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Posts
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Joined
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I have a villain sewer mission called "Sewer Surprise!" (#83574) that people seem to like. It ends with a battle against a hero sewer group, which is pretty cool.
I'll be making some little improvements to it with I15. -
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Every official DC write-up on Superman I've ever seen shows him to have a much higher offense than defense.
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That's a pretty hard thing to quantify. Where Superman fits in the CoH world basically comes down to opinion. For me, diving in to take hits for my teammates always reminds me of the iconic "deflecting bullets" Superman pose. -
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And we WANT power proliferation....
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Some want power proliferation, some would rather other things come first.
"Make us happy" doesn't work because making everyone happy is impossible. -
I agree the backflip animation doesn't make much sense. Plus, the two-fisted smash is used by several other powers, so I wouldn't be against some graphical changes.
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Thing is clearly a side switched brute acutall, just like the hulk could technically be considered.
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I agree with the Hulk as a Brute, they're practically based on him. But I think the Thing is a classic Tank- he dives in and takes on the enemy while the rest of the team formulates a plan. -
Translated into City of Heroes, the Thing is definitely a Tanker. I'll leave Superman and Wonder Man open to debate.
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Yaaaaaaay!!!
except for
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within the next few months.
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Booooooooooooo!
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The next few months are summer, which means they will fly by. -
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Stuff to avoid going JUST on visuals... Gravity (since... well, you don't see much) and Mind (since you don't see much.) Those also tend to be favourite sets of mine, at least Mind. Mind/Fire is just nuts.
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Mind Control may not have much effects-wise, but Confuse and Mass Confusion can be hilarious to watch (like a Storm Shaman getting zapped across the room by his own Lightning Storm.) -
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1) Does the Air Sup, Fly route work well on a Invulnerability/Super Strength tank?
2) Does an Invulnerability Tank need Tough and Weave?
3) What are some of the weakness of the Invulnerability set, and how can IOs help that cover that weakness?
4) What are some of the powers to skip in Invulnerability and the Super Strength set?
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1) Works great. Most people skip Punch to take Air Superiority, but I prefer to skip Haymaker. Punch has half Haymaker's recharge time but more than half the damage, and (more annoyingly) Haymaker uses the same animation as Air Superiority.
2) Definitely not needed, though a lot of people like to take them anyway. For 95% of the game, they're overkill, and there's plenty of other ways to deal with that other 5%.
3) As mentioned, Impervium Armor helps deal with the lack of Psi defense, as well as some melee sets like Crushing Impact.
4) I think it's a good idea to take all of Invulnerability eventually, they're all useful powers. With Super Strength, Hand Clap and Hurl are fun powers but you can get by without them.
Here's my current "basic" build. It uses a few Acc/Dam IOs, but you can get them fairly cheaply (Bonesnap for level 25, Bruising Blow for level 30, Focused Smite for level 40, etc):
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
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 -- ResDam-I(A), ResDam-I(9), ResDam-I(9), EndRdx-I(13)
Level 1: Jab -- C'ngImp-Acc/Dmg(A), Acc-I(3), Dmg-I(3), Dmg-I(13), EndRdx-I(19), Zinger-Dam%(34)
Level 2: Punch -- C'ngImp-Acc/Dmg(A), Acc-I(5), Dmg-I(5), Dmg-I(11), EndRdx-I(17), RechRdx-I(34)
Level 4: Dull Pain -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15), Heal-I(36), Heal-I(37), Heal-I(40)
Level 6: Air Superiority -- C'ngImp-Acc/Dmg(A), Acc-I(7), Dmg-I(7), Dmg-I(11), EndRdx-I(17), RechRdx-I(34)
Level 8: Unyielding -- ResDam-I(A), ResDam-I(27), ResDam-I(27), EndRdx-I(31)
Level 10: Taunt -- Taunt-I(A)
Level 12: Swift -- Run-I(A)
Level 14: Fly -- Flight-I(A), Flight-I(19), Flight-I(31)
Level 16: Health -- Heal-I(A), Heal-I(37), Heal-I(37)
Level 18: Invincibility -- DefBuff-I(A), DefBuff-I(21), DefBuff-I(21), EndRdx-I(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(33)
Level 22: Knockout Blow -- C'ngImp-Acc/Dmg(A), Acc-I(23), Dmg-I(23), Dmg-I(25), EndRdx-I(25), RechRdx-I(33)
Level 24: Resist Physical Damage -- ResDam-I(A), ResDam-I(42), ResDam-I(42)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(36)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29), ToHit-I(46)
Level 30: Resist Energies -- ResDam-I(A), ResDam-I(42), ResDam-I(43)
Level 32: Unstoppable -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 35: Resist Elements -- ResDam-I(A), ResDam-I(43), ResDam-I(43)
Level 38: Foot Stomp -- M'Strk-Acc/Dmg(A), Acc-I(39), Dmg-I(39), Dmg-I(39), EndRdx-I(40), RechRdx-I(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Acc-I(45), Dmg-I(45), Dmg-I(45), EndRdx-I(46), RechRdx-I(46)
Level 47: Hand Clap -- Acc-I(A), Zinger-Dam%(48)
Level 49: Hurl -- Thundr-Acc/Dmg(A), Acc-I(50), Dmg-I(50), EndRdx-I(50) -
There was talk a long, long time ago about adding a tenth power to every powerset. I doubt it will happen, but if it did I could see some more melee sets getting a ranged attack.
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MMOs are extremely susceptible to the law of unintended consequences. Very little is "easy" to do, and the stuff that is could lead to a lot of not easy work later on.
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To Praetorian Earth, are we really the good guys? Or are we their version of the Rikti, interdimensional nutbags who swoop in and try to beat up their emperor? Think about it.
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Do we really have the right to interfere in another world? If so, when?
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When they're living on top of our Kora Fruit! -
I tend to keep my costumes fairly simple at first, then add to it later if I come up with more ideas. Here's my submission:
Standing
Blades Drawn
Action Shot! -
The monthly fee is for server access. It's the smart way to make money in today's file-sharing world and it's not going away anytime soon.
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I definitely want to make a new arc with the I15 changes, but it could take awhile for me to work a story around my ideas.
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The best Regen and Recovery you can get with three-slotted Health is Numina's: Heal, Numina's: +Reg/+Rec, and Miracle: +Rec.
If you have another slot to spare, add in the Regenerative Tissue Unique. -
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Five years ago, someone said something very wise. There will always be vocal idiots who will scream and moan and threaten to quit, no matter what the developers do. That's not even noteworthy. It's only when the level-headed, respectable posters begin saying, calm and cool, that they are no longer satisfied with the game that we need to worry.
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Exactly. This is why I'm concerned.
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I don't think we have any reason to worry. If City of Heroes dies off, it will more than likely be due to better options elsewhere.
We the players put our money where we're having fun, so we always win. -
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Am I the only one who's strongly reminded of the Issue 5 era right now? Massive anger on the forum over game changes, frenetic developer work, and an expansion on the horizon?
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There's massive anger on the forums every issue. Don't worry about it. -
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Superman would be a tank if he played CoH, and who doesn't want to be Supes? ;]
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Playing Superman is what's kept me with this game for five years. -
The MA is content like the costume creator is content- whether it adds to your enjoyment or not depends on how much customization means to you.
I like it. Doing goofy things like saving the Stanley Cup from angry Leafs fans is a fun change of pace. -
Low-level Invulnerability was just improved last year with the Defense Debuff in Unyielding getting removed. That made a huge difference.
What I find really helps improve low levels is slotting your attacks with lots of Accuracy, two DOs or more, so you don't waste any End missing all the time. -
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Im currently playing a 24 invul/ss tanker and enjoying it for the most part cept for the fact that many of my io sets seem to have only 1 acc in them??
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The Invention Sets that don't include much Accuracy (like Smashing Haymaker or Kinetic Combat) are less than six slots, leaving room for an Accuracy enhancement or IOs from another set.
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I was considering 6 slotting invincibility for 3 def and 3 to hit buffs...it seems kinda gimp to build for tactics when i can jus slot for invincibility with 3 to hit buffs.
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If you're going to slot for ToHit buffs, definitely put them in Rage before Invincibility. Rage gives a +20% ToHit buff, Invincibility only +2% per enemy in range (with a 20% max, which you will rarely hit.)
You'll normally only get about a +10% or so buff from Invincibility, which three level 50 common IOs only brings up to +15.8%. Three level 50 common IOs in Rage brings its ToHit buff up to +31.7%, even against one opponent.
Another reason I prefer ToHit buff enhancements in Rage instead of Invincibililty is because you generally don't need Invincibility's added defense when soloing, so it's nice to be able to just leave it off. -
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Over the years there have been threads advocating "change" to stone armor, and thankfully they've been ignored by the devs. Hopefully yours will gain no traction as well.
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Thankfully they listened to the "Poo Armor" threads.