Steel_Shaman

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  1. Wicked Wendy, when it comes to TFs my personal experience is that there are a LOT of players that try to stealth and speed run everything and they get confused when they discover that not everyone on the team is built that way. I've had a TF or two that worked just like your experience. Mission starts, a couple of people take off and expect the whole team to somehow keep up. I just shake my head in those scenarios. I remember one Sharkhead SF in which the team leader said, "Just run past the spawns and pop inspirations to stay alive if you don't have stealth." You can imagine how well that worked.

    I've gotten to the point that I always ask when joining a TF/SF if they intend on it being a speed run or not.
  2. I'm on Liberty and have been experiencing the same issues (and by same, I mean exactly the same as you describe it).

    I don't think this is a problem with your system. If that is the case, then every single member of my SG all have the same identical issue. The chances of that are rather slim. It would seem to me with that many people experiencing the same problem that there's definitely something going on with the server itself.
  3. I agree completely with what Deus said.
    Willpower is a strong set. For casual play you can't go wrong with it.
  4. At some point you'll want to put some more slots in High Pain Tolerance as well. Each healing enhancement slotted in it gives you more Hit Points, which is never a bad thing. For example, 3 Heal enhancers will give you a bonus of 292.2 extra hit points (at level 50). That may not sound like much, but I'm a firm believer that every little bit helps.

    Glad you're enjoying your Brute, they're tons of fun. I love every one of mine.
  5. Quote:
    Originally Posted by RobertoLyon View Post
    Yah anytime I see someone doing something truly "stupid", I remind myself that children as young as 4 and 5 years old play this game too.

    Which also makes me look in the mirror and wonder what the hell I'm doing with my life.
    Staying young, in spirit if not in body, just like the rest of us.
  6. And this is why none of my MasterMinds are 50.
    After a while the absolute bother of controlling the pets just starts to get to me and I go right back to my Doms and Brutes.

    You think it's bad at level 6, just wait until the 30's and you start running around in all those Oranbega maps. One of the most comical sights in this game is a group of bots trying to follow their master across a bridge and shoving each other off the sides of said bridge. Which of course then aggros every single thing at the bottom of the chasm......

    Someday, maybe, I'll get my beloved Bots/Storm (who is my forum handle namesake) to 50. If I can just summon enough patience.
  7. Quote:
    Originally Posted by Fire Lilly View Post
    ... Wait, what?


    ...


    If that's true... I need to pick up WoW again and follow you around!
    Haha, well you have to admit that solo leveling in CoH is much slower than solo leveling in WoW. Now on a big team? It can get rather speedy.
  8. When I'm in the mood to be the nice guy, protecting the team and taking the hits for them, I play one of my Tankers. When I'm in the mood to tear stuff up and rampage through a mission, I play one of my Brutes. I imagine I'll still do the same when GR hits. And I imagine most folks will do the same.

    The choice whether to play a Tank or Brute is more than just mitigation numbers. It's all about style.
  9. Quote:
    Originally Posted by Bill Z Bubba View Post
    Brute SR also benefits from the higher base HP compared to its scrapper brother. Not only is that a plus in and of itself, but it also means that you'll get more mileage out of the passive scaling dam-res within the passives.

    I've been begging Castle since SR got ported over to give the taunt aura in evasion to scrappers. He throws rotten carcasses at me and laughs maniacally every time I make the request.

    Anyway, would SR work? Oh hell yea. Between Taunt, Evasion's taunt, Spin, Eviscerate and Shockwave, you will be able to lock down some serious aggro, and once you get to the softcap the only thing you'll really need to worry about are attacks that lack a positional component like a few of the psi attacks.
    Bill, I've heard that SR is absolutely hideous on the End bar. Is that true? In terms of overall endurance usage, how does it compare to some of the other secondaries? Just trying to figure out if I should focus heavily on End recovery bonuses for the /SR Brute idea knocking around in my head.

    Edit: I just mucked around a bit in Mids, and holy hell! 30% defense with just SO's? And that's without Weave! I don't care about the end usage, I'll make it work!
  10. Quote:
    Originally Posted by IrishBrewed View Post
    I just started the demo, I, like many people played Wow for awhile and got tired of it, looking for something fresh... I really like COH over CO and after a couple hours with the demo I am really considering sinking my teeth into this one Any advise a veteran would give a noob who is just getting there feet wet with the game...

    What can I expect from COH, do I have to worry about pugs, can it be enjoyed on a casual level...

    How is the PvP?

    Just the basic MMO questions.. Thanks for any advise, and or help..
    Welcome to the City!
    CoH is a very different game from WoW. One of the biggest differences that throws people for a loop: healing is not essential. You will find very few dedicated "healers" in this game. That is because in CoH buffs, debuffs, and CC are MUCH more powerful than in WoW. Don't get me wrong, heals are nice, but not required.

    Also, this is not an end game MMO. The real game does not start at the cap, it starts as soon as you log in. Leveling a character is a little slower than WoW, but the leveling experience itself is much more satisfying imho.

    As others have said, try out a bunch of alts. Try every AT to see which one you like the best. Most importantly, have fun!
  11. Quote:
    Originally Posted by Guardien View Post
    Suggesting a change in the game (reduction, or removal of the recharge time for Rest), or saying that there is a problem with a mechanic (that Rest has a recharge time at all) without proof, immediately puts you in a bind. If you can't prove it, forumites with significant knowledge of the game's mechanics, and/or mathematical skills will quickly dismiss you for your lack of proof - it's not upon them to do your work. If you don't prove it, forumites with some debating sense will dismiss you for not proving your assertion - it's not upon them to disprove a mere assertion. If you outright ignore requests for proof, lurkers like myself dismiss you - you're likely a troll (I'm not accusing you of being a troll, just saying under those circumstances, it's a possibility).
    Respect and Reason are all fine and dandy for a discussion, but all you've given us is: I don't like to stare at the screen waiting for my endurance bar to refill. The situation you described actually has an "out": run (ok, walk, forgot no endurance...) into the nearest spawn, die, go to hospital - instant blue bar refill. You might even get back to the mission (and action) faster than if you had just waited for your endurance to refill sans Rest (depending on distance from hospital, access to travel power, etc).
    Speaking of dying, there's another situation that can "make" you sit and stare at the screen waiting. Why aren't you suggesting an auto-rez feature after 30 seconds? Or traveling! Why do we have to travel to missions, as soon as we select one we should auto-enter it. Or zoning! They should totally do away with that, no? Why just endurance? All of those things basically take you out of the game too.
    People have made excellent points as to why you're not supposed to like waiting for you endurance bar to refill. Which on the one hand validates your point, but on the other hand makes it moot. The devs have implemented several ways to reduce the amount of time you have to wait for it, yet they haven't gone so far as to completely remove the mechanic. That should tell you something.
    You've missed my point. I've stated my opinion on the matter and why I feel the way I do. I have asked others for their opinion. I get it, you guys don't like my idea. But this is not Differential Mathematics, and my opinion is not a theorem to be proven or disproven. It is just that, my opinion. Talen Lee's post a couple posts above this one is an example of the sort of discussion I was hoping to have. And he does raise a valid point about training new players that the game's pattern is "rest, kill, rest, kill". That is a side effect I had not considered, and I find his statements interesting. In fact, because of what he said I am wondering if my idea was a good one after all. And he didn't have to mock me or discredit me to do it. He just.....had a rational discussion.

    At any rate, I've said my peace, and I'm out. This thread can spin away into the Void at this point as far as I'm concerned.
  12. Quote:
    Originally Posted by Madam_Enigma View Post
    So, you burn so much endurance that you need Rest more then once every 3 minutes? Slot some recharge into it then. I slot one SO worth of recharge in rest at any given time. Need it up more often? Add another slot or two. Yes, you too can get it's recharge down to 1 minute 30 seconds if you wanted. Lower then that actually!
    I have remained completely respectful toward you. I ask that you do the same if you wish to actually have a discussion. If you lack the ability to be polite with someone who disagrees with you, then this discussion is pointless.

    I will say again, since apparently I have been misunderstood: My only complaint is that the ability to rest and recover has a recharge time. I do not on any of my characters constantly need Rest after every spawn. However, sometimes things go awry, you pull too many mobs, and your character is left in a state with no inspirations and Rest on recharge. At this point you literally can do nothing but stare at the screen waiting. That specific situation is what I am talking about. Leave your posturing and snark out please.

    Again, my point is not about "endurance issues." It is about that one mechanic.

    And to Fulmens: My first paragraph applies to you as well. Can we at least attempt to behave like we're trying to come to a consensus? I have asked for a reasonable explanation of why you think my idea (no- or low-recharge Rest ability) is a bad idea. You have yet to give me something that isn't patronizing.
  13. Quote:
    Originally Posted by UberGuy View Post
    Not that I know of. Personally, I consider having to rest a fairly significant pause anyway. That's terribly subjective, of course, but even though resting every fight is way better than having to wait for your blue bar to recover on its own, it's still a pretty significant pause. So if I was "forced" to rest every fight, I'd still want to improve my endurance recovery.

    That's a bit of a tightrope walk. The devs clearly look at things like leveling speed on a pretty highly averaged scale, and they're going to catch the time players spend standing around waiting on end recovery in their metrics on average time-to-next-level (presumably on a per-level basis). They can adjust this time either by fiddling the XP for mobs in those ranges, by fiddling with how fast we recover (or lose) endurance (and health), or by some combination of the two. It could be the case that they'd be leveling people faster than they intended in the low levels if they had both "XP smoothing" and faster recharging rest. Is that really a big deal? No idea - leveling rates by level are probably a mostly subjective target on the devs' parts.
    I think that perception of Resting being a significant pause is a good point. I'm not saying Rest's recharge should be eliminated so I can burn my entire End bar every fight. I just want the ability available when it is needed. In its current form it is a mechanic that can occasionally force a player to literally not play the game until they recover. To me any mechanic that enforces someone not playing is a bad mechanic.
  14. Quote:
    Originally Posted by Madam_Enigma View Post
    Actually, Rest has had it's recharge reduced once already. It use to have a timer of either 6 or 10 minutes. Can't remember which. Now it's every 3 minutes. I find by the time I actually need to use rest again, it's already up. And if you need it more often, slot some recharge.
    Yes I am aware that it used to have a longer recharge than it does now.
    That does not change my view on the subject. Granted it does not happen constantly, but there are occassions like I described in my original post when someone will need to rest and the ability will be recharging, thus forcing the player to merely do nothing for a period of time. This isn't a good idea in my opinion. And no amount of recharge slotting is going to completely eliminate that possibility.

    Can you explain to me specifically why you feel my suggestion would be bad for the game? I'd love to hear it. (And no, that isn't sarcasm, I really would like to hear it.)
  15. My only real gripe is the Rest mechanic. I would love to see the recharge time on the Rest ability drastically reduced (or even removed entirely). If my lowbies have to run out of endurance every spawn or two for the game to be balanced, so be it. But do not limit my ability to rest, for goodness' sake.

    An example of what I mean: the other day I was messing around on a lowbie Brute. I accidentally aggro'd two spawns. I managed to finish them off, but at the end of the battle my character was low on Health and Endurance, and Rest was still recharging because I had recently used it. My options at that point were: 1) exit the mission and buy some inspirations, 2) stand around and wait on Rest to come back, 3) Stand around and wait on my health and endurance to refill naturally.

    In my personal opinion, standing around and waiting are not good options to leave a player with. I don't see what harm could possibly befall the game if we were able to rest more often.
  16. Meh, I picked SD on my latest Brute because I wanted a positional defense set that wasn't SR.

    If they do nerf Shield Charge and AAO I won't be too upset as I consider those powers to be more in the line of nice bonuses than required sources of damage in my build.
  17. <QR>
    To the OP: If you're going to make a team-oriented character, why in the world would you demand that others on the team have to ask you to actually use your team-oriented powers or you won't do it? That's downright silly and to be honest more than a little rude on your part.

    When I'm on my tank I don't expect to be asked to take the alpha or hold the mobs' attention. I do it because I rolled a tank. Conversely, when I'm on my /Kin controller I don't expect people to have to ask me to use my /kin powers. I knew when I made a /kin that being a one on a large team would be very hectic. I have only myself to blame if I don't like it.

    Would it be reasonable for an empath to demand the same as you for every single heal or buff they cast? If not, then why? I'd love to know where this double standard came from.
  18. Quote:
    Originally Posted by Memphis_Bill View Post
    The only shops that carry "every origin type" of Enhancement are Ghost Falcon, RWZ, Cim (I believe) and the Elite Quartermaster.

    All enhancements are coded by color. By the time you hit 35-40, you've been exposed to them that entire time. You should have an idea. Even if you don't, you can right click and get info.

    All enhancements origin are coded by the ring around them. Again, you'll have been exposed to them for at *least* 20 levels (DOs) by the time you hit an all origin shop, and you can right click and get it.

    And level? .....


    Really?


    You do notice the numbers on them, right?
    Having played a variety of MMO's over the years, in my opinion CoH has the WORST shop/vendor interface of any of them. It could use some updating. And this is coming from someone who not only has all the colors and icons memorized, but could tell you the specific names of most of them. (Except for Natural, I don't play Natural origin characters much.)

    Personally I think a vendor interface similar to the one used by the Architect would be just about perfect. Perhaps not completely necessary with all vendors, but some elements of it applied to them all would be nice.
  19. Quote:
    Originally Posted by Talen Lee View Post
    At the same time, I want to disagree with you, Mac, about the Dominators. The Dominator's change was in need of fixing them in their usefulness against PTOD - basically, even solo, the dominator couldn't kill an EB quick enough with inspirations to keep 'em alive. The solution was not 'just moar damage,' especially since it had to deal with a commonly accepted exploit being so common as to become 'the norm.'
    Talen pretty much nailed it about Dominators. I remember when the change was announced, people were begging Castle to not touch perma-Dom as that was the only thing that made the AT "playable". Castle's response was that that perception was why he was looking at Dom's in the first place. Smart man.
  20. Understood completely.
    My plan was to hold off on the immobs until later, and use Char plus lots of KB as my mitigation at the lower levels. Then later, when I have enough slots (and Hasten) to get my soft controls up pretty much every spawn, I can take the immobs. I've used a similar strategy before with other Doms and it worked out pretty well.

    Also, this toon probably won't be doing huge amounts of soloing. I have two RL friends I run with almost every night after work. So making sure I'm 100% safe at the lower levels won't completely fall on my shoulders.

    Thanks again for your input. Now the only bad thing is I've also had an idea for a name I really like for the fire/thorn set combination. Hmm, I may have to make up two Doms.
  21. Thank you Seldom.
    I may give Fire/Energy a try, just to see how the extra bit of soft control from Energy's KB and stuns works out.
  22. Last night I was thinking about the only two Dom primary sets I haven't tried yet: Fire and Gravity. Since I don't have the strength of will to go with Gravity right now, I decided on Fire as the primary.

    But which secondary to go with eludes me. I'd also like to use one of the secondaries I haven't gone with before. Those are: Thorns, Electric, and Energy. I have concepts for all three, but just can't seem to make up my mind.

    So I ask you my fellow Doms: of those three sets, which would you pair with Fire? And why? In looking at the sets I'm not noticing any special synergies, but I may be overlooking something.
  23. Steel_Shaman

    Plant Dom

    I haven't tried /electric yet, but my first 50 was a plant/fire Dom.
    I love Plant Control. It's a very strong set. Seeds is a powerful AoE soft control that can let you pull off some amazing things. And Carrion Creepers is to me one of the most unique powers in any Control set. And what's not to like about having your very own Audrey II following you around?
  24. Based on your comments I would say that Earth Assault would be a good choice for you. It's a melee-heavy set so you will be up in the middle of things. The animations and knockdown definitely give that SMASH feeling. I often call my Earth/Earth Dom my "Brutinator" because he feels so much like playing a Brute.

    That being said, Earth Assault is very heavily single target oriented. I like Tremor and Fissure both, but the rest of your attacks are ST. Very very good ST though imho.

    Edited to add: Of course, I suppose it could be argued that Doms in general have an ST focus. That's not a bad thing, but if you are expecting massive always ready AoE damage I fear you will be disappointed.
  25. I know that what I'm about to say will be called anecdotal, but so be it. To everyone insisting there is absolutely no problem at all, I request you sit back and think about the following. How often do you recall seeing people on these forums comment in passing on how they always PL to 20 or otherwise get there as fast as possible? How often do you know of people in game that do it? How often do you do it?

    I know I see/hear about people blitzing to 20 A LOT. I admit that when I make a new character I am focused on getting to 20-22 as fast as I can. That simple perception is, to me, indicative that there is a problem of some kind with low level play. My personal opinion is that the Dev's have the high end balance of the game just right, but that the low end of the spectrum needs a slight tweak. To me personally, lowbie characters just seem a touch too weak. The exact reason why I feel this way varies from one archetype to the next, but the recurring theme is quite often endurance consumption. There's only so much you can do pre-20 to mitigate that.

    As to how to fix it without making the low level game too easy? I'm honestly not sure. I like the idea of a zero recharge Rest that someone proposed early in the thread. That would make a world of difference I think.