I'm Back again.!!!


 

Posted

Hello CoH/V players, I have been away from CoX for about 2 1/2 years. I usually play on scrappers, brutes, and stalkers. so what is new with these archtypes? I usually play on Liberty and Freedom. My global is Archfalcon.


 

Posted

Quote:
Originally Posted by JoeDirt View Post
I have been away from CoX for about 2 1/2 years. I usually play on scrappers, brutes, and stalkers. so what is new with these archtypes?
Welcome back!

Let's see... new stuff... 2.5 years ago was Issue 13, which added multiple builds and (still controversial) PVP changes, and allowed Villains to respec into different Patron Pools.

14 and 15 were content issues--depending on who you ask--and didn't add or change anything for your preferred ATs. The Mission Architect, aka "Architect Entertainment" or "AE" was in Issue 14, and the Dr. Khan TF and Barracuda SF were in Issue 15.

16 added color customization for most powers and alternate animations for powersets such as Martial Arts and Super Strength, which can be changed at the tailor. Some powersets, like Stone Melee/Armor, allow you to use different textures on your powers, giving you a lava or crystaline appearance instead of the regular stone one as an example. Electric Armor had "Conserve Power" changed to "Energize," which is like Conserve Power + self heal.

17 was another mostly story issue, but it added the new graphics tech for Ultra Mode and things like animated costume tails.

18 was, as you may already know, the release of the Going Rogue expansion. Tankers received a buff and now have a debuff called "Bruising" applied to their tier 1 attacks; it applies a 20% (resistable) resistance debuff to enemies. Brutes had Fury normalized, making it very easy to achieve a mid-level of Fury but more difficult to raise it to a high level. Issue 18 also changed the way "Burn" and "Fiery Embrace" work for Fire Melee users and noticeably increased their damage potential.

As part of Going Rogue, you can now switch sides by doing enough tip missions (max of 5 per day, 10 required to switch sides). Because the line between Heroes and Villains has been blurred, all characters have the APP (Ancillary Power Pools) available at level 41+, and any character that becomes a Villain and does the tasks of one of the Arachnos Patrons gains access to the Patron Power Pools. Also, with Going Rogue, all melee ATs get the new attack powerset: Kinetic Melee, which uses Tai Chi-style attacks.

Issue 19 began the process of unlocking our Incarnate abilities by allowing our level 50 characters a "global enhancement" power in the Alpha Slot. It requires Going Rogue to unlock, and comes in 4 flavors: Damage (Musculature), Endurance Reduction (Cardiac), Accuracy (Nerve) and Recharge (Spiritual). Upgrading to a tier 3 or tier 4 Alpha Boost gives you a "Level Shift," effectively making your character level 51.

Additionally, the Fitness power pool became inherent (aka, all characters get it at level 2)!

That brings us to the most recent release, Issue 20, which has just been out for a few weeks. There are four more Incarnate abilities available now (again, only for those who have purchased Going Rogue): Judgement (an AoE attack), Interface (a debuff added to all your regular attacks), Destiny (an AoE heal/buff power) and Lore (a pet-summoning power). The abilities are gained and are most useful in the new Incarnate Trials--having a tier 3 or tier 4 Destiny or Lore ability gives you another level shift for use only in the Incarnate Trials, making the current maximum level 53.

And that's the short of it. There's new story arcs to explore, enemies to fight and customization options out the wazoo. (I didn't even mention the various $10 booster packs that add more costumes, buffs and even the "Ninja Run" and "Beast Run" semi-travel powers!) The point is, it's a great time to come back, and it looks like things are going to get even better in the future.


Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093

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Quote:
Originally Posted by Nethergoat View Post
it's NEVER too late to pad your /ignore list!

 

Posted

thx. I have playing most of the day and trying to get back into the groove of things. I still a little rusty, but I'm having a lot of fun right again.


 

Posted

Quote:
Originally Posted by Chad Gulzow-Man View Post
Welcome back!

Let's see... new stuff... 2.5 years ago was Issue 13, which added multiple builds and (still controversial) PVP changes, and allowed Villains to respec into different Patron Pools.

14 and 15 were content issues--depending on who you ask--and didn't add or change anything for your preferred ATs. The Mission Architect, aka "Architect Entertainment" or "AE" was in Issue 14, and the Dr. Khan TF and Barracuda SF were in Issue 15.

16 added color customization for most powers and alternate animations for powersets such as Martial Arts and Super Strength, which can be changed at the tailor. Some powersets, like Stone Melee/Armor, allow you to use different textures on your powers, giving you a lava or crystaline appearance instead of the regular stone one as an example. Electric Armor had "Conserve Power" changed to "Energize," which is like Conserve Power + self heal.

17 was another mostly story issue, but it added the new graphics tech for Ultra Mode and things like animated costume tails.

18 was, as you may already know, the release of the Going Rogue expansion. Tankers received a buff and now have a debuff called "Bruising" applied to their tier 1 attacks; it applies a 20% (resistable) resistance debuff to enemies. Brutes had Fury normalized, making it very easy to achieve a mid-level of Fury but more difficult to raise it to a high level. Issue 18 also changed the way "Burn" and "Fiery Embrace" work for Fire Melee users and noticeably increased their damage potential.

As part of Going Rogue, you can now switch sides by doing enough tip missions (max of 5 per day, 10 required to switch sides). Because the line between Heroes and Villains has been blurred, all characters have the APP (Ancillary Power Pools) available at level 41+, and any character that becomes a Villain and does the tasks of one of the Arachnos Patrons gains access to the Patron Power Pools. Also, with Going Rogue, all melee ATs get the new attack powerset: Kinetic Melee, which uses Tai Chi-style attacks.

Issue 19 began the process of unlocking our Incarnate abilities by allowing our level 50 characters a "global enhancement" power in the Alpha Slot. It requires Going Rogue to unlock, and comes in 4 flavors: Damage (Musculature), Endurance Reduction (Cardiac), Accuracy (Nerve) and Recharge (Spiritual). Upgrading to a tier 3 or tier 4 Alpha Boost gives you a "Level Shift," effectively making your character level 51.

Additionally, the Fitness power pool became inherent (aka, all characters get it at level 2)!

That brings us to the most recent release, Issue 20, which has just been out for a few weeks. There are four more Incarnate abilities available now (again, only for those who have purchased Going Rogue): Judgement (an AoE attack), Interface (a debuff added to all your regular attacks), Destiny (an AoE heal/buff power) and Lore (a pet-summoning power). The abilities are gained and are most useful in the new Incarnate Trials--having a tier 3 or tier 4 Destiny or Lore ability gives you another level shift for use only in the Incarnate Trials, making the current maximum level 53.

And that's the short of it. There's new story arcs to explore, enemies to fight and customization options out the wazoo. (I didn't even mention the various $10 booster packs that add more costumes, buffs and even the "Ninja Run" and "Beast Run" semi-travel powers!) The point is, it's a great time to come back, and it looks like things are going to get even better in the future.

LOL Paragon Studios should hire you for advertising! I totally wanted to log on and start playing based only on the way you've described everything I've known about the game for months!