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Posts
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Joined
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Ah, thanks everyone. I guess I can wait on animated tails a while longer.
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I just logged in for the first time since i17. I notice that I cannot change my costume with Female/Bottoms/Warrior because it no longer exists. What's up with that? Do we know them to be fixing it, or is it like i5 where they decided to remove costume pieces permanently for various reasons?
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I've been offline for the past few months, so I don't know what kind of talk has been flying around here, but I'm inclined to preorder the Complete Collection GR and I just saw the announcement about Gamestop.
Does anyone have any guesses about whether they'll be doing the trendy-these-days thing where they have different offers for preordering from different stores? They've done so in the past, after all (*shines his Crab Spider helmet*), which makes me hesitant to order this one.
I suspect the answer to be "nobody knows," of course, but I thought there might have been some hints while I was absent. -
My favorite scenario on this topic is when the enemies are in a small room or corner, such that they can't scatter much. Self Destruct + Self Res can be great fun, if you have time to wait for SD to animate (which I have on a few occasions).
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Yes. That's the e-mail address you interact with when you use /bug or /petition.
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I saw this today on LinkedIn. I wonder what the story is here...
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Quote:These seem reasonable, but...Crey should have a research facility and office block in Brickstown.
The Clockwork should have a huge nest/city in Boomtown
Quote:The Trolls should have some sort of fortified area in the Hollows
The Thorns should have some sort of entrance to Oranbega in the Perez or the Hollows.
Quote:Nemesis should have a steampunk base in the Shadow Shards.
The Outcasts should have a lair in the Hollows or Boomtown.
Quote:The Tsoo should have a temple in Steel canyon or Talos.
The Warriors should have some sort of dockside warehouse compound on Talos.
The Family should have an warehouse/office compelx in IP.
The Skulls should have a base in kings Row.
The Hellions should have a base in Atlas.
Quote:The Carnies should have a permanent circus tent area on Peregrine Island.
The Lost should have a fortified area in Skyway.
Also, technically a SPOILER, but the Lost do have a fortified area. It's marked by the Unabashed badge.
Quote:Originally Posted by Fear_of_HellAlso, a removal of anonymity from the market would be good. If you buy all of one item, then re-sell it at 20x it's regular value. You should be able to be scorned for it. That simple. You wanna drop prices on the market. hold people accountable. -
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Ugh, I know. I do this all the time.
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Quote:I assume you mean Mass Confusion, in which case you have a point. That doesn't make the power a "worst" by itself, though. (Again: How is this worse than Team Teleport or Invoke Panic?)1) Mind Confusion - SoC makes it look really bad (SoC it needs a big fat nerf - there, I said it)
Quote:3) Lightning Clap
Quote:6) AoE sleeps (except for Mind's one)
Quote:8) Liquify - Great power, awful recharge and ridiculous duration
Quote:...they need tweaking. -
Quote:Long recharge isn't a big downer in this case (it takes only 40% as long as SerumGranted it's still an okay power and if I had a TA I'd take and use it. But it has its ups and downs. It's not all ups.
), since that's normal for a powerful power. The crash isn't nearly as bad as you seem to make it out to be, since Trick Arrow is light on endurance use (a Rad who uses EMP will notice that crash in a big way!). You're also ignoring the 50% (base) chance of being Mag 4, which can be quite nice.
EMP Arrow isn't a perfect power, but it is essentially an "I win" button against normal spawns, much more so than other AoE holds (possibly excluding Volcanic Gasses). -
Quote:No, they're right. It's pretty hard to find things like yellow recipes in CoV right now (lol Crushing Impact and Thunderstrike), much less the common "build bottleneck" recipes like the Positron's Blast set. If they merged the markets, Villains could get the most common recipes at all, ergo they would be paying for them, ergo they would be spending more Inf! (One million for a Crushing Impact is like double what you pay for a table-bought generic, after all!)...one being "oh it'll make things more expensive for villains"...erm...no...if villains have access to the same supply/demand as heroes then surely they'll be able to earn more inf per transaction anyway?
That would be very bad, apparently. -
Not with Fire/Fire (though the Ice/Ice I duo with did). I know from experience that a combination of bad graphics lag and my tendency to get distracted will ensure that I am not "on the ball," so I need permaHasten to have a chance at keeping Dom up.
I don't feel like it will be worth it if I have to make major build sacrifices (like taking Mace Mastery for all the Kinetic Crash opportunities), and Silas' "run a bunch of TF's to earn a LotG" strategy isn't going to work because I'll already need to do that just to get the Obliteration and Posi Blast sets. -
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No, I realized in my latest build that I'm a long way from being able to afford permaDom.
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Gah, I keep forgetting that Preview breaks DataLinks. DataLink fixed and datachunk added.
Quote:Either skip Bonfire completely, or use it as a set mule if you must (Kinetic Crash for 7.5% rech).
Quote:Swap the Oblit Dam in Combustion for the proc.
If you're going with 4 BG's in Char, swap the 2 damage IOs for triple IOs from some of the other hold sets to bring the acc/rech/hold stats up.
Thanks Silas! -
Quote:You forgot "hyperbole to make a point and sound elitist," which is definitely coming up from time to time. (I doubt Soul Transfer is worse than its watered-down Warshade version, for example, or that the Mental Mastery single-target Fear is worse than the pool power version.)Either people truly cannot fathom the possible uses of some of these powers or they simply equate 'useless to me' as just plane 'will never have a use ever'.
I just skimmed the whole thread, and I'm pretty sure that two thirds of the people here are just whining about pet peeves. (You'll spend an extra half-billion Inf to get that last 5% Defense for soft cap, but the unresistable 12% -ToHit in Flash Arrow is utterly useless?)
Quote:I am eagerly awaiting Ice melee and Ice Armor for Stalkers. Being able to sleep things in a 15ft radius and then picking them off 1 by one is...oy, that's just so broken...
For worst power, I lean toward Invoke Panic. It has a couple of minor uses, but it has a large buy-in. The prerequisites are what distinguish it from Time Bomb, and the larger buy-in coupled with lack of build necessity keep it worse than Group Fly and Team Teleport. (I've nearly kicked people from the team for both of those, but there are also builds hinged around them, so they get credit for mattering a lot when they do matter.)
Permafrost is in the running due to having worse resistance bonuses than Temperature Protection and being in a set that already has protection from Knockback and Slow, but it's still good as an IO mule when your build is tighter on slots than powers, and there are marginal cases where the small Resistance bonuses could come in handy. -
Fire, both by experience and on paper, is the squishiest armor. Elec, also by experience (duoing with one in this case), can tank very well:
- Elec has much higher numbers than Fire in everything but fire resistance, especially psi (as it has no psi hole).
- Elec gives you a huge +Regen for a while after your heal.
- Elec doesn't have so many big status holes, and Lightning Reflexes is so much better for Slow resistance than Temperature Protection.
- Energy is a far more useful thing to cap than fire, at all levels. (My friend was hard capped on energy resist at level 10, which made for a hilarious situation when he discovered that he could afk-tank the Paladin and let his aura kill summoned dudes indefinitely.)
- Power Sink works very well as an AoE Taunt and Taunt IO mule
- You never run out of endurance spamming attacks while running 3 armors, a damage aura, Tough, Weave, and even (once you're slotted up) Focused Accuracy and sprint. Fire Armor can have trouble with 2 armors and an aura.
- Elec can play Sapper, if that's your thing.
That said, isn't Dark Armor basically a Resist set? It has very little Defense and it's not protected from Defense Debuff at all. -
At some point, I realized there would be no way I could afford that build. I don't have much in CoV.
How does this build look? I think I can afford it at 50, if I put all my Inf into Posi Blast and Obliteration.
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Justice Cat 2.0: Level 50 Science Dominator
Primary Power Set: Fire Control
Secondary Power Set: Fiery Assault
Power Pool: Fitness
Power Pool: Concealment
Power Pool: Teleportation
Power Pool: Flight
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(17), Dmg-I(19), Dmg-I(40)
Level 1: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(31), Dev'n-Dmg/Rchg(43), Dev'n-Acc/Dmg/Rchg(43)
Level 2: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(31)
Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dam%(9), Posi-Acc/Dmg/EndRdx(17), Ragnrk-Knock%(42)
Level 6: Hurdle -- Jump-I(A), Jump-I(15)
Level 8: Hot Feet -- TmpRdns-Acc/Dmg/Slow(A), TmpRdns-Acc/Slow(9), TmpRdns-EndRdx/Rchg/Slow(29), TmpRdns-Acc/EndRdx(34), TmpRdns-Dmg/Slow(37), C'ngBlow-Dmg/EndRdx(37)
Level 10: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(11), Dev'n-Dmg/Rchg(11), Dev'n-Acc/Dmg/Rchg(15), HO:Centri(42)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(34), RechRdx-I(43)
Level 14: Health -- Heal-I(A)
Level 16: Fiery Embrace -- RechRdx-I(A), RechRdx-I(40)
Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(27)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(31)
Level 24: Stealth -- Krma-ResKB(A)
Level 26: Recall Friend -- Winter-ResSlow(A)
Level 28: Bonfire -- FrcFbk-Rchg/KB(A), FrcFbk-Acc/KB(29)
Level 30: Consume -- Efficacy-Acc/Rchg(A)
Level 32: Fire Imps -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33)
Level 35: Air Superiority -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37)
Level 38: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(46)
Level 41: Dark Embrace -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(42)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dam%(45), Posi-Acc/Dmg/EndRdx(46), DampS-ToHitDeb/Rchg(46)
Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 49: Smoke -- DampS-ToHitDeb/Rchg(A), DampS-ToHitDeb(50), Acc-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 2: Ninja Run
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Quote:Heck, I'm already planning to abuse it for Mission Teleport and Self Destruct. It's not highly exploitable, but there are certainly times when I can reliably plan for a 15-minute break, and 15 minutes is a lot faster than 2.5 hours!In this case, it's not the recharge that's the problem, it's the ability to use it inside a mission, and that I could easily see as explotiable.
Quote:I still don't like doing that at contacts, though. There has to be some way to rig it so that I DO have to leave my mission and go somewhere, but still not require another person to change it for me. Perhaps slap a few techno-magical crystals around the maps for us to switch via?
Thing is, if you're using something that exists now, you'd want something that's already in the co-op zones... I think that does limit it to Trainers or something new, sadly.
(At any rate, it's not a big issue. I doubt there are even many people who care to pay to slot up two full builds on the same character, it's not really a major game mechanic right now.) -
Does anyone know how fast the necessary Longbow spawn? If they all spawn at the outset, I may have to come back when my duoing partner and I get our pets. If we get another friend or two in on it, we could wreck them pretty fast.
I don't think the -Res grenades are cool enough to justify doing that absurd event twice, but it'd be interesting to see how fast we could do it once, if there's no "sit and wait for the rest of Longbow to arrive" session. -
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I'm sure there's a way or two that someone could harshly abuse the ability to change builds even once per TF in the middle of a mission, even if it's badly interruptible. Nothing comes immediately to mind--can you not just WW-port out at that point, change builds, and Mac-port back?--but that's probably what they were worried about.