-
Posts
6270 -
Joined
-
Provoke on it's own is rarely enough to hold aggro for an extended period. it can hold aggro for a short period, which is often enough against minions but against tougher foes you might have trouble. Taunt effects multiply the aggro gained from damage so it is best to follow provoke up with an attack of some sort in order to maximize the amount of aggro you get.
Additionally while it makes enemies attack you it doesn't stop them from moving so combining it with an immobilize (either Web Grenade or an AoE immobilize from one of the epic pools) is also a useful option. -
-
-
Quote:Actually the Villain side equivalent of Vanguard Medallion is Megalomaniac. I know when I side switched my Heroes they did receive (and were able to use) the Megalomaniac accolade power.Strange, when I went from Hero to Villain, my Vanguard Medal Accolade became disabled. Since Vanguard is neatral to heroes/villains, there's not a corresponding 'other side' accolade. I'm assuming it will become available again if I go back Hero, but still, this seems like a bug.
-
Good to know it's not just me.
-
I think removing them would not necessarily be the best option. However for ALL of the "go and talk to person X missions" (PvP Liason, Security Chiefs, Hazard Zone Contacts and Difficulty Adjustors) it would be nice to have the option to just refuse the mission. Currently dropping ti doesn't work because the contact just gives it to you again but it would be nice to be able to skip it without having to use the auto-complete feature (which doesn't always work since half the time they just tell you to talk to someone else.
A reenactment of the standard low level contact interaction:
Hero: Ok, I'm here to help, what do you need?
Contact: Well, why don't you go to King's Row and speak to the Hero Corp Analyst there? He could probably use some company.
Hero: I'm on my way!
*a few minutes later*
Hero: Ok I'm back! What new mission do you have?
Contact: Well, I hear Longbow are looking for help in Bloody Bay, why don't you trek over there and see what they need?
Hero: I guess that could be good, see you soon.
*a few minutes and several deaths later*
Hero: Ok, I'm not sure it did much good but I talked to Longbow. What new evil do we smite now?
Contact: Well my friend Jim Temblor was looking for a few heroes, why don't you go and talk to him?
Hero: Ummmm... ok, I guess.
*a few minutes later*
Hero: Ok, I talked to Jim, can we fight some actual bad guys now?
Contact: I suppose so.
Hero: Ok, what's the plan?
Contact: Well... how about you go to Skyway City and arrest a few of the Lost hanging out in the streets?
Hero: Ah, and then we interrogate them to find out who's behind the creation of the Lost?
Contact: I guess we could. Honestly, I hadn't really thought about it beyond that.
Hero: Forget it, I'm going to see what the Police Scanner has to offer...
*Hero exits stage right*
Contact: Finally! I thought he'd NEVER leave. -
I agree with the general sentiment. In addition to the various things suggested above I'd like to see a few new sections added. Between the Paragon Rewards program and stuff getting added to the market we're seeing a lot more "Inherent" and "Temporary" powers and it's easy for the useful ones to get lost in the clutter so I think splitting them out a bit more would also be useful. Possible useful categories:
Cosmetic Powers - Costume Powers and Non-Combat Pet Powers (both of which will be more common with the market)
Travel Powers - All of the Jetpacks, Jumppacks, Ninja Runs and locational Teleport powers that we can get
Boost Powers - The various market boosts (XP Booster, Prestige Booster, the Experienced power)
In addition I think a useful feature would eb the ability to collapse one section hiding all powers in it as an alternative to scrolling.
Quote:Clearly you need Heward's Handy Haversack to keep your temporary powers in.Oh darn, I think I forgot to replace a nuke. See, this is what happens when you have to shove all this stuff into your pockets: its easy to misplace a suborbital warhead.
But then I wouldn't have them, would I? -
Yep, I have one I can trade, send me a tell at @adeon hawkwood
-
I might be able to help you, I will check when I get home.
-
Quote:So really this is a 100 point discount for the inspiration & revival power combination (i.e. the parts that are actually useful and unique to the market) with the other things being a free bonus. Honestly if I were you for future bundles I'd definitely try to phrase it that way, I think you'll get less forum backlash. Personally I wouldn't buy it anyway, I think all of the consumables are horribly overpriced, but I guess you have a lot more info on how popular they actually are.The *complete* Undead Survival Pack includes:
Precise Dual Inspiration (Large) x5 - (normally 300 pts)
Revival Temporary Power (5 charges) - (normally 200 pts)
Warwolf Whistle (5 charges) - (normally 80 pts)
Holy Shotgun Shells (75 charges) - (normally 80 pts)
St. Louis Slammer (30 charges) - (normally 20 pts) -
Quote:All three powers fall into the "nice to have' category. The advantage of all three is that they don't really need slotting so if you're short on slots they make decent choices.- I heard Thaw was skippable simply because of Clarion, which frees up a slot
- Also, is Rise of the Phoenix skippable? I'm sort of leaning towards no, only because it's a useful tool to have.
- Whether or not to take Vengeance. It's an LotG slot, but still, how useful of a tool is it really.
Quote:- Is it even possible to softcap your defense with Thermal? (since it's all resistance I'm not sure how)
EDIT: I will note that personally my play style on Demons/Thermal was based around using the Demon Prince as a tank rather than buffing my own defenses and using bodyguard mode. The latter style is more useful if you want to do speed runs but for general play the DP tank works pretty well. -
Quote:Leveling up my Demons/Thermal I found that slotting the pet defense/resistance auras makes a HUGE difference in their survivability.I guess my question would be if anyone had a demon/thermal build they could post so I could look and get an idea what to shoot for and slot for. I've read that demon/thermal is a solid build but i seem to be having a hard time keeping them alive in mishs at 42 so I assume, as is usually the case, its my fault 8D.
In terms of tactics my normal fight strategy was as follows:
1. Order the DP to move into the middle of the group and then order him to attack the boss or a particularly troublesome minion/Lt (ordering him to move first stops them from scattering and the attack order controls who he holds).
2. Order the Ember Demon and Hellfire Gargoyle to attack a Lt near the group center
3. Order the Demonlings to attack a minion (preferably one relatively central to maximize their cones)
4. Use Char either on the boss (to stack with the DP's hold) or on a second Lt/Minion
5. Start lobbing Fireballs.
6. ???
7. Profit.
Quote:Do incarnates matter ? Maybe because I have cardiac ? Maybe it some undocumented advantage.
I notice in your referenced post that you mention the Demon Prince hovering around 10%. I suspect (based on my experience) that if you monitored his powers carefully you'll notice that he doesn't use certain powers (primarily his AoE sleep). Based on my somewhat unscientific testing if the DP has a single endurance reduction slotted (which is what a Cardiac is roughly equivalent to) then he has enough endurance to run his basic attack chain (including his hold) but will still run low on prolonged fights and have to stop using his AoE sleep. Adding a second endurance reduction enhancement (or adding 1 if you are relying on Cardiac) will enable him to use his sleep power more often in long fights. On a team this doesn't make much difference but solo it's actually a pretty useful power to take some enemies out of the fight while your demons wait for their AoEs to recharge. -
I'm not sure if this has been mentioned but it would be nice to see decorative only versions of the Items of Power. The models are already available and I really doubt that we'll ever see the real versions added so having a decorative one to store in our vaults would be nice. A possible option would be to make it a personal item that's awarded through the Cathedral of Pain trial.
-
You can buy it from the paragon market. I forget the exact category but doing a search for Ninja Run should work.
-
Quote:While I can appreciate the sentiment I've not a big fan of the argument that something shouldn't be changed just because is used to be even worse. Yes, the current system is a huge improvement over the original but I don't really see that as a reason not to change it further. Having the PPPs locked behind an arc doesn't really add anything to the player experience (except inconvenience) which to me is a good reason to remove the requirement.While I understand this desire I can't agree with it ever. Too much struggling and bad blood throughout the history of the PPP's. It took Redsiders close to 3 years to get the PPP's into the state they're in. As a part of that effort I can't support removing the unlock.
-
Quote:That isn't really true. Yes, the pet powers are probably the most noticeable difference but depending on the AT the Patron Pools often have power types that the Hero pools lack or offer subtly different power combinations. a couple of examples off the top of my head. An example of the former is that for Blasters several of the PPPs offer an AoE immobilize power which none of the Hero pools do. For Defenders comparing Electrical Mastery with Mu Mastery, Mu has two of the more useful powers in the pool (Charged Armor and Power Sink) up front eliminating the need to spend a power slot on Electrical Fence or Thunderstrike (which not all Defenders would want). There are a lot of other cases where the PPPs offer power combos that aren't available to APPs.Really the only difference between what is available now and a Patron type pool is a pet power. I'm not sure this game needs any more pets. heh heh whatever more choices is always better.
For what it's worth, I think the devs should just eliminate the need to unlock PPPs entirely. Leave the arcs in but give all characters free access to PPPs without needing to do the arc. -
Nope, Paragon wiki (and the other associated sites such as Red Tomax) are the best source of info out there. I will add that if you notice something that you'd like to see is missing the best solution is to add it yourself. It is a wiki after all
.
-
-
Yes, they had a security breach* see Tony's thread here:
http://boards.cityofheroes.com/showthread.php?t=276955
*I like the term security breach because it conjurers the idea of Tony running down a metal corridor full of flashing red lights to hit the emergency shut down button on the server. -
Quote:The path I'm taking with most of my incarnates is that yes the Well is empowering them and allowing them to push beyond their old boundaries (in some cases without them realizing it) but the way in which it is doing so is, generally, related to some portion of their existing powers. I actually don't really mind the idea that getting above level 50 means you're drawing on the Well, it's not as generic as I'd like but I can work with it.This is not a criticism, but a question. The Incarnate lore is that you're being empowered by the Well of the Furies. These are not necessarily extensions of your own powers. Therefore, the 'concept' argument seems odd. Every Incarnate's concept includes being empowered in some way by the Well of the Furies. Whether you were just a really well-trained cop, or a sentient robot, or a human-plant hybrid, after unlocking Alpha you now gain a portion at least of your powers from a specific source and concept.
Do folks just ignore that and consider Incarnate progress as "new levels"?
I do however dislike the idea that the Well's power manifests in the same way for everyone (as implied by the powers) since it means that everyone's powers are identical. The Lore slot is a good example, the idea of creating essences from the well is ok for some characters but for others the ability to summon actual physical helpers makes more sense (even if the Well is the reason those helpers are available). To that end I do a bit of hand waving with my characters, the basic rule I use is some of the Incarnate powers do indeed come from a connection with the Well but it doesn't necessarily manifest directly, in many cases the Well is simply upgrading their existing powers.
I've also, in most cases, mentally re-written Mender Ramiel's arc to better fit with the personality of the character in question. In some cases the arc is completely non-canon and the character discovered the knowledge themselves. In other cases the basic story of the arc is the same but the person guiding them is different (for example my tanker Lyonette was guided by a vision from the spirits of her ancestors)
I just like the idea of riding the motorbike through the gravity geyser. -
I went Time/Elec and am reasonably happy with it. It's not going to match some of the other combos for raw damage but the sapping ability of short circuit definitely helps with survivability when soloing (particularly if you go for one of the Epic pools with Power Sink)
-
No
Quote:2)Will it be rotating back again later? -
The answer is slightly complicated. The plan (as communicated by the devs) was that you would receive paragon reward points as soon as you sent them money for the subscription. However, the way it functions at the moment is that you receive a point every month near to your subscription date. Hopefully this will eventually get fixed but I have not seen anything from the devs on when that might happen.
Here is the official announcement:
http://boards.cityofheroes.com/showthread.php?t=271294 -
That is correct, if you do the Sf ad side-siwtch you keep the temp power and get the free notice (although Positron glares at you whenever you pass him in Steel Canyon).