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Posts
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If there's a reason to complain about masterminds in iTrials, only TPN comes to mind. Having to keep pets in passive mode for almost the entire duration of the trial (because you never know when you'll be warped out and your pets will automatically start shooting civvies) is crippling, even at +3.
Who'd have thought that with all our potent incarnate abilities, a molotov cocktail is still more deadly than facing off against the IDF? -
Pool Powers I tend to use a lot:
Medicine (For Aid Self largely)
Flight (For travel)
Super Speed (Mostly for Hasten, occasionally for travel as well)
Leadership (Mostly for vengeance, but Tactics is useful too)
On any kind of support character also add Teleportation for Recall Friend. -
Sorry,to disappoint you. This has nothing to do with Saturday Night Fever. *watches half the readers vanish*
I'm an Electric / Empathy Defender and one of the trickiest aspects of play so far is merely being able to live long enough to do my job properly. As you all know, Empathy is perhaps one of the strongest healers in the game. The downside to this potency, however, is a distinct lack of self defense options.
I would very much be interested in ideas to prolong my lifespan in a team, especially if anyone has experience healing Leagues in Incarnate trials. I realise there are some incarnate powers which will aid with mez resistances, but I have yet to unlock those and will have to endure many more trials before I have enough threads to slot it.
Any hints and tips would be welcomed. -
I'll be honest, the only aura's I'd really like to see combined are path auras with standard ones. I'd love the nature path aura for my healer (She's a Lightning Empath defender) but to use it means I would also lose my electricity aura, which fits her powerset. The nature path, in this case, reflects her affinity with nature (She's a fairy), and would really clinch the aura purchase for me. But, like I said, the inability to combine any auras does mean picking one or the other, so lightning shall remain for the time being.
Custom (mixed) auras would be great, but there's probably a good reason behind them not being added already. Still, a long time ago they said coloured powers wouldn't be an option, and yet here we are able to customise virtually every aspect of them.
...yet I still find myself holding out for tintable robots. Where's my pink robotic army!? -
My request is rather simple, since we're on the subject. It's something I've wanted since I first created my base and something I'll continue to hope for until it's received.
Windows.
Yes, Windows. I want the ability to place a Window on the side of a wall and be able to see out of it. It doesn't have to be anything fancy. Just clouds, or maybe a very basic city view. Just something that lets me know I'm not twelve miles underground or hidden inside a volcano or something.
Of course, site-to-site transporters would be nice for large bases too. Some of those can be truly crazy to try and find anything in. -
Quote:I definitely understand how you feel, but Bodyguard mode does provide protection from the enemies which will eventually aggro you. Try as you might to avoid damage, ultimately everyone gets shot at one way or the other, be it area effect or a loner come to take you on. Masterminds have very low HP and virtually no defense, save for that they get from a handful of secondaries or their pets powers. In missions, particularly the trials, not using any defensive stance can be suicide.I HATE Bodyguard mode. I never understand the concept behind it. I am a summoner and not a freaking Tanker that wants to draw aggro to myself. Being a summoner-type, the last thing I want is to draw aggro to myself. I know Bodyguard mode works sometimes but I really dislike the design behind it. Call me crazy. I rather babysit the pets than trying to draw aggro to myself and let my pets choose and chase their targets.
I suppose that's one of my biggest bugbears. Being a Forcefield MM, my only real self-defense comes from my bubbles. My defense, when buffed by pets and self-buffed, comes to around 40%, which is great for the majority of content but in the Incarnate trials proves inadequate and weak where hit rolls are in the 50% range, and bosses seem to never miss. PFF is the only real defense I have which works, but naturally this disables Supremacy and leaves my pets open to some serious damage as well as restricting my own output.
I love being a damage dealer, and in a lot of content I can do just that. Sit back, let my pets go crazy on the attack (yes attack, not defense) and be happy in the knowledge that I'm making a decent contribution to the team effort.
Unfortunately, in some of the trials I'm limited to, as someone already mentioned, being a buffer. As a Forcefield MM, this is extremely limiting especially now that all bubbles are AoE (they were originally single-target for those unaware). So it basically means I cast bubbles, and do nothing but follow the leader for the majority of the mission.
The trial where you have to sway the public opinion is of particular note because it teleports you out of the building pretty quickly. This doesn't give a mastermind much time to switch her pets into passive mode (or indeed ANY mode), which can lead to some frustrating results and profuse apologies to the team. That's before I mention the dangers of being outside Bodyguard mode when a horde of screaming civilians start throwing molotov cocktails at you!
Right now I'm trying my best to get my defense as high as possible (possibly by taking the alpha slot defense mod for the occasion) so that I'm less of a liability in such teams. When it comes to boss fights, there's little more powerful than a raging Mastermind, but when it comes to delicacy, it's like using a missile to crack a nut. -
Thanks for the information. I'll be sure to take as much of it on-board as I can. Right now I'm struggling to get the full use out of my mastermind in Incarnate content (See my post "Are we the Black Sheep" in the Mastermind forums), but the more I know, the better I can gear myself and improve my play style to match requirements.
Of course, the real challenge left is getting enough iXP to unlock my remaining slots. Only two unlocked so far, still three remain. -
I'll be the first to admit I'm relatively fresh to the whole incarnates thing. Despite having unlocked Alpha many, many months ago I took a long hiatus for various reasons and have only recently returned to actually put it to some proper use.
That said, it's hard to decide which powers would actually be of any use to a Mastermind. There's no information on whether or not the various procs actually work with our pets (if it doesn't, of course, it renders the Interface slot almost entirely pointless) and very few guides on this specific topic.
Right now I've stuck with the "safe" option of additional damage for my Alpha slot, with a fire proc DoT Interface slot. I have not *yet* noticed any procs with that, but perhaps other players can enlighten me to ensure my efforts are not being wasted.
My build is Robotics / Force Fields. I'm currently slotting a Musculature Total Core Revamp in my Alpha (for the 45% bonus damage and level shift) with plans to upgrade to the purple just for the reduction to ED. If someone could give me some pointers on what would be best to use, I would be appreciative. -
In their own element, masterminds are powerful. No, scratch that, they're an army unto themselves. But lately, especially with the majority of endgame content, it seems there has been a large shift to make them as useless as possible. Hear me out.
I was running some of the incarnate trials on my mastermind and discovered several things of note. The first is how pets are generally 1-shot by anything that remotely resembles a tougher target. The second is how, with a large majority of the maps, pets can effectively get "lost" and separated from the mastermind. The third thing, of course, is that some missions actively discourage the use of any pets, such as one where you're trying to say the public opinion. Having pets out, in the latter case, usually means civilians eating a hailstorm of bullets.
It's quite difficult to play effectively (or indeed do much of anything) without our pets and aside from in a standard fight where we will continue to shine, the incarnate content seems to put masterminds up against the wall.
If you guys have any tips for running masterminds in these types of conditions, by all means let's hear them. But it does seem that masterminds are less than ideal for the sort of missions that incarnates find themselves in. -
My character, Little Jenny, has a penchant for sweet things so her bots are named accordingly, the only deviation from this is the assault bot which is sort of like her bodyguard.
Battle Drones: Bl4ck J4ck, L1c0r1ce L4c3, Gumm1 B34r
Protector Bots: 5ug4r Ru5h, 5ug4r Cr4sh
Assault Bot: Lib3r4t0r
Her bots were renamed from villainous versions (Candy Thief, Toy Snatcher etc) when she switched alignments. -
Quote:You should come to Union server some time. It's deader than tie-dye shirts and headbands! You could at least be honest with this. PvP *did* take a nose dive after they changed everything. All the attacks have changed, as they attempted to 'balance' everything, and all they really succeeded in doing was making even less people interested in it.
pvp is alive and strong and ur just mad cus u cant gank as easy and win with overpowerd mezzer toons
PvP as it used to be was far from balanced, but at least it was more entertaining. Stalkers were actually dangerous opponents who struck from the shadows, not watered down meleeists with the occasional stealth-crit. Scrappers would really HURT when they attack you, not be met with inherent resistance bonuses. Yeah, I miss the old PvP system. Sue me.
As for the effects of inherent Stamina, personally I don't see it as such a big deal. It frees up some power slots, giving players the option to add more attacks to their arsenal, but it's not as if some players weren't choosing to opt out of Stamina anyway for those same slots. Regen and Willpower come with a stamina power anyway, and those classes are scarcely considered overpowered for it.
I just hope that inherent Stamina IS slottable. It'd make my life a whole lot easier knowing im not forced into taking three powers for just a single necessary one. -
Hi, Regarding Dark Tanks, in my opinion dark Armor is just as good a class as any other class.
Of course every class will have there strengths and weakness, Dark Armor i would say has the best Res to Psy ATK and has loads of great De-buffs (Mostly -To hit) of course they do lack strength in areas like Energey res as well as the AT not having a Inherent KB Protection, but with all tankers there are ways around these or you work on there strengths to make up for there weakness.
I currently have a lvl 49 DA/DA tank,(this is my own Opinion) i have taken all the DA powers except Cloak of darkens and Oppressive Gloom, and have opted for kick and Tough (i'm, still on the debate whether Weave is worth taking (due to it's very small Def Bonus and it's expensive cost to run).
I think it's greatest assists is the ability to De-buff there to-hit (resulting in them missing, and not being able to hurt you) and the ability to regain both you HP, and you Endurance (should you have a DM as your STK) with IOs you can get around the problem with a lack of KB protection and not needing to take Acrobatics.
Hope you have fun -
I have an unusual glitch in the supergroup base where even though I have power AND control items in the base (including auxillery items) none of it displays in the power/control guages at the bottom, neither does the power or control register when trying to use, for example, the teleporters.
Kind of a frustrating glitch since I use the teleporters quite frequently. Anyone have a similar issue and know how to fix it? Is it a known bug that's been recently introduced? Thanks in advance. -
I just pray this massive boost in players isn't a flash in the pan. Even I'm out of my hidey-hole for this update. Couldn't miss the opportunity to take my mischievous young mastermind on the path to being a hero!
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Which is a good thing, to be honest. Would a hero honestly stand by while their vigilante friend decides to give someone a good kicking? No true hero would. And would a villain stand idly while their Rogue companion decides to destroy that artifact instead of stealing it? I doubt it.
I'm loving the morality missions, even though they're single player only. It's just not something that would work in a team I don't think. -
I'm really surprised theres not already a thread about this. The teleport (at least from hero-side) warps you about two feet into the floor. You are unable to move or break out of this easily, cannot teleport (the targeting reticle remains red at all times, even on otherwise valid areas) and can't even use the /stuck command to become unglued.
This is a real nuisance, as you need someone inside who has Recall Friend just to pull you out of trouble. Please fix this as soon as you are able. -
I've recently returned to CoX after taking a little breather. Things seem to have mellowed quite a bit since Architect took over and the new graphics options make the game look rather attractive.
I have a sneaky suspicion, however, that most of the players I knew have moved onto greener pastures. Maybe they'll all be back in time for Going Rogue. -
Only two mobs I absolutely despise. The first and biggest are Sappers (Malta Group) which instantly drain all my endurance on SR and nuke all defensive toggles as a result. The second are those Ring Mistresses (Carnival of Shadows) which seem to be a lot stronger than their level and status would suggest. That and they have that annoying anti regen ability which really annoys me on my Regeneration scrapper.
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Am I the only one who thinks those who buy Going Rogue and don't have at least 1 character switch sides is rather missing the point? It's called 'Going Rogue' because you can go rogue.
That being said, I do agree that the servers are very dead lately (EU side) and if its even possible, its even more of a challenge to find a team redside than it ever has been. Believe me, thats a tall order when I've always considered CoV to be "City of Villainous Soloists". Blueside teams rarely used to be a problem for my defender, but now it's become a real strain. Worse still, my controller takes forever to even get 1 bar of XP since im having to solo all my missions.
I've been looking forward to Going Rogue ever since I heard of it, but the lack of players has dampened my enthusiasm for it. I can completely understand others' concerns here and I think I'll wait to see if GR boosts the population a little before shelling out for an expansion I might never get the full enjoyment from. -
Quote:You can already do that with enhancements (IO or otherwise) using an enhancements table and you can use the salvage racks for salvage transfers. Recipes are still untransferable as yet, but here's hoping.
9. The ability to send yourself (or a toon) IOs, recipes, enhancements, salvage and/or the ability to store them in an SG bin of some sort so that you can get to it without having to wait for people to transfer back and forth
I'm kinda with the endgame group on this one. I love the game, I really do, but even I have to admit that the number of events for higher level players is miniscule. What's more frustrating is that virtually all of the content revolves around the same thing -- beating enemies up. I'll grant you that thats really what the whole game is about to an extent, heroes versus villains and all, but even heroes need to take a break for more leisurely pursuits now and then.
I've had a few endgame ideas milling around for a while and since the population is steadily becoming more dominated by the level fifties, it would be nice to see something like them implemented.
[1] Gambling minigames at the Golden Giza.
Play simple games like Poker or Blackjack by betting with merits. The higher the stakes, the higher the rewards. Unique badges could be awarded as well as gambling accolades if you're exceptionally lucky.
[2] Duelist arena.
Not a PvP arena as the name suggests, but a custom battle against an opponent of your choice. You select the team size, the enemy (or enemies) to battle, and have at them. This differs from MA in that all opponents will be scaled as if they were player characters. This means archvillains will have considerably less HP, but by the same token the minions you battle are now considerably tougher. You can also set personal handicaps and will receive special awards for winning battles when the odds are stacked against you.
[3] Special escort mission
Lead a small band of non-combat NPCs to their destination across the zone while fending them off from predatory villains. You will be exemplared down appropriate to the villains in the zone for the duration of the mission, you cannot be affected by players outside of the team (heals etc) and you no longer have the option to visit the hospital. Ressurection works fine, as long as there is at least 1 active team member alive, but should all members fall the mission is failed. All restrictions are lifted if a player either exits the team (cannot rejoin) or manages to get the targets to their destination.
Anyway, just a couple of ideas I had kicking around. I'm sure the devs could come up with far better pursuits. I'm just after a few more events to involve myself in. This really is a great game, but it needs more things to do besides the obvious. -
I'm still waiting on empathy for Corruptors and Masterminds. Yeah, yeah... give Pain Domination a pat on the back for being a good attempt, but it lacks some of the most important skills such as Fortitude (Def/Attack) and Recovery Aura. Only Masterminds are privy to a "Regeneration Aura" (named Suppress Pain) while corruptors get a rather weak PBAoE healing toggle instead.
That said, it does have some very aspects about it which are different in a beneficial way. For example the minor recharge boost on Enforced Morale (Clear Mind) and the self-buff bonus when you revive someone using Conduit of Pain.
That's why I'd press for Empathy as a powerset. Not Pain Domination, not [insert villainous alternative here], but just plain simple Empathy. Just because you're evil, doesn't mean you can't sympathise with your comrades.
...oh, and will I burn for saying Kinetic masterminds too? -
Quote:If that's the case, at least you can't blame women for the world's strife!
It is written, "Evil is where Man looks for Evil to be".
I think my main character (Mary Grace) would probably just put her feet up, raise a family and be normal. Well, as normal as one can be with super regeneration and the ability to fly around shooting lasers out of your eyes. Doing the shopping at superspeed, flying the dog, and helping her husband fix the car by lifting it so he can get at the underside. You know, what every healthy average family does! -
You know you're too old for CoH when...
- You strike up a conversation with another player and you find out you went to school with their parents.
- The "teabag' emote isn't even remotely ironic.
- The volume control on your speakers creep up a notch every week.
- You wear sunglasses to look at other players' auras.
- You wake up in the morning with "wwwaasssssssdddddddd" on the screen, drool on the keyboard and a "Quit Task Force" button up. -
If CoH was made into a movie, it would be horrible. As we all know, movies based on games universally wipe their bums with the storyline and rewrite it in their own image. I'm sure no one here needs examples, but to name a few there's Super Mario Bros, Mortal Kombat, Street Fighter, Alone in the Dark, Wing Commander and Double Dragon. None of which were anything at all like the game they were intended to replicate.
Ms. Liberty would probably turn into some drama queen teen fussing over boys in Steel Canyon high. Statesman would turn into the overbearing father figure, despite being her grandfather, Synapse would be the fast-talking comic relief and Sister Psyche would be the damsel in distress. At least Back Alley Brawler wouldn't change much!
Toss in Hamidon and a few token Hellions, Freakshow, Council and Arachnos goons and mix well with a sprinkle of sugar. Leave in the oven to bake for ninety minutes and serve to an audience of young children who have never even heard of the game. -
My "strongest" one in PvE is my speed built scrapper (MA/SR). A run speed which is faster than most players' sprint, a sprint speed which is bordering close to super speed, and a super speed which is well over the cap. In PvE I can charge headlong into a crowd of enemies, dodge virtually every single blow and crush them with Dragons Tail.
My strongest PvP build doesn't exist. They all suck. I either need a mountain of purple inspirations to get comparable defense on my SR scrapper so I can actually DODGE stuff or, ironically, a mountain of accuracy inspirations so I don't miss opponents which are 'purpled' to the eyeballs.
One day I might have the two hundred billion influence I need to actually purchase a single purple recipe and start slotting my character to be useful in player versus player, but I doubt it. I'm not that hardcore.