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Posts
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Joined
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Quote:That still makes me go out of my way just to deal with annoying old missions. Going to Wincott earlier doesn't change the fact that I still have to go to Wincott when I honestly don't want to. When a contact appears via pop-up, it's not forcing me to visit them, it's just a reminder saying "Hey, if you want to, there's a contact that has been added to your list."For your frustration with Wincott, for future reference, you have a button on your Contact list that opens the Contact Finder. It doesn't show all the contacts in the game, just the ones that are newer and level approriate (Unfortunately it also doesn't remove contacts you are finished with very fast.) If you haven't met one of the contacts on the Finder, you can teleport to him. (This part doesn't work if you get a pop up saying the contact wants to meet you, like with Montague. The Finder considers that pop up as "meeting" that contact.)
David Wincott does appear in it, and you can use it to teleport to him. That saves you steps that direction. A QOL improvement that was also added to the Hollows. The small shed that is there at the fences near Wincott? It will teleport you any zone. One last thing, if you go talk to Wincott at any point before talking to one of the contacts like Seaborn, you will not get sent to talk to Wincott. With the new teleport stuff, at some point just tp to Wincott, then tp back to Atlas and go on your way, never seeing him again unless you want to.
But such is not the case with Wincott. I am forced to talk to him, at one point or another, whether I like it or not. That is what I have a problem with. A some point in my hero's career, I will have to go talk to Wincott. Adding his introduction to a pop-up alleviates this problem, and I'm free to talk to him or just completely ignore him if I want. Same thing with Faultline. At some point in the game, I will be forced to go talk to him.
Quote:Edit: Once thing to remember about the Atlas revamp. They worked on it for the last year. So getting the other stuff redone will not be fast. -
Couldn't agree more. I like new shinies as much as the next guy (Seriously, go check out Beam Rifle), but you can't deny that there's a metric ton of old content that is in dire need of an over-haul.
The fine folks at Paragon Studios have already shown that they can take old content and breathe new life into it. Look at the Positron Task Force! That thing was the epitome of aged content, and now they've turned it into something fun and enjoyable.
Atlas Park was a good start, now it's time to look at the rest of blue side. -
So now that the VIP players have finally gotten a chance to see City of Heroes Freedom on the live servers, we can judge for ourselves whether or not it's really all that. In my opinion, it totally is. I was planning on letting my sub lapse in October, but I must say, the new content and features have made me reconsider.
Now onto the point of this post. One of the problems I had with blue side pre-Freedom was that it was just too boring. Constant "Go talk to this guy" and "Go kill 5 of these guys" with hardly any real missions at all. Now, post-freedom, and early blue side content is finally getting the attention it deserves. Brand-spanking new contacts along with new story-arcs are definitely a plus.
Now, as I'm playing through this new content, I'm thinking to myself "Wow, I might actually consider making more heroes now!" Before Freedom hit, I would always start prospective hero characters in Praetoria; I hated blue side that much.
So I'm having a blast with my new Beam Rifle/Time defender (Loving Beam Rifle by the way, great job Paragon Studios!) and I'm around level 14, doing some solo missions. Around this time I completed a safeguard mission and my detective wanted to give me a new contact. Well, new is rather subjective, as these were the old contacts that have always existed in the game, but I figured "What the heck, might as well."
I hop right on over to my new contact and introduce myself. The contact in question is one Dr. Trevor Seaborn. When I click Ask about available missions, I am immediately reminded of exactly why I hated blue side so much in the first place.
"You should go talk to LT. David Wincott in the Hollows. He could use your help."
Ah, those words that make me cringe every time I read them in-game. Oh the frustrating moments I've had trekking all the way to the hollows just to complete a stupid mission. Even with Long Range Teleport, I still have to make the return trip all the way back to Seaborn's idiot self. After I finally make it back to the good doctor, I am greeted with yet another blast from the not-so-pleasant past.
"Hey, did you ever hear of Hero Corps? They've got this awesome service to increase your difficulty!"
If I recall correctly, Twinshot already introduced me to Hero Corps and their difficulty services. I don't need to be reminded a second time thank you very much. But I guess Mr. Seaborn want to make sure I know exactly what Hero Corps is. I think you can see where I'm getting at here.
My plea is this: re-revamp blue side. I'm not talking a total revamp; I'm simply requesting that somebody go through the clutter of age-old hero missions and remove/alter the ones that really aren't needed. We already have several contacts now that introduce themselves via pop-up windows. Would it really be that hard to add a pop-window for Lt. Wincott or Faultline? Must I really walk all the way to Skyway city to learn about Bloody Bay? Why do I have to trek from the far north of independence port all the way down to the south just to play fed-ex for some lazy contact?
I really like what's been done with Atlas Park; it breathes new life into content that was really starting to show it's age. Now if we can just bring some of the older contacts up to the standards of today, we can finally redeem blue side from its curse-of-aging. It would make this would-be hero very happy. -
On Free-form power selection:
http://boards.cityofheroes.com/showt...-form%2C+Power
http://boards.cityofheroes.com/showt...-form%2C+Power
http://boards.cityofheroes.com/showt...-form%2C+Power
http://boards.cityofheroes.com/showt...ight=free-form
On full powerset respecs:
http://boards.cityofheroes.com/showt...owerset+Respec
http://boards.cityofheroes.com/showt...owerset+Respec
http://boards.cityofheroes.com/showt...+respec+Respec
http://boards.cityofheroes.com/showt...ht=Full+Respec
Search is your friend. -
My guess is because when one imagines a sneaky, shadowy assassin type character like a Stalker, one does not imagine a gigantic Battle Axe or War Mace as their weapon of choice. When I think of an assassin, I imagine their weapons as light-weight and easy to carry, neither of which fit War Mace and Battle Axe.
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I don't want to sound rude or anything, but why can't you just play the characters and figure them out yourself? Mids is cool and all, but you'll never know how it performs until you actually get down n' dirty and play the character.
Quote:However I can comment on a few things with this build. You didn't take Build Up OR Aim. Those powers are a Blasters best friends. You also have a lot of travel powers picked for seemingly no reason at all. Why slot hover with fly speed? You already have fly; hover should be slotted for defense or endurance. Your teleportation powers have no extra slots, almost like they were just filler powers.ok, this is my upgraded version of my blaster : )
http://www.cohplanner.com/mids/downl...F97F01CBF30C60
As others have said, I'd highly suggest going and asking in the Archetype specific forums and asking for help. Especially for this blaster build... I'm sorry, but it really isn't very good. The enhancement sets are just random and all over the place. :/ -
Quote:Sonic Grenade is just a clone of Disruption Arrow from Trick Arrow. Flashbang grenades have the same effect as Smoke Grenade from devices, just different visuals. Ballistas are just FF/Energy defenders with Elite Boss HP and some Energy Melee powers thrown in. There really isn't much unique about Longbow or PPD powers.Oh, come on. Really? There is plenty of room for a Longbow EAT. Sonic grenades, flashbangs (which are PPD, come to think of it), the ability to 'summon' assistance from lower ranks of Longbow, a wide variety of powers that could be interspersed in a single character... it'd be very interesting. I'd look at it as more of a Ballista than a Warden, probably.
Quote:I hadn't thought about a Rikti EAT, that would make a kind of sense as well. I'd be interested to see how that gets fleshed out into powersets. -
Except the PPD aren't exactly unique. Hard Suits are pretty much energy blasters, and Psi cops and the others are pretty much just other blaster primaries as well. And while some Arachnos powers are just like assault rifle and the like, a lot of them are pretty unique.
As for PB's and WS's villain side, we're going to be getting a new tutorial soon that will let us choose a side from the beginning, so there's no sense in making alternate versions of those.
I'm going to say no; this has been suggested many times before and it's not really worth it. -
I have achieved enlightenment. I can't wait to use my newly learned skills to make City of Heroes a better place for everyone!
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I'll miss all the Vahzilok talking about "the freshest ones hanging around that brawler fellow" and all the hellions talking about going to the movies. All I ever see Hellions do in Atlas is mug people, they seem much more relaxed in Galaxy City.
And not having to stand under a gigantic stone crotch to level up. xD -
Whenever I am creating a new character, it most likely is because of a costume or concept that I just thought up, whether that be from outside inspiration or just my own mind wandering. Just an example, all the talk of the new Harry Potter movie led me to create a very magic-inspired villain. Once I have a concept, the rest will just like as itself.
When I do it like that I find it much easier to create a costume, pick powers and etc... as I have a central theme to work around. If I'm just creating a character to try out a specific build, I generally have a much harder time going about it; it feels like I'm being forced to apply a concept to my power choices. If I start off with a concept, the rest just flows naturally.
Here's an example. I had a simple concept in mind, a mercenary who's entire group was killed and is out for revenge. Simple stuff. so then I started thinking, what kind of mercenary? Tough and cocky? Cool and collected? I settled for a batman type personality, like he's hiding all his emotions of anger and vengeance inside, wading unflinchingly into combat to hunt his aggressors.
Ok, now I've got a personality and a concept, so what are his powers? Well, he's a mercenary, so he gets paid to hunt and take people down; whatever he's doing has to require a good amount of skill to use. I don't want him to just throw fire or blast lightning, that's too easy and draws too much attention. An assault rifle is too bulky for his tastes, so I settle on a dual pistols blaster. Now, though I wrote his origin as natural, I wanted him to have some sort of edge over normal people, while still being natural in origin. Mental Manipulation works perfectly for this. The concept expands a bit more; he's a mercenary who is deadly accurate with dual pistols, and has trained his mind so extensively so as to dominate lesser minds.
By this point, the costume is already beginning to form in my head. Something prepped for dangerous combat, but not as attention-grabbing as power armor. More like heavy padding and bullet-proof vests. So I go for the Army vest with a flack-jacket under it, with some simple baggy pants and combat boots. Add a thug mask for anonymity, and voila! One highly-trained, cold and efficient hunter! All we need is a cool code-name to fit his hunter status. For names, I pretty much do what you described; I take a word that describes him, in this case the word hunter, and go to a thesaurus.
And that's how Seeker Omega was created.
I think I had too much fun with this post. -
Not going to lie; that looks pretty awesome.
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Though you will miss out on single missions as already stated, you will get a bunch of merits from only doing story-arcs. =P
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Not to be rude, but is this a serious suggestion? "Rope Manipulation" sounds utterly ludicrous as a powerset. Aside from just being completely impractical, how long would Jump Rope's animation be? What kind of hero just, in the middle of combat, starts playing jump rope to work up a sweat? Why would I take Hog-tied if I could just get Bondage later? Plus, you'd have to keep the rope on the enemy for it to look good, and even then it would still look ridiculous.
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From the overview page:
Quote:I'm pretty sure we'll get a least one for each side with Issue 21.Issue 21 packs in the First Ward co-op zone, gripped in mystical conflict, as well as the Time Manipulation Power Set, the IDF and Defense Costume Sets, and the Underground Incarnate Trial. Signature story arcs, free with VIP players' subscriptions, let you fight alongside iconic Heroes and Villains in story arcs that make a difference in the City of Heroes universe. -
Quote:I'd rather not. Large Inspirations provide a huge bonus to whichever stat it increases, thus they are harder to find. With this idea all it would take for a large inspiration would be to buy smaller ones from the Hospital Nurse and just keep combining upwards until they had a tray full of larges.1. Can we get the ability to combine 3 like inspirations into 1 insp of the same type but of the next higher tier added to the insp combo selection list? (for example: 3 Insights = 1 Keen Insight)
Quote:2. When a player levels while in a team, 'morale gets boosted' for anyone near the player (or everyone on the team); allowing them all to get a T1 Inspiration boost to correspond with the leveling player's T3 boost?
Inspirations are fine the way they are now, they don't really need anything added or changed. :/ -
<--- Still has no trouble finding names.
Freedom is my main server; I have tons of alts there. I hardly ever have trouble at all finding names. -
No, no it isn't. We pay them to gain access to their game. It's still their game, and they do whatever they want with it. Not you. When you pay the plumber to fix your sink, he does not become your servant; he's your plumber. You're paying for his services and expertise; you don't call him over and then start telling him what to do, do you?
Don't assume that a job is easy until you've done it yourself. Writing code is incredibly difficult and tedious, even for something a "simple" as more prompts. In this case, I'm going to have to side with Forbin here. You chose to turn off the prompt, and now you must accept the consequences of your decision. I'm sorry, but demanding that the developers add new code and a truck-load of new prompts to the game because you didn't check which recipes you were deleting is silly to say the least. -
Yeah, the mace powers are a bit stronger than your average blasts, but the redraw can be a pain. If you've got room in your build and want to add a bit more damage, then by all means take it.
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He mentioned that his secondary was Pain Domination.
I would go for Power boost with Pain Domination. As a Mastermind, most of your damage comes from your pets, and your Pain Domination powers like World of Pain, Anguishing Cry, and Painbringer would benefit greatly from Power Boost. I'm not saying MM's shouldn't take personal attacks, but when it's an extra attack versus Power boost, Power boost wins hands down. -
Code:
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I've been running a decent number of Incarnate trials lately, and I've found that the damage done in the trials by the enemies is primarily energy, psychic, and other "exotic" damage types... which isn't too good for me and my Invulnerability self. So I was messing around in Mids for a while, trying to see how I could bolster my defense against these damage types, and boost my typed defense overall. I'm not too good at using inventions yet, having just started seriously looking into them. Tell me what you think of this build...
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Smash Zone: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Temp Invulnerability- (A) Aegis - Psionic/Status Resistance
- (3) Aegis - Resistance/Endurance
- (5) Aegis - Resistance/Recharge
- (9) Aegis - Resistance
- (15) Aegis - Resistance/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (7) Kinetic Combat - Damage/Endurance
- (34) Kinetic Combat - Damage/Endurance/Recharge
- (40) Kinetic Combat - Damage/Recharge
- (A) Doctored Wounds - Heal/Endurance
- (3) Doctored Wounds - Endurance/Recharge
- (5) Doctored Wounds - Heal/Recharge
- (31) Doctored Wounds - Heal/Endurance/Recharge
- (31) Doctored Wounds - Heal
- (31) Doctored Wounds - Recharge
- (A) Resist Damage IO
- (15) Impervium Armor - Psionic Resistance
- (A) Kinetic Combat - Accuracy/Damage
- (7) Kinetic Combat - Damage/Endurance
- (33) Kinetic Combat - Damage/Recharge
- (34) Kinetic Combat - Damage/Endurance/Recharge
- (34) Kinetic Combat - Knockdown Bonus
- (A) Impervium Armor - Resistance/Endurance
- (9) Impervium Armor - Resistance/Endurance/Recharge
- (11) Impervium Armor - Resistance
- (13) Impervium Armor - Resistance/Recharge
- (A) Mocking Beratement - Taunt
- (11) Mocking Beratement - Taunt/Recharge
- (13) Mocking Beratement - Taunt/Recharge/Range
- (46) Mocking Beratement - Accuracy/Recharge
- (46) Mocking Beratement - Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Jumping IO
- (A) Scirocco's Dervish - Accuracy/Damage
- (17) Scirocco's Dervish - Damage/Endurance
- (17) Scirocco's Dervish - Damage/Recharge
- (37) Scirocco's Dervish - Accuracy/Recharge
- (37) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Serendipity - Defense/Endurance
- (19) Serendipity - Defense/Recharge
- (19) Serendipity - Defense
- (21) Serendipity - Defense/Endurance/Recharge
- (29) Serendipity - Endurance
- (A) Pulverizing Fisticuffs - Accuracy/Damage
- (21) Pulverizing Fisticuffs - Accuracy/Damage/Recharge
- (40) Pulverizing Fisticuffs - Accuracy/Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (23) Reactive Armor - Resistance
- (23) Reactive Armor - Resistance/Endurance/Recharge
- (27) Reactive Armor - Endurance
- (46) Reactive Armor - Resistance/Recharge
- (A) Red Fortune - Defense/Endurance
- (25) Red Fortune - Defense
- (25) Red Fortune - Defense/Endurance/Recharge
- (27) Red Fortune - Endurance
- (A) Defense Buff IO
- (A) Recharge Reduction IO
- (29) Recharge Reduction IO
- (A) Resist Damage IO
- (50) Resist Damage IO
- (A) Steadfast Protection - Resistance/+Def 3%
- (33) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) Kinetic Combat - Accuracy/Damage
- (36) Kinetic Combat - Damage/Endurance
- (36) Kinetic Combat - Damage/Recharge
- (36) Kinetic Combat - Damage/Endurance/Recharge
- (37) Kinetic Combat - Knockdown Bonus
- (A) Mako's Bite - Accuracy/Damage
- (39) Mako's Bite - Damage/Endurance
- (39) Mako's Bite - Damage/Recharge
- (39) Mako's Bite - Accuracy/Endurance/Recharge
- (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (50) Mako's Bite - Chance of Damage(Lethal)
- (A) Thunderstrike - Accuracy/Damage
- (42) Thunderstrike - Damage/Endurance
- (42) Thunderstrike - Accuracy/Damage/Endurance
- (42) Thunderstrike - Accuracy/Damage/Recharge
- (A) Detonation - Accuracy/Damage
- (45) Detonation - Damage/Endurance/Range
- (45) Detonation - Accuracy/Damage/Endurance
- (45) Detonation - Damage/Endurance
- (A) Blood Mandate - Accuracy/Damage
- (48) Blood Mandate - Damage
- (48) Blood Mandate - Accuracy/Damage/Endurance
- (48) Blood Mandate - Damage/Endurance
- (A) Resist Damage IO
- (50) Resist Damage IO
Level 50: Gravitic Core Flawless Interface
Level 50: Cardiac Core Paragon
Level 50: IDF Core Superior Ally
Level 50: Barrier Core Epiphany
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Level 1: Brawl- (A) Damage Increase IO
Level 1: Sprint- (A) Jumping IO
- (A) Recharge Reduction IO
- (A) Run Speed IO
- (A) Healing IO
- (43) Healing IO
- (A) Jumping IO
- (A) Endurance Modification IO
- (43) Endurance Modification IO
- (43) Endurance Modification IO
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Set Bonus Totals:- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 18% Defense(Smashing)
- 18% Defense(Lethal)
- 15.5% Defense(Fire)
- 15.5% Defense(Cold)
- 9.88% Defense(Energy)
- 9.88% Defense(Negative)
- 4.88% Defense(Psionic)
- 10.5% Defense(Melee)
- 9.25% Defense(Ranged)
- 15.8% Defense(AoE)
- 4.05% Max End
- 19% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 12.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 126.5 HP (6.75%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 6.05%
- MezResist(Immobilize) 14.9%
- MezResist(Sleep) 3.85%
- MezResist(Stun) 1.65%
- MezResist(Terrorized) 2.2%
- 6% (0.1 End/sec) Recovery
- 14% (1.09 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 1.88% Resistance(Energy)
- 3.13% Resistance(Negative)
- 1.26% Resistance(Toxic)
- 7.26% Resistance(Psionic)
- 15% RunSpeed
- 3.5% XPDebtProtection
Yes, those are all Very Rare Incarnate abilities... no, I do not have them at that level yet. They have not been activated in this build. =P -
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Quote:True, but those are for the random reward tables. Incarnate XP, AFAIK, is based on enemy defeats, like regular XP and Influence/Infamy rewards. A Mastermind shouldn't be having any problems with Incarnate XP on trials.Known issue where MMs seem to be getting screwed in terms of trial rewards are handed out. i20.5 patch is giving MMs some help though.
I honestly don't know what the issue could be. Sorry. :/ -