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I have at least one controller with each of the control sets (Mind and Plant have repeat showings), a few dominators, and not long ago I started down the path of leveling one of each AT (MM and WS at 50, a stalker close behind... then everything else). So, yeah, I play quite a few. Usually, they'll hold my interest until I've IO'ed them out, even gone through the Alpha slot. Some I haven't played in a long time will be stripped of their IOs and sent to a low population server to retire.
I do, however, have my main and her Praetorian counterpart that will stay on my main server forever. -
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I kind of wish we could get some other things on this list. I know there's no redside equivalent but some of those Shard TF's would be fun to go out with Incarnate powers.
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I've built a few doms for myself and friends that are both perma dom and softcapped. My Mind/Energy dom might be the most interesting. With the Incarnate slot she sits at 45% def to ranged, energy, negative, and a bit over that for Psi. I also have an Earth/Fire and Plant/Psi at smashing/lethal softcap.
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Quote:I can't say that I understand your stance here. The ability to deal ranged damage has certainly be proliferated to all ATs via Judgement powers, but it also seems like a new premium has been placed on ranged damage with mechanics like purple patchs in MoM and the Avatar of Hamidon's powerful debuffs in the UG.Bingo, with incarnate powers all the melee classes had their most glaring weakness negated, the ability to damage things far away and with the new batch of alphas a way to increase their survivability even more. As a blaster I still have all the exact same downsides as I did before incarnates and am actually finding my one strength, ranged damage, to be getting weaker and weaker as the trials progress, and my weaknesses to be getting worse and worse.
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Perma dom isn't possible at all on SOs/HOs. Domination, because it can't be slotted, only recharges faster via global recharge buffs like Hasten or set bonuses.
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Quote:That sounds like another idea that I could get behind as well. I imagine it's quite doable with some of the things with seen with the sepia tones in Flashbacks and the effects found in First Ward's Shadowed Path.It's just a simple matter of applying an actual visual cue to the debuff.
It's a debuff to your character that makes you weak, very weak, and it's not obvious, but should be. I'm talking full screen effects like the drunk effect in wow. That should be what's going on. -
Quote:No one is taking anything from you. I have no problem with those groups remaining in the game. However, we proved our mettle against conventional weapons time and time again. It's time for something new and interesting that amounts to more than guys with guns. But tell me, what objection do you have to more super powered threats being introduced? Is not the Incarnate system, intended to give us demigod-like powers, finally a appropriate place for this sort of threat?Well, unfortunately Malta, the 5th Column, and Nemesis are among my favorite enemy groups and you can only have them when you pry them from my cold, dead fingers.
Quote:So pretty much you're arguing that "You must be THIS superpowered to enter Incarnate content?" I just can't agree with that, and the game engine evidently doesn't agree with that either. Despite having only swords and highly trained reflexes, Lady Tsukira is not level capped at some arbitrary number like 20 or 30; she can reach level 50 like anyone else.
And in this situation it's not Aunt May being "gifted," it's Hulk having the threat of being pacificated and struggling to keep Banner from surfacing again. -
Quote:I have terrible timing (or maybe luck) with Hibernate. Usually just as I think I'll need it, I start the activation and get struck dead anyway.Woops, sorry I play ENTIRELY to many doms heh. No, no Hoarfrost for trollers but you still have frozen armor...I must ask. Why don't you like Hibernate? to be honest I see no real reason for you to take the Fire Epic unless you are a diehard theme person.
The resistance shields aren't too terrible though if you have a good bit of defense as well, but they are usually beat out by better options. -
Quote:I'm afraid that's a point we won't ever see eye to eye on. In fact, I feel one thing City of Heroes has done far too much is utilize paramilitary groups or goons with guns (Malta, Council, the 5th, Nemesis, Sky Raiders, a large portion of Praetoria). Rularuu are one of my favorite groups because they present an otherworldly threat. I also like the Outcasts, a group with legitimate super powers that I feel comes and goes too quickly. I was hoping that the Incarnates would lead us to more actual superpowered threats.And suppose fighting only cosmic entities at high levels doesn't fit with some of our concepts? Should we just stop levelling period, because at some arbitrary point the game becomes "Gods allowed only?"
Malta may not be superpowered, but their anti-super conspiracy seems perfectly appropriate for high levels. Powerful psychics pounding away at your defenses and resolve to make you submit also seems perfectly appropriate.
I'm sorry, but I'd have to agree with Zwill. A fight with Galactus all the time would get boring. Sometimes Lex Luthor and his Kryptonite-powered weapons will suffice enough.
Quote:I'm often looking at buff bars. Sometimes it reminds me to turn on a buff (especially if someone isn't in direct view and I can't see its more obvious effect).
Quote:Well, since clearly in this case that the Viewers are *mumblemumble*, I have suggested captions.
Cleeeaarly. (Emphasis was mine.) -
Quote:Would I have brought up the point of Archery and Martial Arts if it had slipped past my notice? As I said those concepts stand to err in favor of the players because it creates more enjoyable avenues of play. Of course, there's a double standard because we play the game for the experience of being a superhero, something which should entail facing off against super powered threats.And you don't see the double standard there?
By a lot of the arguments I've seen here, my ninja girl, Lady Tsukira, shouldn't be allowed to hurt demons and robots with her ordinary steel swords just because she's otherwise a completely ordinary "normie." It's a ridiculous assertion that you should be able to be instantly invulnerable to something just because it doesn't match your concept of being an uber elder god from the center of the galaxy, forgetting entirely that this is a game based on mechanics to ensure balance and challenge for those whom are playing it.
Quote:Except you're not "inherently" weak, it's just the telepathist Pacification debuff that's making you weak. That's the exact opposite of "inherent." In the words of Inago Montoya, you keep using that word, I do not think it means what you think it means. Quote:The buff icon is still an indicator of its active status, regardless of FX. Hell, some people in this game actually complain about too much FX. Imagine how annoyed they be if everyone or everything was glowing with the debuff.
When someone walks into the TPN for the first time, how many are going to notice a new icon in the midst of a dozen and a half already existing on their buff bar? (I use numerical stacking, god help those who don't.) When the Seers appear we're suddenly weaker with a only metagame indicator telling us why. There needs to be a better indication of what is going on and it needn't even be a power effect on the players. A simple cutscene when the Seers first appear would suffice. I know in my first run I had no idea why I fell so quickly. It wasn't enough to sour the entire experience for me, but many people will simply walk away after that kind of defeat.
Quote:Furthermore, UberGuy posted about experiences counter to yours concerning ignoring the telepathists where the whole trial went to hell. And you even admitted to experiencing a few like that when responding to him, so clearly such claim that ignoring the telepathists produce "a higher rate of success" as universal is very FALSE.
Furthermore, you have to change buildings, and as you continue to ignore the telepathists, you still have to deal with the angry civilians and more of them than there should be.
Remember, your "strategy" is not universal in its success.
Also please re-read my posts and you will see that I do not often speak in absolutes. Note that I have stated these things are "in my experience". My experience is not absolute empirical evidence nor have I suggest it to be.
Quote:But what I really read from this is that you're frankly too afraid of rocks to try it, forgetting that there will be less rocks with less telepathists to convert civilians. -
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Quote:As I said, this is in my experience which is probably about 20 TPNs total across my characters, a number probably a bit hiring than most. (I was working towards a pvp IO.) I too have encountered the situation where ignoring the Telepathists created problems as well. However, allow me to point out that buffs are very easy to acquire due to the Destiny slot and Barrier is a very common choice. Single target dps, however, is not something as easily acquired as the league leader saying "Oh, can I get a Barrier count?" (or Clarion in the case of UG) and a few people quickly switching a power.Threadjack. I see this posted all the time, and it frustrates the hell out of me, because people try it in ignorance, and waste everyone's time. This is a big oversimplification. This approach to the trial is more successful when you have sufficient buffs (and maybe AoE DPS) to be able to ignore the telepathist's debuffs.
I have been on TPNs where this was not the case, and people ignored the Telepathists. The league got its collective derriere popped off, made into a nice garnish, and fed back to it with a hollandaise sauce. Edit: To be clear, the debuff from the Telepathists weakened the league to the point that the IDF was much more dangerous than normal, because they were hitting far more often and far harder than normal. It had nothing to do with being outside or with Maelstrom.
This tactic is fine if your league has the right composition in terms of having some folks along to counter the debuffs with their own buffs. That's not a generically true statement about all leagues. -
Quote:It really doesn't come across very well in the trial at all. It requires metagame knowledge basically. Like I said, there's no indicator, aside from the mechanical one in the buff bar, of what's going on.My interpretation of the point being expressed by those in this thread is that you believe that being defeated by citizens throwing rocks isn't representative of your Incarnate status, from a story standpoint. I get it, and understand your viewpoint.
I steered the commentary in that direction during Ustream, and made some comments to explain our story driven reason behind that (telepaths weakening you and whipping ordinary citizens into a mentally induced rage). If that didn't come across, then I apologize.
Quote:We have a reason that the story is told in whatever way it is. Whether it's due to a nuance of the actual story or because of limitations imposed by mechanics (it could be either or in this particular case, I honestly don't know), we wanted there to be the chance that you could be brought low by a guy throwing a rock. I'm not a story designer, so I'm not going to pretend to know why TPN was written in the way it was, but I know the way that Positron, Protean, Baryonyx, Viridian and Dr. Aeon work: Deliberately and with purpose.
I'm not asking you to agree with our story telling decisions 100% of the time. I am asking you to discuss the story for it's merit.
Also, if every single fight was against Galactus, it would get a little boring after awhile.
Also, see Shadow of the Colossus.
Quote:And there's where your argument keeps falling apart. You wouldn't have to deal with rocks and molotov cocktails outside if you actually bothered to stop the Seers.
And considering DPS, its not like you're limited to a certain number of high damage archetypes.
Also, unfortunately, yes we are limited to a certain number of high damage individuals. Unless you've custom built they league with friends and associates you may end up with a lots of debuffs and AoEs and very little single target damage. There's so much variance within ATs that simply recruiting a scrapper, for example, could give you a high single target DPSer like Street Justice or an AoE centric build like Fire/Shield. Again, a reason why leagues will tend toward the simpler, surer, and less embarrassing method of ignoring the Telepathists. -
Quote:I don't like it because the damage from stones and molotov cocktails are doing damage comparable to the IDF weaponry while under the same debuff. To me, a thrown projectile and a high tech weapon shouldn't be near comparable. Of course, we do have things like Archery and Martial Arts stacking up against Beam Rifles and Titan Weapons, but those err on the side of making the players feel powerful, in other words, making our characters enjoyable.Really? Because I recall a number of claiming in this thread that it didn't make sense. I wasn't aware dislike and confused were synonyms.
From the producer's letter discussing Incarnate's:
Quote:Powerful
We want you to feel powerful in City of Heroes. Does that mean you will beat every Incarnate Trial on the first attempt? Even the mightiest characters in comic book lore have to suffer a few setbacks every now and again to demonstrate that the stakes are high, and the stakes are really high in the Incarnate Trials. You will need to experience the fights a few times to get a handle on the mechanics and figure out the best powers and the best strategies. But once you triumph, you will realize you had the power the whole time to defeat some of the most challenging content ever in City of Heroes.
Quote:Part of the power you experience will be in the Incarnate Abilities. You’ll be able to do some truly impressive things to help you and your team, and we have gone to the next level with the visual and audio effects for many abilities, as well as their effect in the game. As you wield higher and higher levels of power, you should stand out in a crowd. Incarnacy may be its own reward, but it’s nice to make a big impression, too. (Note that I only say “Incarnacy” because it bugs Positron when I do.) Eventually, once we release all of the Incarnate Slots, you’ll even be a little overpowered for the first waves of Incarnate Trials, and by then, we’ll have something much more challenging for you to do with your newfound power. (Evil chuckle redacted.) -
It was recently recommended to me, and now I've tried and enjoyed it, to slot distortion field with several damage procs. It really does work quite nicely.
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Quote:Quite mature there.It's your logic that's faulty.
"WAAAHHHH! I'M AN INCARNATE AND THESE CIVILIANS ARE HURTING ME WITH ROOOOCKS!"
"Well, why don't you take out the Seers to keep them from debuffing you and converting the civilians?"
"OHHHH BUT THAT TAKES WAY TOOOOO LOOOOONG!"
"You could assign a few league mates outside to take out the Seers while the rest mash IDF inside. There's only about 6 of them."
WAAAHHH! BUT ROOOCKS!! SO SILLY!"
Here's a simple reasoning: outside you want high single target dps so that the league mates defeating Seers don't injure civilians. You also want high single target dps inside to take out technicians without drawing aggro back to the terminals. If you send people outdoors, they lose the benefits of the buffs the league has to offer and fall quickly because of the Pacification debuff. If you keep them indoors they can quickly take out technicians, help build public opinion, and be buffed to compensate for the Pacification debuff. There is no need to send people outdoors to deal with the Pacification debuff, because it is only an issue outdoors where it is paired with the thematically poor implementation of the civilians.
On Virtue, it has almost become standard practice for everyone to stay indoors because it is far easier. No one wants to go outside to be beaned to death with rocks and Moltov cocktails and there is no need to do so. It's an arguably poor mechanic and definitely a poorly written gimmick. I hope I've relayed this point clearly enough because I do not intended to respond to your posts until you demonstrate that you can debate the matter with some civility. -
Quote:Easy there, killer. No need to get angry when someone points out your faulty logic. Maybe you should have noted earlier when I mentioned it, but in my experience trials have been more successful when people completely ignore the Telepathists. It's been far easier to build up public opinion with the whole trial in doors because the civilians deal so much damage. Heck, I even supported the notion that we could let the civilians do large amounts of damage, but that it should be psi damage (with some heal back) to represent the wounded morale.And yet you're ******** about the rocks that the converted throw at you. It seems to me that the people upset about the rocks beaning their Seer debuffed ***** have no one to blame but themselves.
I also feel that Pacification needs some sort of visual indicator that also indicates how many times it's stacked on you. Perhaps, maybe even a little cutscene the first time the Telepathists show up, demonstrating how our minds are wracked with pain, guilt, whatever.
You seem to think that I have an issue with the mechanics when, in fact, my issue is almost entirely with the very poor presentation. -
There's also a badge for reducing Anti-Matter below 10% of his health on the first reactor. That doesn't mean it's a good idea or conducive to a successful trial.
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Quote:Perhaps you should take it up with the original poster of the snarky comment (preferably in PM's rather than this thread) rather than rail against Sam's rejection of being included in a majority that may or may not represent him. The origin of the comment aside, I think Sam's position is rather apolitical and more philosophical. After all how many times do you see people speaking for the "majority" here on the boards about what should or shouldn't be in the game? It's more a point that those who claim to be representing a majority often are espousing their own beliefs under the banner of the "majority". See the feedback thread for the Coyote travel power for a prime example, in which, someone speaks for the alleged majority and how they fear the Coyote power will draw furries to this game.Heh, If the comment had never been posted in the first place I wouldn't have replied. I have a hard time with people making political statements on the forums, even if it's just being snarky, or for thier own pleasure or purpose. You however, seem to be fine with it, or can't grasp the concept. Good for you.
Also, I doubt (and I may be wrong) Sam would align himself with any party in the United States as he does not reside here. -
Quote:And the funny thing is that doing it wrong has worked out far better in nearly every trial I've run that ignored the Telepathist vs. trials that have tried to take them out.Not even. They defended the rocks. It's not that they can't fix the problem of demigods being slaughtered by citizens tossing stones, they don't agree there's a problem.
In other words...
Devs: "The customer is wrong."
They're cool with it and they even threw a little bit of "ur doin it wrong' and 'L2P' sentiment in as a reply to the complaints.
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Quote:I generally advocate taking and slotting the AoE hold on every build. In fact, I did take Paralyzing Blast while leveling. However, I found myself very rarely using it. I was a little unsure about cutting it from the build, but after a few runs without I can't say I miss it very much.I like your build overall. You seem to know what you are doing and have a good sense for the sets available. Here are a few things you may want to consider before signing off on the final build:
- Time Stop isn't a terrible power, but IMO on a Controller it's tempting to skip. Your Tesla Cage has an animation time of 2.17 seconds and a recharge of 2 seconds, ie it recharges faster than it can animate. Time Stop has the same 2.17 second animation. In the context of this build you can stack a hold on a boss using Tesla Cage by itself, do damage, and endurance drain it. Time Stop does add -50% Regen, but IMO the power is not worth picking by itself just for that.
- No Paralyzing Blast. I wouldn't recommend skipping this even if you have to drop below soft cap to some positions. Electric Control is subject to critical failures from Synaptic Overload, and Static Field isn't that great as a team control power at higher levels.
I'm not 100% sold on Time Stop and you make a good point regarding Tesla Cage's recharge. By the time I stack Temporal Selection, Time Stop, and Tesla Cage, I could have just as easily stacked 3 uses of Tesla Cage with only about a .5 second difference in cast times.
At the moment, there are three options available to me for that power pick: Time Stop, Paralyzing Blast, and Jolting Chain. Honestly, of the three, I'm favoring Jolting Chain the most. It gives a surprising amount of mitigation in my experience though I often see people recommend to drop it after the initial levels.
Quote:- Mag 8 kb protection probably isn't very useful. Probably want to shoot for 4 or 12 (4 is usually ok for Controllers).
Quote:- You may be overspecializing in Recovery.
Quote:- While the defense on the build is great, remember you still have a -ToHit toggle. I would make sure Ranged (and maybe Slash/Lethal if you want to cover your bases a bit more) are capped, and let the others simply be "pretty good." The -ToHit and extra control/kill speed you will regain will cover a lot of what those extra defense points are doing for you.
Quote:- Slotting on AoE immobilize. I would change it to procs, particularly chance for knockdown and chance for hold. These two together make Electric's immob very powerful. Expensive but worth it.
Quote:- Low overall accuracy. This is forcing you to slot accuracy directly into some powers. A kismet and some more sets with +global accuracy would help.
Quote:- Distortion Field is better slotted with damage procs than hold duration.
- If this is a "main" character and you don't mind spending Paragon Points on him/her, consider some Enhancement Boosters. Using 5 EBs more or less boosts a slot to around the level where you had slotted two of them. This can open up a considerable number of slots in a build if used effectively. -
You want to fight people with superpowers? I'm sorry, but we've got Mrs. Jenkins from 4-C lined up to throw rocks at you. Oh, she's empowered by the Well or some nonsense. It'll be fun.