Ultimo_

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  1. I'm suprised (and a little disappointed) that no one has commented on my idea. Does it not meet the needs of everyone?
  2. Just some tinkering... I could move things around, but the awkward part is that there's only so many slots available at L50 (or I might put Hand Clap there)...


    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- EndRdx-I(A), ResDam-I(3), ResDam-I(3), ResDam-I(5)
    Level 1: Jab -- EndRdx-I(A), Acc-I(5), Dmg-I(7), Dmg-I(7), Dmg-I(9)
    Level 2: Dull Pain -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(11)
    Level 4: Haymaker -- EndRdx-I(A), Acc-I(11), KBDist-I(13), KBDist-I(13), KBDist-I(15)
    Level 6: Air Superiority -- EndRdx-I(A), Acc-I(15), Dmg-I(17), Dmg-I(17), Dmg-I(19)
    Level 8: Unyielding -- EndRdx-I(A), ResDam-I(19), ResDam-I(21), ResDam-I(21)
    Level 10: Swift -- Run-I(A)
    Level 12: Resist Physical Damage -- ResDam-I(A), ResDam-I(23), ResDam-I(23)
    Level 14: Fly -- Flight-I(A), Flight-I(25), Flight-I(25)
    Level 16: Health -- Heal-I(A), Heal-I(27), Heal-I(27)
    Level 18: Invincibility -- EndRdx-I(A), ToHit-I(29), ToHit-I(29), DefBuff-I(31), DefBuff-I(31), DefBuff-I(31)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(33)
    Level 22: Knockout Blow -- RechRdx-I(A), EndRdx-I(33), Acc-I(34), KBDist-I(34), KBDist-I(34), KBDist-I(36)
    Level 24: Hand Clap -- EndRdx-I(A), Acc-I(36), KBDist-I(36), KBDist-I(37), KBDist-I(37)
    Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(37), DefBuff-I(39)
    Level 28: Rage -- RechRdx-I(A), RechRdx-I(39)
    Level 30: Resist Elements -- ResDam-I(A), ResDam-I(39), ResDam-I(40)
    Level 32: Resist Energies -- ResDam-I(A), ResDam-I(40), ResDam-I(40)
    Level 35: Hurl -- EndRdx-I(A), Acc-I(42), KBDist-I(42), KBDist-I(42), KBDist-I(43)
    Level 38: Foot Stomp -- EndRdx-I(A), Acc-I(43), KBDist-I(43), KBDist-I(45), KBDist-I(45)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(46)
    Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(46), EndMod-I(46)
    Level 47: Laser Beam Eyes -- EndRdx-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48), Dmg-I(50)
    Level 49: Combat Jumping -- DefBuff-I(A), DefBuff-I(50), DefBuff-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
  3. I'll be honest, the main reason I find myself using Unstoppable is to avoid running out of Endurance. Only against particularly damaging foes (GMs, AVs, etc.) did I also rely on its defensive aspect. I'm hoping Perfect Physique can help with that. In any case, I've frequently considered dropping US for something else, but it is something I have found fairly useful. Perhaps I'll reconsider. Again...
  4. Ultimo_

    Animations

    Yeah, I thought that might be the case, but I hesitate to send unsolicited PMs to the devs. It just seems rude, somehow.

    Still, if I don't get a response here, I may take that course. I'll give it a day or two.
  5. Ultimo_

    Animations

    With the development of alternative animations for powers (eg. Super Strength has variations on its punches), it seems possible that other power sets could get similar treatments.

    My question is specific to the Energy Blast set. Having been trying to make a character based on Cyclops of the X-Men, I've tried a couple of different approaches. My first instinct was to make him an Energy Blaster (Nrg/Dev), but there's currently no way to make the blasts come from his eyes (or even just his head). More recently, I've been toying with a build that is Radiation/Psi (using only X-Ray eyebeams and psi effects coming from his head). This latter build is somewhat aesthetically displeasing, and somewhat less than effective in combat.

    My question is, will there be an animation set that will have Energy Blasts coming from the eyes/head of the character?

    If yes, then I'll keep the Nrg/Dev Blaster. If not... well, I don't know quite what I'll do.

    Is it possible to get a definitive answer from BAB or one of the other devs?
  6. Quote:
    Originally Posted by Schismatrix View Post
    *sighs* *shakes head* i think you're wrong, but that's neither here nor there. Though i guess that designing an MMO that broke many previous MMO conventions and introduced capabilities and gameplay that had never been done before in an MMO is clearly a sign of game design laziness.
    ...
    Hey, i happen to know of a new superhero MMO where this works so well that players rarely bother to team at all. i think that there are a number of issues* in the game currently, including the fact that i don't care for much of the art style, that make me reluctant to play it yet, but it sounds like it would be right up your alley.



    *In my case it's mostly certain aspects of the powers balancing/design and interface design issues/teaming mechanics, but i'm not about to stop playing CoH even if i do eventually play the other game.
    What I meant was we should be fighting actual supervillains rather than piles of nameless, faceless thugs. You read Spiderman comics, he's fighting Doc Ock for 90% of the fight, and thugs for 10% (if that). CoH just has that backwards, and has borked the design of villains in general. I mean, a standard non-epic villain should be about as strong as the standard hero (eg. compare Spidey and Electro - they're roughly comparable in ability). They just took the lazy way out and slapped piles and piles of health and immunities and such on them and said, "yeah, that's challenging now, and we didn't have to make a decent AI!"

    Now that's not to say there's not tons of goodness here, just that I have some design complaints. That shouldn't be news to anyone by now.

    But enough derailing!
  7. Quote:
    Originally Posted by Helix_the_Cat View Post
    What level did you get him to? I find almost all tanks very painful on endurance usage till at least 22, sometimes even later, but you should be in the clear once you hit 26 and get Power Sink. It improves with slotting, but it's already terrific out of the box. I found that I never even thought of my end usage after 26 with my Elec/Elec.

    Helix
    The Tank is sitting at L15, I think. The Brute is L12 now.
  8. Ultimo_

    No "More"

    I'd like the game to follow comic book mores rather than MMO ones.
  9. Ultimo_

    No "More"

    Quote:
    Originally Posted by Techbot Alpha View Post
    I still can't believe that's not been fixed...
    Oh, and the flailing Rikti in the vanguard base on the autopsy tables, broken since I16 I think heh
    You sure they're not being vivisected...?
  10. A couple of things. First, speaking as a "hesitant" tank, the reason I hesitate is to ensure everyone is ready before I draw aggro. I like to remember that I'm not the only one on a team.

    As for teams breaking up and facing different foes all over the map, I've always thought that's how the game should be (but often isnt). Think of that issue of the Avengers (I don't recall the number) where they ended up fighting the Squadron Supreme over a downed plane. Each character paired off to fight a different foe. Personally, I blame the devs for lazy game design, making it nearly impossible for this kind of thing to happen.

    Finally, I think the award for most egregious scrapperlock goes to my Protector Bots, who insist on charging willy-nilly into every group on the map despite their profound squishyness.
  11. An option to make a foe invulnerable would be nice. For example, I wanted to make a story in which the heroes encounter the villain they're going to encounter later (ie. the big bad guy). However, even as an AV, he could thoeretically be defeated in this early mission, breaking the story. What I needed was an option to make him immune to harm so he could escape to reappear later.
  12. Ultimo_

    No XP

    All I know is that I spend a LOT of time making my story arcs and characters. I jumped through their hoops struggling to get the arcs to fit in the memory thimble they allowed us, and now I'm being forced to add critters to the groups so their memory requirements will go UP?

    No, I'm sorry, but no. My stories are well made and are not farms. The charcaters are appropriate and not wimps (in fact, my representations of the Norse and Greek Gods are downright SCARY). No one plays my arcs now because they're not giving any xp. The "solution" didn't solve anything as far as I'm concerned. They threw out the baby with the bathwater.
  13. Some time ago, I put forward an idea, maybe its time has come.

    Ok, here we go.

    First, change ALL knockback in the game to Knockdown/up. Then, make it so adding one knockback enhancer changes that effect to knockback. Finally, make it so knockback enhancers add a damage effect to knockback.

    That way, those that hate knockback needn't put up with it, and those that do can have it.

    Now, as mentioned, there are a few powers that might require a little looking over for balance reasnos, but in general, I think this might be good. What say you all?
  14. Actually, I made an EA/Mace Tank as soon as the EA set became available (and he IS a Thor-based character), but I have to admit, I haven't played him much lately. I found the endurance costs just painful to play.

    I switched to redside and have been playing the same character (essentially) as a Brute, but have had the same problem. I'm at work now, so I'll post the builds of each when I get home, for your analysis.
  15. I should say, I greatly appreciate the tone of the posters in the thread so far, and also the excellent suggestions made. I feel threads like this help many people who might pass through for a look. Well done, folks.
  16. Quote:
    Originally Posted by Star_Seer View Post
    While being able to use existing enemy models as MM pets would be nice I can see a problem with it from a teaming point of view. Your team mates could get very confused (especially melee types) if say a council pet MM or 3 was on a mission vs. council.

    I think I would quit that team at the first chance I got.
    I could see that being slightly confusing, but you can't attack friendly pets, so you wouldn't be targetting them. It's no more confusing than teaming with someone whose costume resembles a villain group.
  17. Loathe as I am to say it, players who have knockback have to learn to play it. As has been noted, knockback can be a powerful tool when used properly, though I'll readily admit, it can be a pain in the behind when used poorly.

    Would you believe I have a Super Strength Tanker that I spent three levels (L33-35) with the slotting: 1EndRedx, 1Acc, 3KB in all his attacks!

    I've often suggested that knockback be even MORE prevalent. I mean, its' one of the few real comic book standards, and we often see characters ignoring it. Go look up the fight between Superman and Captain Marvel on Youtube. Most would agree that they're Tanks, but they're knocking each other all over the place.

    In my opinion, I'd make only one real change to knockback in general, and that's to add a little damage to it. I mean, if I get sent flying 30 feet through the air, landing is going to be somewhat painful. The other, related, change I'd make is to make knockback unresistable or at least higher mag when Rage is running (Super Strength).
  18. Some good points, but ones I've actually heard before. I slotted Dull Pain for heals and not recharge because I actually rarely have need for it, and the slots seemed more useful elsewhere.

    Hand Clap is what I use for Taunting (oddly enough). I slotted it for Disorient as I generally found that more useful. I do enjoy it, though, as it's one of the few powers that actually seems super strong. As I say, I'd thought about swapping things around as Tough Hide seems too useful to wait for, but then, I'd miss something else. Still tinkering...

    Endurance issues are my biggest issue. Unless Conserve Power is running, I'm generally out of endurance in no time flat. In fact, at this moment, I have some of my attacks triple slotted for endurance (temporarily, the build above represents the goal build...). I'm looking forward to Physical Perfection.

    Delaying Resist Elements seems aesthetically displeasing to me, somehow... heh. I'll tinker some more and see what you think of the result, but the reality is that the character really doesn't suffer much except against foes that have other effects that rely on hitting him or unusually hard hitting foes (or endurance drainers).
  19. Ok, here's the build as I'm playing it now. As I say, he's L44 and only just got Laser Eyes. All the defensive powers are fully slotted, and KO Blow is fully slotted. The other attacks are almost fully slotted, but that's kind of beside the point of the thread.

    I've been tinkering with it to see if I can't get Tough Hide earlier (I think L30 is likely where it would end up...), and I've toyed with dropping Haymaker in favour of something else, so that might free up space to get Tough Hide earlier too.


    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Canadian Shield: Level 50 Science Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Flight
    Power Pool: Fitness
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- EndRdx-I(A), ResDam-I(3), ResDam-I(3), ResDam-I(5)
    Level 1: Jab -- EndRdx-I(A), Acc-I(5), Dmg-I(7), Dmg-I(7), Dmg-I(9)
    Level 2: Dull Pain -- Heal-I(A), Heal-I(9), Heal-I(11)
    Level 4: Haymaker -- EndRdx-I(A), Acc-I(11), Dmg-I(13), Dmg-I(13), Dmg-I(15)
    Level 6: Air Superiority -- EndRdx-I(A), Acc-I(15), Dmg-I(17), Dmg-I(17), Dmg-I(19)
    Level 8: Unyielding -- EndRdx-I(A), ResDam-I(19), ResDam-I(21), ResDam-I(21)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Resist Physical Damage -- ResDam-I(A), ResDam-I(23), ResDam-I(23)
    Level 14: Fly -- Flight-I(A), Flight-I(25), Flight-I(25)
    Level 16: Health -- Heal-I(A), Heal-I(27), Heal-I(27)
    Level 18: Invincibility -- EndRdx-I(A), ToHit-I(29), ToHit-I(29), DefBuff-I(31), DefBuff-I(31), DefBuff-I(31)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(33)
    Level 22: Knockout Blow -- RechRdx-I(A), EndRdx-I(33), Acc-I(34), Dmg-I(34), Dmg-I(34), Dmg-I(36)
    Level 24: Resist Elements -- ResDam-I(A), ResDam-I(36), ResDam-I(36)
    Level 26: Resist Energies -- ResDam-I(A), ResDam-I(37), ResDam-I(37)
    Level 28: Rage -- RechRdx-I(A), RechRdx-I(37)
    Level 30: Hand Clap -- Acc-I(A), Acc-I(39), Dsrnt-I(39), Dsrnt-I(46), Dsrnt-I(50)
    Level 32: Unstoppable -- RechRdx-I(A)
    Level 35: Hurl -- EndRdx-I(A), Acc-I(39), Dmg-I(40), Dmg-I(40), Dmg-I(40)
    Level 38: Foot Stomp -- RechRdx-I(A), EndRdx-I(42), Acc-I(42), Dmg-I(42), Dmg-I(43), Dmg-I(46)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(43)
    Level 44: Laser Beam Eyes -- Acc-I(A), DefDeb-I(45), Dmg-I(45), Dmg-I(45), Dmg-I(46)
    Level 47: Physical Perfection -- Heal-I(A), EndMod-I(48), EndMod-I(48), EndMod-I(48)
    Level 49: Tough Hide -- DefBuff-I(A), DefBuff-I(50), DefBuff-I(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
  20. Quote:
    Originally Posted by Wavicle View Post
    I don't think that's actually what he meant.

    I think he meant that YOUR tank has these issues and HIS does not.
    I was trying to put a charitable spin on it. I try not to look at these things personally (ie I prefer to believe he isn't saying, in essence, "You suck!").

    The way I took his meaning is that I'm perceiving a problem where there is none, which is entirely possible.

    As for why these kinds of threads pop up, I think it has to do with exactly that; perception. That is, we have a conception in our minds of what a comic book tank is like, and we become discombobulated when out characters don't behave that way. I mean, can you see Thor being oneshotted by ANY villain (short of the celestial-types). Comic tanks go toe to to with the big guns and generally last a good long time. While that does happen in CoH, there are times that we get chewed up almost instantly, and that makes us (well, ME anyway) question the game.
  21. I think the issue is that it's not bringing anything very new to the table. If we can come up with an alternative that adds something that's different from other sets, we may have something.
  22. Quote:
    Originally Posted by Reiraku View Post
    Well, you'd have to have been at least half dead (if not more) to die from a lone stalker using only those three attacks on you, which means you weren't killed by a stalker in two hits without being able to do anything. Not to mention the amount of time it takes to set up a second AS after the first is definitely enough time to pop a heal.

    Were you killed? Sure, easily believable. Was it in the parameters you first described? Not a chance.
    As I say, I can only tell you what I saw. I definitely wasn't at half health, so there must have been an attack in there I didn't see. I couldn't heal, I had used it during the fight with the Brute and it hadn't recharged. In any case, it's all kind of beside the point, which is that I had no opportunity to fight back. Maybe some people find it fun being unable to compete, but I'm afraid I don't.
  23. Oh, I'll have to look up my build, but I'm afraid time is pressing at the moment. I'll get it this evening...
  24. Quote:
    Originally Posted by SteelKing View Post
    Sorry for hijacking your post, but with only one minor change it reflects my opinion on this topic.
    I think you mean to say that it's my perception that's the issue. If so, I think I agree. Many points have been made that I hadn't considered.