a young adult that she could absorb the psychic energy of desires, dreams and ambition from enemies to further her own power and life. As such, she did grow up but never began to degenerate. That puts her at a forever 25ish, though living on psychic energy has turned her into a being of mental manifestation with time.
Others have no excuse..one is a mastermind boy who has been a boy for 6+ years running. To me it's a story thing, and aging is only used as a plot point rather than an inescapable force affecting all life. Heck, there is nothing doing it to the rest of the town, so there's little reason for my characters to be subject to time in such a divergent way. -
Quote:Err...different game, different mapping, different engine. The above mentioned game had a grapple in its design, so the devs mad not just the system for the grapple, but mapped out everywhere where it could stick, and how. Now ask the devs to make a movement method in a system that before couldn't move a player for them, and map out sticking/collision interactions for every zone, every instanced map, every surface. I'm sure they could, but 'would' is a bit more dubious. I am certain that if a new engine is made, climbing/swinging mapping will be in there, but at that point we are talking about the effort to make something that revamping huge swaths of this game's elements. :-/Actually, this could work. Been playing Just Cause 2 and that zip line is a pretty handy form of travel and since it sticks to anything, you could use it to pull you to any distant point even on the ground.
*edit*
Dude, I'd LOVE to have a grapple power. But facts are facts, the devs have said before that this is just something outside what the game's clunky engine was made to do. -
Didn't they specifically ask people not to campaign for their faves?
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Champion is a quiet place, particularly during US daytime hours. You can still find people around, and the global chat channels will usually get good responses/involvement. That said, most activity is in trials/tf's, etc. I've found most folks around here to be agreeable, and there are many vets who know the game in and out. That said, pick up groups are scarce and the community is quite small, and redside is smaller. Most things pick up evenings.
If there's one thing that's stood out to me about this server, it's that we have a lot more powergamers around, but not in a bad way. Mostly very nice people who can destroy the toughest the game has without a sweat. -
Quote:Just popping in to note that I wasn't sure if the build in the above link has it's Clarion radial epiphany in it. I went with that as it give mez protection along with a nice + range, +heal, +stun, +sleep, all of which the build can use. So combining clarion's +80% at its apex, the +60% from HO's, the +13% ED ignoring enhancement from cardiac core epiphany, and boost range's +60% range, you get +213% range. So your little snipe gets over 450 ft range, and your lowest ranged attack, fistfull of arrows, has a 150 foot range- the same as a usual snipe. Just sayin.'I would suggest Archery/Energy. I have a thread I posted a bit ago with the build and such. It's ridiculous the range you get combining Dam/range HO's, boost range, cardiac's +range, and Clarion's +range. I like archery as everything it has is ranged, and still has very good burst damage.
Link to thread -
I would suggest Archery/Energy. I have a thread I posted a bit ago with the build and such. It's ridiculous the range you get combining Dam/range HO's, boost range, cardiac's +range, and Clarion's +range. I like archery as everything it has is ranged, and still has very good burst damage.
Link to thread -
The problem, as mentioned most times this comes up is this: the game does not have the appropriate mapping for vertical surfaces to be interacted with. As such, your rope couldn't 'swing' from nearby buildings. This leaves the only other possibility of a phantom rope coming from the sky, not interacting with the environment...which may seem okay from the user's perspective, but ends up looking very silly to anyone else. (Look! a man swinging from a rope disappearing into the sky!)
Secondly, the 'hang on' power: There is no way to do this. Explaining why shield charge had to be a teleport and not just the character moving forward, Castle said the game has no way to move a character along a path for the player. This is part of why you cannot ride moving vehicles or the Atlas blimp: there is no such thing as a moving platform, or any gradual movement aside from the player's directional input. (Like no handshaking/highfive emotes even. all stuff is limited to a give/receive interaction of independent animations)
Perhaps there's a bypass to allow the second player to have their movement mapped by the first player's movement, but that seems rife with connectivity error possibilities. Also, there are no powers in the game that has any prolonged interaction between to characters.
I'd love for swinging to be allowed, but it pretty much comes down to awaiting CoH II and a system that can handle (a) surface mapping for more than just "floor' surfaces, with full collision detection on walls/ceilings, (right now only floors can be navigated, walls/ceilings are merely 'barriers') and (b) automated pathing on the system's side that can be applied to players' characters. -
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My main archetype that I play is a dominator, and I work their builds to give permanent domination. My main in a mind/ permadom, so yes. In fact, she could be put to sleep within seconds. For defeating her Mind/Psi has endless regeneration, endurance, and enough mag to constantly hold thorough triangles, the only limit for lasting would be on me as a player punching buttons. That said, she wouldn't die incredibly quickly, I build for control, not as much the offense front.
It amazes me how undervalued control is. While there is an arms race between players beefing up their character and devs making enemies that can bypass/overpower those strengths with nasty powers, control that is high enough invalidates almost every nasty power an enemy can use. -
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If you guys mixed A and C, using the ring-ish boot/gloves from "C" with the cloth/padded suit and buttons from "A," you'd be golden. B looks like another version of the elemental order.
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B is the best retro option, A is a better 'generic' option. So for this set "B" but I hope you guys are working on some generic backpacks/jetpacks outside the set.
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I know the devs may be hesitant as lowering the minimum team size might be skewed as playing to power creep, after all they say they don't balance around IO's, and I doubt they would ever say they balance high level sf's/tf's around incarnate abilities. With that said, people already are accomplishing these tasks just using bypasses to the team minimum. Rather than using a bypass, there should be a big red:
This Task is designed for a larger team than you have, do you still wish to proceed? Yes/No
This way you allow people to give it a try, and if they fail, they were warned. If the limit is to keep them from succeeding at what they can succeed at but you do not wish them to accomplish with a small team because small teams can't handle it, that's another matter entirely. I hope that isn't it because that's a logical fallacy right thar.
The warning method allows people to try and fail. If they fail, it proves its necessity, but allows people to access content they want to try in a way they wish to try it. The minimum bypass, using fillers and such, proves the lack of necessity for the minimum size limit and undermines the whole reason for a team minimum. ("Four people could never do this 8 person task! So have four people afk/quit while 4 do it!") -
In all honesty, I would bypass defense on a dominator, especially if you can't grab anything substantial. I've my dominators purely on +recharge, and never felt week for it. Your safety comes from your powers, the faster they are up, the safer you are.
I'm a bit late to this shindig, but some points on Mind/...
A third of your powers are non-aggro- both confuses, and your sleep. As they do not notify, they also do not suppress stealth. So you have three ways of turning the tide of a fight before anything is onto you or, if you are invisible, they can even see you. Mind/ perma-doms are odd in that they can be the most powerful invisibility characters in the game. Something to bear in mind.
TK is a 'fluff' power, but has its uses. It can be used to position against a wall, stack pulsing hold mag against an AV or other hold-resistant foes for lockdown, and completely turn around the fourth phase of the MoM trial. It's not needed, but it also need no slots.
For the sleep/confuse sets: slot the purples in mass hypnosis/ mass confusion, but the contagious proc in your ST confuse. Yes it uses an extra slot, but it's worth it. This gives maximum recharge/duration/accuracy to your AoE mez, where the sets do the most good. Mesmerize needs very little help, and I find myself only using it as an off switch most of the time; even in the heat of battle, its boss-level native magnitude will detoggle toggle powers even on an AV.
Total aside: as dominators live and die on powers and their recharge, a winter's gift slow/-recharge resist IO is quite handy. It can be slotted in teleport powers and the like too. -
I will mirror the advice to try a Dominator. Many Dominator secondaries are melee-oriented, but they have the bonus of range as well. That way you can melee as you wish but still kill stuff that runs away or is out of reach without having to give chase or even close in.
Then there's the control aspect. You know those tsoo sorcerers everyone hates? Or CoT ghosts? Or sappers? Or those sapping mu mystics? Yeah, dominators have one of the most fulfilling way of dealing with them- confusing/stunning/holding them. As they sit helpless against you, incapable of using the powers that make them so annoying, you get to smack them down with your high damage attacks.
A word of warning, though- the mez IS your armor. You don't jump into a crowd and go to work, you lock them down then destroy them. Enemies have to be prepped wiht mez, you can't ignore them. If you do, your low hitpoints will show through. Dominators are as awesome as you make them, but there's little 'toggle on>stomp-' you have to earn your awesome with smart power usage.
Secondarily Are the VEATs, namely night widows/banes, if you want more melee-driven branches. They have so many options your head will spin. Build them as you wish, there are so many styles to these it's possible to funnel down to the style you enjoy most. On the downside, veats tend to be highly defense based so tohit buffs/-defense debuffs will make them squish. They also can be endurance heavy, so keep that in mind when slotting if you try these. -
All of my characters are 'concept' characters, made with stories and built along a matching theme.
That said, my favorite is Dreameater, my Mind/psi/soul Dominator.
She started as a young orphan with mild psychic abilities, but has gained power and abilities through draining dreams, taking the mental drive and using it to sustain herself.
There's probably more about her in the link above than anybody would care to see, but she is fun to play. Drain psyche and soul drain function perfectly to reinforce her story and concept. -
Quote:My bet is because the devs haven't added all levels/versions for the characters. In the AE, you'll see that for even some 'identical' foes, there are different versions for different levels, usually sporting more/nastier powers and such at higher levels. So there may be a level 1-10 Flambeaux that is spawned in the mayhem missions early on, but there is an entirely different critter that spawns at 45-50. I know for certain the faultline Fusionette is a different critter than the later level one, if only because it's sporting a different model with Vanguard costume elements.Fusionette; lvl 34-54 (Vanguard Shield)
Flambeaux; lvl 1- 10 (Paragon Heroes)
No matter if you set the mission cap at level 10, Fusionette spawns at 34 then comes in and sweeps the floor with Flambeaux in one friggin hit.
Is there some reason why there's a level lock on these characters? I don't understand why there isn't a universal 1-54 release on all of them? Then again, I'm not AE/Tech savy yet. -
I can't make it this week, (due to life obligations) but wanted to wish you guys luck. There can be long strings missing the 'right' nightmares, but then one lucky run can turn that around and give all the needed monsters. I hope it's the latter for you guys.