dugfromthearth

Legend
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    2012
  • Joined

  1. In other games I play only one character. If I make a new one, I delete the old one.

    But in CoH I have 10 characters and rotate through all of them.
  2. I play two dom's - earth and ice. Both of them try to prevent the alpha by dropping a control first. Earthquake and Ice Slick can be dropped from out of LoS. A scrapper should be able to tank with me, because he shouldn't have to take the alpha.

    I do find on my dom that I want someone keeping aggro off me - and I do like herding, since my controls are AoE and bunching foes makes me much more effective.

    So I still like teaming with a tanker.

    As a semantic thing, there is a problem with the question "what is the role of tankers" since there are not roles in CoX. Part of what causes arguments is using a word like role which sounds like a tanker is considered necessary by some.

    From a business perspective the question is "why would a player choose to play a tanker" - and the answer is that they can tank and do so easily, from early levels, and are easy to play. Brutes may be able to do it, but require IO's or knowing how to maximize a build.

    From an experienced players perspective I assume the question is "what are tankers better than any other AT at".
  3. they do have a time bomb in the Omega Maneuver that taunts everyone and then explodes.

    It is actually useful soloing because of the taunt - it takes the alpha and then explodes.
  4. Quote:
    Originally Posted by Samuel_Tow View Post
    -Doctor, it hurts when I lift my arm.
    -Then don't lift your arm. Next!

    I'm trying to open up a discussion, not force an agenda, and I'm more than convinced there's room for discussion here. Trying to ignore the problems and sweep them under the rug serves no-one, not the people who like these powers nor the people who hate them, not anyone in-between. The wide use of long-animation, highly-interruptible powers is a relic from a previous age before even the game's launch. I'm not convinced it's still relevant, but that's what I'm hoping we can work on figuring out.
    Except what you are saying is:
    I don't wear a size Large shirt, so they should not make them and should turn them all into Size XL which I do wear.

    You are talking about incarnate team play and saying that some powers do not fit that situation. Which is not shocking - many powers do not fit that situation. Sleeps, for instance.

    But rather than accepting that you are talking about trying to make the entire game fit into one style of play, you are pretending that other styles of play do not exist.

    Certainly there is room for discussion - start by admitting that there are lots of styles of play and that variety of powers allows for a variety of playstyles.
  5. Quote:
    Originally Posted by EnigmaBlack View Post
    I think you missed the point of the post entirely. No one said Traps or Devices are not good sets. In fact it's quite the opposite as evident in the amount of Traps and Devices players posting.

    We are talking about specific powers in those sets.
    No, you missed the point.

    Almost every set has powers that are not taken by most people. If the set is good, that's fine. In fact having a set where every power is needed is usually seen as bad, because it limits your ability to get other powers.

    If you have a set that works well, and you want to have some of its powers made significantly more useful, you are either asking to have the set be broken or for the rest of the set to be nerfed.

    Powers in a set are only buffed if the set under performs, not if the power under performs. Powers are not balanced, sets are.
  6. a powerset that has 2 powers that most people do not want is fine. Some people will want them for whatever reason.

    much worse are powersets that only use a few powers and 5 or more are unused. Granite armor, dual blades, super strength.

    If you don't think Traps or Devices are good sets, don't play them.

    There are tons of powersets. Find ones you like.
  7. My dark/dark corr uses his snipe a lot when soloing. It adds to his burst damage at the start of battle.

    All powers are situational. Dumbing down the game to only one assumed situation is not a good idea.
  8. Nice arc

    contact has annoying personality but it fits and is not too annoying
    many shorter missions, so more story than grind
    simple plot that is interesting and develops
  9. the outer skull/hellion part or the inner vahz, CoT part?
  10. I would like to see Shadow Shard get the more epic Co-op treatment

    But really I would like to see Shadow Shard be divided into more levels. I have no idea what levels it is for, but an outer-space/alternate dimension chain of zones from 10-50 would be awesome.
  11. Yes and it was lame having to do so for the first 23 levels
  12. what is a radio station for CoH?

    how would I listen to it?
    if I did listen to it, what would I hear?

    why is there more than one?
    and if I wanted to listen to one, why would I listen to yours?
  13. I was thinking Posi and Synapse. And some Oro stuff.

    Since I came from Redside and switched to Blue I have to complete some low level stuff.

    Posi will make me 15 I think, so I'd lose it
  14. tanker and blaster are opposite ends of survivability and damage.
    stalker and brute are just about opposite play styles.

    How different are the characters you play?
    Same AT, different sets?
    Similar AT's (brute/scrapper, Blaster/Corruptor)?

    I have several tankers, a scrapper, a few corruptors, doms, Crab and am now making a night widow (stealth=crit). The crab and corruptors play about the same - ranged damage. The tanker and scrapper play about the same. My biggest problem is the dom which feels like a melee so I tend to start thinking I'm a tank and faceplanting.

    I'll have to see if I can stand the slower pace of the Night Widow.
  15. Mask Presence is level 20.
    So my ninja Night Widow is not stealthy if I exemplar below 20?

    At first the level 20 didn't seem to matter since you have to be 24 to become a night widow, but losing my stealth which seems to define the character if I exemplar down is lame.
  16. Quote:
    Originally Posted by TonyV View Post
    I here you.
    fixed
  17. Irregardless of you're opinion, their not going to be effected by you.
  18. opening a present spawns frostlings that are the zones level

    is the winterlord triggered from presents or just on its own?

    either way, the winterlord spawn has different rules than the normal present spawns
  19. Yes, but the WWD is not just not about you, you are a side kick at best.

    They try to talk up how important you are, but they make all of the important decisions and you just have to go along. Everything goes badly and you just watch and try to pick up the pieces.

    A game is not a movie. They can't write a movie, have you watch it in between beating people up, and call that a good story for a game.
  20. That image is rated T

    if she were turned around it would be rated A
  21. Since I did not give a positive example - I like the storyline in Faultline so much more. I did not know any of the characters ahead of time (I think they were invented for it), so I got all of the details as I went.
  22. Earth/Earth Dominator PvE Guide Below 50

    This guide is for playing up from level 1 to level 50 in PvE. It ignores PvP, farming, incarnates, IO sets, and other things that most guides are focused on. It is not intended to maximize the numbers, but as a general guide to what powers are useful and how can you use the sets together to be successful. As in all guides, play your own way and ymmv.

    OVERVIEW

    Dominator is a combination of control and damage. You gradually get a lot of control and a lot of damage, but using them together is not simple. You need to plan combats before they start as you need to control them before they hit you, it is hard for you to recover as you lack the ability to heal and can be mezzed.

    Earth/Earth has many powerful soft controls, limited hard controls, and strong melee attacks. The attack recharge is slow, so you have strong burst damage at the start of a combat but then may have to wait for recharge.

    SOLO PLAY

    Start with Fossilize and Stone Spears. Open with Fossilize to hold one foe, use Stone Spears to take out the others. At level 2 get Stone Mallet and add into attack chain. At level 4 get Tremor or a movement power.

    At level 6 get quicksand. Try to open with Quicksand from around a corner so your other attacks are more accurate. Then do Fossilize, etc. In the open just start with Fossilize as the damage you take while putting out Quicksand is not worth it.

    At level 8 get Salt Crystals if you want. Drop Quicksand. Race into foes and drop Salt Crystals. Fossilize one and beat them down. Rinse, repeat. If you took Tremor at level 4, skip Salt Crystals and get your movement power now.

    At level 10 get Hurl Boulder if you need an extra attack, or else get Hasten. Tactics are the same.

    At level 12 get Stalagmites. If facing 3 foes use Stalagmites as an opener. If 1 or 2 fossilize an lt and take out the other (since Stalagmites will not be up each fight).

    At level 28 get Seismic Smash. Open a fight with Fossilize on one foe. Use Seismic Smash to hold a second. Then beat down the third, then the one you hit with Seismic Smash, then the one you Fossilized. For Bosses you can do Fossilize then Seismic Smash to hold them even without Domination.

    GROUP CONTROL

    Quicksand + Earthquake
    Foes will run out of an Earthquake unless they cannot. Start around a corner (behind a pillar, etc). Drop Quicksand, then Earthquake. The foes will start falling down and be unable to attack much. This is sufficient to allow a team without a tanker to attack a group of foes. If you are not around a corner, the foes will all shoot you. These should be up every fight on teams (Quicksand recharges that fast, slot Earthquake for max recharge).

    Stalagmites
    Not as safe as dropping Quicksand and Earthquake from around a corner, but safer than dropping them not around a corner. Foes hit with this cannot shoot back. Use frequently, not for the damage but for the control. You can save this for emergencies until you get Volcanic Gasses. Note this will not work on bosses unless you have domination. This should be up every fight on teams, slot for max recharging.

    Volcanic Gasses
    Several short duration holds over the time, when slotted for hold it will provide a long time hold for an AoE, far longer than AoE holds from other sets. Very useful as an AoE hard control if you cannot start behind cover. Do not avoid using, but use faster recharging powers if appropriate.

    DOMINATION
    Domination is very useful to you, but not much for its domination. It will make your holds, disorients, etc affect bosses, elite bosses and possibly AV's. It also increases the duration. But it will not help Earthquake or your knock-ups and knock-downs. If you play with bosses solo, do have it available for the boss fight. It also refills your endurance and gives you status protection. On a team you will want it for those effects, let others take on the bosses. Get hasten so that after your domination wears off you can click hasten to recharge it. This will especially matter on teams where you can rebuild your domination bar quickly and the limitation is the domination recharging.

    EARTH CONTROL POWERS

    Stone Prison (1) – single target immobilize with some damage over time. You do not need this for damage. It has –knockback in it that cancels out your earthquake. Since you will be primarily melee, immobilizing a foe you plan to stand next to does not help you much. Skip this.

    Fossilize (1) – single target hold. You should use this in every fight to hold a lt or minion. With domination you can hold a boss to arch-villain. You want this to recharge quickly so you can hit multiple people or stack it, and hold duration. Will stack with Seismic Smash later so you can use both to hold a boss even without domination.

    Stone Cages (2) – aoe immobilize with some damage. Same problems as Stone Prison, except it aggro's more foes. Skip it.

    Quicksand (6) – aoe power that slows and gives a defense debuff. You want to use this almost all of the time as you level for the defense debuff; not missing is very important given the slow recharge of your attacks. But this provides no damage mitigation so it is tough to choose when to drop it. It can be used from around a corner, so slot for range as a convenient corner might not be as close as you like.

    Salt Crystals (8) – aoe sleep. Generally useless in a team, can be good for you solo. You have basically single target attacks so putting all your foes to sleep then taking them out one by one is a good tactic. The only problem is that is an aoe around you, so you will take attacks getting among your foes to use it. If you solo you probably don't want both this and Tremor. Skippable, but if you want it slot for accuracy and recharge.

    Stalagmites (12) – aoe disorient with minor damage. Recharges in 90 seconds. An important power because it has hard aoe control – the disoriented foes will not shoot back. You want this power and slot for accuracy and recharge.

    Earthquake (18) – An aoe continuous knockdown. This is a great power in a team as it will usually affect bosses when your other controls will not. It is excellent damage reduction but it is not a hard control. Foes will still attack you when you drop this. It can be dropped out of line of sight, making it so you do not have to take an alpha. Also foes will run out of the area, so it works best combined with quicksand.

    Volcanic Gasses (26) – An aoe hold. Like other AoE holds it is short duration, but it re-holds over time. When slotted for hold duration it is effectively a very long hold that will even stack and hold bosses. This becomes a very useful power, the drawback is its long recharge. Slot for accuracy, hold duration, and recharge.

    Animate Stone (32) – Not a control, a pet that attacks. A very tough pet, you should not have to look after it much. Get this, slot for accuracy and damage.

    EARTH ASSAULT POWERS

    Stone Spears (1) – A ranged attack for minor damage and it knocks the foe up 80% of the time. It is a fast attack and recharges quickly. Use it for a ranged attack, damage mitigation, and to finish off a foe. You can put in an IO to give you a chance to self heal when you use it, which isn't much but it can give you some self healing and you can use this power often if you want due to its fast recharge and activation.

    Stone Mallet (2) – A high damaging melee attack with a slow recharge. It has a 50% change of knockdown. Your basic melee attack, slot for accuracy and damage, some recharge and some endurance.

    Tremor (4) – A low damaging pbAoE attack. It has a 50% chance of knockdown. Okay in groups if there are a lot of foes. Can be good solo for the damage mitigation of the knockdown. You will have time to use this between other attacks recharging. Slot for accuracy and damage.

    Hurl Boulder (10) – A high damaging range attack that is slow to get off (a little less damage than Stone Mallet). You have Stone Spears for range and you want to be in melee for your other attacks so you will not really use this for range and it is too slow activating to make part of your attack chain. You may be tempted to get this as filler until you get more attacks, but respect out of it later if you do.

    Power Boost (16) – Increases the duration of your controls for the next couple of powers you use. Can be handy for fossilize and stalagmites but that's about it. Easily skippable. Slot for recharge if you take it.

    Heavy Mallet (20) – Superior damaging melee attack with slow recharge. Take it, slot for accuracy, damage, recharge, and endurance.

    Seismic Smash (28) – Extreme damaging melee attack which includes a hold for minions and lt's. Long recharge (20 seconds). Slot for accuracy, recharge and damage. Tactically use as a hold - hit a foe with it then move on to others that are not held, rather than using this to finish off foes.

    Mud Pots (35) – Toggle that immobilizes or slows foes around you. You have quicksand for slowing, and don't care about immobilizing. It says some damage, but the damage is trivial. Skip this.

    Fissure (38) – A short range aoe attack. Basically Tremor with slightly lower chance to knockdown but faster activation. Generally the same points as Tremor – take if you want AoE, but the damage mitigation is less. Slot for accuracy and damage.

    POWER POOLS

    Hasten – Get it. It will let you recharge domination faster.

    Super Speed – Nice for the stealth. For solo you if you use Salt Crystals you would like to get enough stealth that you can run safely into the middle of foes to use it.

    Air Superiority – Solid attack with knockup. Much better in your attack chain than Hurl Boulder.

    Jump Attack - teleport into melee and an AoE with knockdown. Can be very useful for getting into melee fast and knocking down foes so you can hold them before they react. Works well, but not as well as stalagmites or dropping earthquake from out of LOS.
  23. I finished the 4th SSA and have to say the problem with it is the Freedom Phalanx.

    These are not people I look up to, the are squabbling children, incompetents, who are best at standing around training people while Rikti, zombies, and anyone else invades.

    What made the SSA a fail for me was that it was not only watching someone else's soap opera, it failed the basic rule of a story. It did not have a beginning, a middle, and an end. It seemed to assume you knew about the characters and some of the story before you started. And it did not make you care for or about any of them - it assumed you already did.

    First Ward was much better in that the whole story was there (at least at the beginning). I was introduced to the characters, learned the story, and was part of it. Then they started bringing up existing characters I'd always ignored and it lost it's appeal.

    I like much of the content that is done in the game - but please tell a whole story. Don't try to bring in recurring characters that we may not know anything or care anything about. Don't make the story be about those other characters with us just standing watching them argue.

    I want to be the hero of my own story. If I wanted to watch other superheroes squabble I'd just watch the Avengers on Netflix (it's on streaming).