Vauluur

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  1. Quote:
    Originally Posted by Redlynne View Post
    I'm sure they run into ... limitations ... of the game tech/engine all the time, where they have really great ideas for doing cool things, that just simply aren't supported by the underlying coding of how the game "works" behind the scenes.
    A sentiment I share. Most recently, this has been demonstrated by comments about the recent base bugs (which may or may not be linked to fixing base raids). IIRC the general idea was there was code they didn't even know what it did. Someone (a dev or player, I forget which) joked that it would be easier to start bases over from scratch at this point. A second example would the aggro/taunt formula. The closest anyone has gotten to understanding that thing is the rough (and fairly complex) estimate that currently floats around the Tanker forums.

    I would think that the issues facing PB development are somewhat less complex, but it can't be "easy" by any sense of the word.
  2. I agree that there needs to be something more done for Kheldians. Warshades are reasonably healthy and represent, to some extent, what I believe their original design was. They are effective both as Tri-Form and Human only, their Human form fills a slightly different role from their Nova/Dwarf, and the only thing holding a player back is their knowledge about the game and the AT. In that respect, a Warshade is very similar to the much better design of the VEAT. The Peacebringer, on the other hand, is an absolute mess. The new changes helped make it a more viable choice, but they did so at the cost of worsening existing issues with the disparity between Tri-Form and Human only builds on PBs - which existed, in part, because the PB Human powers are almost all copies of the powers from the forms. What the Peacebringer needs, (and the WS to a much smaller degree) is a partial redesign of the Human form powers. The shields need to be changed to defense rather than resistance or scrapped in favor of powers that are actually useful. Toggle suppression in forms needs to be introduced, or all toggles in the Kheldian powersets need to be changed to long duration (and short recharge) click buffs. There are a number of things I could keep rambling on about.

    What it comes down to is, despite (and sometimes because of) the recent changes there are powers in the primary and secondary sets of the Kheldian ATs that actively work against each other and against the shapeshifting design of the AT. They need to be changed to work well together, and to allow shapeshifting to be as enticing as Human in the end game. When those changes come about, the Kheldian community will have much less to complain about, but even then voids will still show up where it doesn't make sense.
  3. Quote:
    Originally Posted by Pyro_Master_NA View Post
    Controller or Dominator will work best. You won't be getting all the things you listed until you get all the way up to the Judgement Incarnate slot, however. My choice would be a controller with fire, ice, earth, elec, or plant as a primary, and storm summoning or time as a secondary, then fire as your APP set in the late 30s and 40s, then getting Cryo Judgement to fit your cone of cold idea perfectly. Any Lore incarnate set will fit the summoning theme as well as your lvl 32 pet.

    I would go with plant/time/fire with cryonic judgement, and your choice in all other incarnates.

    Plant has carion creepers and the fly trap as summons, time manipulation gives the "disintigration" look, and is a great set on it's own, supplementing with a lot of control, while fire APP gives you a shield, a fireball for AoE impact, and the fire blast sorta looks misile-ish. Tweak some of the powers' colors in time and you have a really cool looking battlefield as well.
    Hmm, hadn't thought of Time and coloring. I might wait for I22 and use Dark Control for the Umbral Beast and the Haunts. Plus it comes with Possess or whatever it's called for an enchantment spell. I will consider that. Other thoughts?
  4. I'm currently attempting to port a favorite DnD character to CoH as a dimensional traveler. The problem I'm having is I can't seem to select which AT and powerset combination provides the best overall coverage for the iconic mage spells of the older editions of DnD. Ideally, the character would have such a combination of things as Mage Armor, Magic Missle, Disintegrate, Fireball, Cone of Cold, and some sort of summoning power. Most of these seem like I could be a Blaster, but the summoning seems like a Controller might be best. A Dominator seems like the middle ground, but I'm not 100% sure. I've seen a few posts in other threads over the years mentioning characters that succeeded in a similar goal, so I was hoping for some advice from those players out there that have a CoH mage.
  5. Vauluur

    An Experiment

    Quote:
    Originally Posted by Kazz View Post
    I assume because he's already got the character and wants to just toy around with this as an alternate build.
    Correct, the character is my main. As I stated in my first post, this is his third build - for which I can think of no ordinary purpose. Also I envision this character as more of a hybrid than a pure ranged or pure melee when using this build. I'll probably put Teleport to good use.

    Quote:
    Originally Posted by Xyzor View Post
    Have you considered Soul Mastery from the Patron Pools? It has a snipe attack, a very nice ST range blast (basically the DM T2 attack in range form), a DoT Hold, and, of course, Shadow Meld. They are all single target powers, but will give you some nice range versatility.
    I thought about it, but it's inferior to Darkness Mastery because of the single target nature of the abilities. It's much easier to supplement AoE attacks using Blackwand and a few well placed melee attacks than to supplement single targets.

    Quote:
    Originally Posted by Resolve View Post
    A thought; while not properly a ranged attack, Spring Attack might contribute to a ranged feel for the toon.
    I've actually started to think that as well, and I have it on one of my builds. It would synchronize with my teleportation idea for entering and exiting melee. However, its recharge is to high to have it up every time I wanted it and it may be hard to salvage enough power choices to get it. I'll definitely give it a shot.
  6. Vauluur

    An Experiment

    Having run out of ideas on what to use my third build for, I have decided to try an experiment. People often discuss the possibility of playing a Scrapper mostly at range. Now, I'm going to actually try it. Before I even begin trying to make a build though, I want to get a few thoughts on the idea.

    What I know:

    - It's not the greatest plan. It will not perform as well as a melee Scrapper. That's not a problem. I have two other builds that are made for that.

    - It will need a lot of recharge. There aren't going to be a lot of powers available for use, so they need to come up quickly.

    - The character in question is a Broadsword/Invuln. That's not the best combination for this attempt. I don't care. I still believe it can be done.

    Now, with those things in mind, how would you go about trying to make such a build?

    I'm currently leaning towards using Darkness Mastery for Dark Blast, Tenebrous Tentacles, and Night Fall. I'll probably take Petrifying Gaze as well. Blackwand will provide an additional ST attack. I'll use sword attacks in AV fights, since low DPS would hurt the team in that situation. S/L/E/N defense shouldn't be hard to increase. The challenge will be getting it in balance with the recharge needed to function properly. I remember Night Fall having crappy damage, so I'll probably proc it up as much as possible in the hopes of fixing that problem. I am, however, open to suggestions. The only pool I ask that you avoid suggesting is Mace Mastery, as it is blatantly Arachnos-related.

    I'd actually prefer nobody post a complete build, since creating one will be a large part of the fun for me. I'm merely asking for some thoughts on the idea.
  7. Vauluur

    Leviathan?

    Well, a few things worth mentioning.

    Shadow Meld is best used as a proactive power, rather than when you're "in a pickle". Using it before going into a spawn removes the risk of the "alpha strike" and prevents you from taking too much damage for your resistance to save you.

    Leviathan Mastery is my current patron pool of choice. The hold is fairly standard, I don't have much use for it though so I didn't pick it up. Water Spout breaks up spawns nicely, and has the added benefit of substantially boosting DPS when their is only one hard target (like an AV) so that the spout only has one target to attack. The single target blast is crap because it takes an eternity to animate. Hibernate is a handy tool, but it's important not to lean too heavily on it.

    It really depends on whether you like the set more than Soul Mastery or not. Take whichever you enjoy more.
  8. I've not seen it done very much, but I've heard that Masterminds - with FF and using bodyguard mode - are capable of fighting in melee alongside their pets with pool powers. I imagine Time and possibly Dark could do the same. Provoke, when used frequently along with DPS, makes it easier to hold aggro. It is, therefore, theoretically possible to achieve a limited version of your vision. While any melee pets would work, I would suggest Demons. A new AT, as Arcanaville has stated, is effectively impossible.

    Defender and VEAT options have already been mentioned. I will add that Radiation Emission could accomplish a tanking job, and Storm Summoning achieves a very different (but no less effective) style using knockback and the debuffs from Hurricane.

    Your main trouble will be finding enough melee attacks. Some of the Patron/Ancillary pools have decent ones to help you out, so I'd look into those when developing your build. It would certainly be a unique playstyle, as I don't often see such characters running around in the cities.
  9. Vauluur

    Olympian Guard

    So, with the costume pieces coming in i22 I'm looking to put together an Olympian Guard character. The problem is I already have two Invuln characters so I don't want another one. That leaves out the obvious option of Invuln/EM. The other things that come to mind are Willpower/EM or maybe trying to use a tech shield and going Shield Defense/EM. I was wondering if anyone has any experience with either combo and/or other suggestions?
  10. If you're not opposed to pets, you could go mastermind. You can either use bodyguard mode and tank for them or just let the pets hold the aggro and buff them up. Either way, you're probably not going to die much while they are alive. If you want something tried and true, go Bots/FF or Traps. If you want something different then go Demons/Sonic. I'm considering making a Demons/Sonic MM myself.
  11. Quote:
    Originally Posted by RogerWilco View Post
    I was doing the Shadowstar missions but I died each time I met a Quantum. That's why I made this post. With just the Shadow Bolt and Ebon Eye, I can't kill them before they kill me.

    I've looked up those Nemesis Staff and Sands of Mu. I don't have those, maybe they make up some of the difference? How strong are those compared to the standard Bolt and Eye attacks? I can see the advantage of a separate couple of cooldowns. You get them from the monthly Paragon Rewards, right?

    As I said, the reason I made this post, is that I couldn't kill the Quantums before they could kill me.



    I will take Nova and see how I fare with that. If that solves things, it's just the first six levels that are a pain.

    How do you respec? I thought you had to buy that on the Paragon Market?

    Bionut911 also mentions Stun grenades. I tried to find what he meant on the Paragon Wiki, but I can only find ones for PvP and Arena.
    When he says to buy them on the Market does he mean the Black Market/Woolworths?
    As others said, Nova should make a significant difference. Make sure you are refilling your inspiration tray before your missions if you are having a lot of trouble. Inspirations are an incredibly powerful tool and a lot of players (new and old) sometimes forget to use them. If you really, really, can't kill something then go to your contact and buy three red inspirations and three purple inspirations. Use all six right before you attack. That will make you very hard for your enemy to hit and give you a substantial damage increase.

    The Nemesis Staff and Sands of Mu (while also being available as temporary powers from some older missions) are usually taken to mean the Paragon Rewards attacks. You actually can get your reward tokens faster than once a month now, because you get them for buying certain amounts of points in the Paragon Market.

    There are a number of ways to respec. For a lot of us, we have free ones from Paragon Rewards to use. There are also "trials" (the old kind, not the new kind) you can run at level 24, 34, and 44 (I think those are the levels, been years since I've actually had to run one.) Like you said, you can buy respec tokens on the Paragon Market. It is also possible to find/buy and craft a respec recipe. However, those are rare and tend to cost a lot of influence at Wentworth's. For you, I'd suggest talking to a trainer when you want to respec and simply switching to your second build. It will need to be trained up from level 1-6 the first time you do so and is effectively a respec as a result.

    Stun Grenades can be purchased as a recipe at Wentworth's. I don't recall how expensive they are, but they would certainly be useful for you. It's a targeted AoE stun. I'm not certain of the magnitude or accuracy, but it usually stuns a good portion of a spawn. There's no guarantee it will stun the quantum, but it would reduce incoming damage from other sources.
  12. Quote:
    Originally Posted by plainguy View Post
    Just make alternate animations for things.

    Have powers originate from a wand ( black wand ) or Staff. The have different wands and staves players can get.

    Of course this all seems something that could be added to the market.

    For powers like Devices and traps make arcane type devices. Instead of Trip mine you have Arcane Glyph of exploding. Yet again not that far fetched since they have Arcane and Tech devices for Bases.
    This. Especially with everyone in the Carnival of Light running around with energy blast coming out of wands.
  13. Quote:
    Originally Posted by TwoHeadedBoy View Post
    It's funny that in *that* sense, they acknowledge that Kheldians don't need any more resistance.. And yet now they're releasing the AT specific Kheldian set, where the unique grants resistance to Human Form and 2 of the set bonuses are resistance bonuses. I mean, hello. This is a purple set. Anyone who can afford to purple their Kheldian (and very many who can't) doesn't need any more resistance. Our AT set is a waste and an abomination. </rabble>
    I was under the impression it increased the Dwarf resistance and the damage of Nova. I didn't know it affected human form at all, which I can't say I agree with at all. I can see the reasoning for giving Dwarf more resistance since as it is now Dwarf provides nothing mechanically beyond being a set mule and mez protection if you don't/won't have Clarion. At least with more resistance it could stand on its own to give a WS capped resistance against a single target or give a PB capped resistance when the crash from Light Form might be too risky. I'm not sure when that might be mind you, just saying that it is a valid condition that could theoretically arise.
  14. Thanks, I was able to find the cxgames directory. It installed to /opt. So I modified the script to call /opt/cxgames/bin/wine and it now functions perfectly. Now I just need a shortcut script and I'll be all set
  15. Quote:
    Originally Posted by Nicodemus View Post
    hm, that's odd. i don't actually play anymore but i can try to help.

    it seems like the script is working fine, it just can't seem to find your cxgames directory. do you have those directories that it's looking for?

    how did you install cxgames? did you use the .bin method? i always use the generic installer, and not the .deb file, because it makes it easier to troubleshoot and update.

    so i recommend that.

    *edit* also, where did it install CoH?
    I'm not actually sure how I installed cxgames. I did it late the other night. I grabbed whichever file it suggested for my distribution I'm sure. As far as CoH, it's installed in c:/Program Files/City of Heroes on a Windows XP bottle.

    Also, the cxgames directory defaults to being hidden (.cxgames), so that may be an issue. It took me awhile to figure that out to be able to find the folder I needed. This being my first major experience with linux, I'm not really sure how to "unhide" that directory.
  16. Ok, using this method I've managed to get my laptop to a point where I can launch CoH on Ubuntu 11.10 under Crossover Games. I am, however, experiencing a few problems.

    The script does not launch the game. It did install the game to an empty directory, and it appears to have fully updated it. I'm not positive that's the case though.

    After launching the game manually, I get one of two errors. Either it tells me the login server is down (despite the fact that the current server status page lists all the servers as up) or it lists only an UNNAMED server. I've tried everything I found in this thread to no avail. I suppose I could just keep playing on my desktop, but it'd be nice to be able to play away from home. I installed Ubuntu because my Windows install was getting very sluggish and it was time for a fresh install, but I only have one Windows key and I needed it for my recently repaired desktop.

    Any suggestions for getting this to work right? Something I might be doing wrong?

    Oh, the error message the script gives says it can't find the directory /cxgames/bin/wine. I find that weird because I downloaded the cxgames version of the script.
  17. Quote:
    Originally Posted by Hopeling View Post
    Fiery Embrace is slightly better with 95% damage enhancement in your powers, and WAY better in the presence of damage buffs.
    I hadn't actually considered the possibility of being at the damage cap. Strange, seeing as I was frustrated by that on my Inv/SS just yesterday.
  18. I'm actually starting to lean towards recharge. I feel I gave up a lot in the build to get the defense to 32.5% S/L/E/N. So then I tried M/R. That wasn't any better because it needed more slots. Honestly if I get Healing Flames to be a 50%+ heal that I can click pretty much any time I want to then I don't see myself really needing all that much defense. The resistance will allow me to survive most hits, especially if I get the +HP accolades. Of course, I see nothing wrong with taking and running Combat Jumping and Weave. Darkest Night would be great, but the concept requires Arctic Mastery. I will probably take and use Shiver, as I imagine the -Rech will help against those enemies that survive the high speed Burn spam due to the 5 target limit.
  19. Working on finalizing a build for my Fire/Ice Tanker, I've found that my power choices are at something of a premium. On a few candidate builds, it comes down to a decision between these two powers. My instinct is to keep Build Up since I can have it much earlier in the build and not lose it when exemplared. However, would Fiery Embrace be better to have?
  20. Vauluur

    SJ and ...???

    Quote:
    Originally Posted by Matuse View Post
    Sorry, I'm having a little trouble grasping this.

    How does clicking dull pain every 2 minutes or so add some huge extra dynamic?
    Because if you click it every time it's up you're not getting the full effect. I use mine when I need it. Not more or less than that.

    I'm not saying it's as active as a Regen or anything. Nothing is. I'm just saying it's more active than Willpower and gives me something to think about while I'm wading through minions.
  21. Quote:
    Originally Posted by mauk2 View Post
    I tinkered a bit. Ditched the epic pool. I never understand why people take fire armor, and then an epic pool for EVEN MORE ATTACKS. Trust me, street justice and fire armor has plenty of offense.
    One reason I could see is Mo runs on task forces and any involvement in trials. It's very useful to have a ranged attack in those situations and I kind of regret leaning on my Blackwand since it's disabled in both of those cases. Not a huge deal, but it is a legitimate reason to consider keeping Fire Blast. Fire Ball, however, is not necessary.
  22. Vauluur

    SJ and ...???

    Quote:
    Originally Posted by Matuse View Post
    Just so I understand it, you dislike WP because it is "Toggle up and go", but you recommend Inv instead? Inv has fewer toggles (more passives) than WP, and the only regular click power is Dull Pain. So...1 click once in a while takes a set from boring to nonstop excitement?

    Why not just open up with "I don't like WP, and I think there are too many WP characters in the game", and not try to hide the real origin of your opinion?

    Some of us LIKE having a secondary that we don't need to fuss around with, particularly with a primary that attacks as fast as StJ. I find having to micromanage my defenses to be very boring, when it's not very irritating. Under no circumstances is it ever fun or exciting or interesting. Perhaps when dispensing advice, you could at least pretend to have some objectivity on the matter.
    As has been said, Dull Pain actually makes a significant difference. It may be true that I don't like Willpower, it may also be true that there a lot of people that do. I don't recall saying anything about people not liking it. In fact, my post says that I don't like the toggle up and go set because I find it boring. It then says "You may have a different opinion."
  23. Quote:
    Originally Posted by Ideon View Post
    I've seen my lore pets triggering procs, so not sure how you're not managing to do so. o_O
    This was my first thought as well. My Lore pets have absolutely triggered interface. Of course, I'm using Reactive which you did not test. If the three you tested are not triggered by Lore pets, I'd say that's probably a bug. At least I hope it is.

    A lot of what you wrote is what I expected, but never took the time to confirm. The weird things at the bottom throw me for a bit of a loop though. Did the enemy group you were fighting have any effect on the Spectral weirdness?
  24. Quote:
    Originally Posted by Fugacity View Post
    The problem I'm seeing from those who have stated a dislike for the current iTrials is that they are "not hard" because they rely on "gimmicks", and that they are "binary". Those complaining give no advice on making more interesting trials that are gimmick-free, challenging, or "hard", instead they state that are taking their ball and are going home unless trials are made to their unspecified specifications. The only requested changes they make rely on different "gimmicks", LR's towers, Nictus from ITF, etc. A gimmick by any other name is still a gimmick, albeit the ones mentioned as being superior are so familiar that they can be button-mashed until the inevitable win.

    Yes, the trials are binary, in the same sense that everything in this game is binary, win or lose, complete it or don't. For anyone wishing to do something that is not binary, I have suggested the button mashing farm, carefully designed to offer little to no chance of losing and all the rewards you can carry. The return on investment doesn't get much better than AE farming. Yet, for merely pointing out this truth I have been called elitist and raised one person's blood pressure so much that I fear he has caught a case of the vapors.
    This. I agree with this to an incredible degree. This thread has been another example. Rather than people who don't like trials actually stating how trials can be made better, they just whine about gimmicks and call people that enjoy them elitist.