Col_Blitzkrieger

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  1. Col_Blitzkrieger

    Reworked TP pool

    Well, I've never died from TP myself, yet I've died from being web grenaded when lag causes me to jump into a spawn of Malta.
  2. On the one hand, this could make for some new and interesting, tricky missions, and would require teams to have some semblance of a brain at times.

    On the other hand, expect powergamers and speedrunners to start raving ranting threads on how this is fake difficulty and harming their ability to have fun with the game (even though nobody would be forcing them to actually play these missions, but you know how well that argument works for all other optional content that people STILL moan about).

    Personally, I think the travel powers have always been a little -too- good in CoX, so I like this idea.

    Of course, having alternatives would be fun too. For example, someone had a fun idea once, to have some maps/missions where the team could take a safer/faster path if someone with Super Speed can run through a hallway with closing blast doors just before they shut, and pull a lever on the other end to open the doors for the rest of the team. Other such travel power specific optional side objectives would be fun too.
  3. Col_Blitzkrieger

    Reworked TP pool

    I've had worse (and more frequent) lag experiences with Super Jumping than Teleporting, myself...
  4. Ugh... I just got back from work so I'm too tired to figure out if you misunderstood my post, or if I'm unable to properly understand your reply... I need more coffee, will get back to you.
    *Crawls to kitchen.*
  5. Personally? I'm starting to think that the ability to purchase any specific recipe you want for merits was a bad idea to begin with. Should've stuck to just random rolls, only with the merit system this'd allow you five and a half random rolls per Doc Q as opposed to just one.
  6. [ QUOTE ]
    its [sic] relatively easy to do without a travel power for the entire game outside of PvP.

    [/ QUOTE ]Fixed. Two travel-less 50s. Would be three, but Warshades don't count.
  7. Elec Melee and Energy Aura have no obvous synergy that I can think of off the top of my head, but neither set is weak on its own (despite what certain people keep stating; these are the same people who don't read patch notes and think Stalkers and Kheldians still suck, too).

    The only knockBACK power in Elec Melee is Lightning Cr-... Clap. Thunder Strike and Lightning Rod are both very good attack powers that deal AoE knockDOWN, which is all good and fun.

    Since EA's self-heal is not frontloaded and is -not- Dark Regeneration, and since Electric Melee is an AoE-focused primary, I recommend you team a lot for larger spawns, which will let you unleash your power more efficiently.

    By the way, when I referred to patch notes in regards to EA, I'm not saying the addition of a heal component to Energy Drain somehow made the powerset great. It helped, but it wasn't the main thing. Same goes for the Invulnerability buffs.
    The main buff to those two armor sets was when Typed Defense set bonuses were buffed to not suck - neither set ever underperformed as drastically as people made it sound when in an SO-based situation. As always, the main reason for most people to rant and rave about how every defense set that isn't SR sucks is because SR is the easiest and cheapest to softcap, since it has the highest base numbers (to make up for not having anything else other than a +20% recharge and +40% slow debuff resistance passive), and ignorant people ignore the other powers in the powersets, such as EA's heal (which is as good as Reconstruction/Kuji-in Sha versus large spawns on top of draining endurance and taunting), or Shield Charge.



    [Edit]: Don't know if you'd consider this synergy or not, but Elec Melee partially makes up for EA's lack of a taunt aura by causing loads of AoE agro on its own. And the stealth lets you position yourself for a Lightning Rod opener into the next spawn better (don't take too long, though, wouldn't want Fury to drop~)
  8. Col_Blitzkrieger

    Reworked TP pool

    I'm imagining some sort of funky combination of Lightning Rod/Shield Charge with Parry/Divine Avalanche, though obviously dealing only minor to moderate damage, and either have the +defense not stackable, or giving very small amounts of it to begin with - after all, Pool Powers are not allowed to be too good compared to Primaries, Secondaries and Epics. Call it Blink Strike. ("Blink" being what appears to be the broadly accepted term for rapid short-range teleportation)

    And thus, Teleportation is no longer the only travel pool without an attack power.
  9. An invisibility-themed villaingroup that does NOT spend 95% of combat actually visible would be new and fun (for a while, at least!), though would invoke screams of "The computer is a cheating *******!".
  10. Col_Blitzkrieger

    Reworked TP pool

    [ QUOTE ]
    Sure, I understand that, but the limit of 100 odd metres a teleport is just frustrating. I'm sure there is some engine limitation on it, but surely if you can see it you should be able to teleport to it?

    [/ QUOTE ]You could... you know... enhance it.

    Also, I see a distinct lack of Group TP which I don't like seeing. The replacement would also make the Assemble the Team vet reward redundant.

    I -do- like the idea of a Teleport Target that combines Recall Friend and TP Foe, and I like the idea of a combat "blink" ability, though I'm not entirely sold on your concept for it. I'm imagining some sort of funky combination of Lightning Rod/Shield Charge with Parry/Divine Avalanche.
  11. Or the Tsoo conjure up an inexplicable ancestral Chinese dragon spirit.
  12. [ QUOTE ]
    The "all or nothing" of defense might not be to everyones taste

    [/ QUOTE ]This is exactly why I dislike SR. Other Defense sets can be softcapped too. It'll take more inf and a tighter build, but in the end the other sets have other sources of mitigation to fall back on when Defense fails, unlike SR which only has some comedy relief level Resistance that's only progressively available as your HP drops below 60%.

    Invul has Dull Pain and resistances, Energy Aura has a self heal and a better godmode, Ninjitsu has a self heal and various other toys, Ice has a Dull Pain clone, debuff aura, and can actually softcap itself on SOs, Shields has a softnuke, Widows are just plain overpowered, and Spiders have pets and devices.

    SR is a one trick pony, and I can't stand one trick ponies.
    Which is also the main reason I prefer Villain Archetypes (and Kheldians) over Hero Archetypes.

    So, the reasons are largely personal - if other people prefer a set that's cheap and easy to softcap but lacks any other useful tools besides defense, well, more power to them. /e shrug
  13. Col_Blitzkrieger

    pb or warshade

    White Dwarf keeps agro better due to a stronger Antagonize and a taunt component in the PBAoE and has better active mitigation in the form of PBAoE knockdown, as well as can buff itself with Essence Boost from human form for a marginal HP bonus.
    Black Dwarf deals far more damage in both single target and PBAoE, and can cap its resistances easily with just a few targets in Eclipse, as well as further boost its damage with Sunless Mire for 30 seconds AND since you'll probably be Dwarfing in a team that has a bunch of offensive ATs, your Dwarf will gain even more damage from Dark Sustenance (depending on your recharge on Dwarf Mire, you could probably end up damagecapped most of the time WHILE being resistancecapped); it also has Extracted Nictus Essences to aid it in dealing even more damage, from which it can keep agro off of to let them blast away merrily. Negative Energy damage is, on average, less resisted than Energy damage, by mobs.
  14. Col_Blitzkrieger

    Crab Question

    [ QUOTE ]
    Call Reinfocments also has some nice immob and slow.

    [/ QUOTE ]And Hold. Fun stuff.
    I thoroughly recommend going for 6 pets on a Crab. 3 Spiderlings, 2 Disruptors, 1 Patron pet of your choosing (I went for the Blaster for thematics).
  15. As always, I thoroughly enjoy your writing, whether shorts like this or longer series like the Baron's journals. You do the whole inner monologue thing extremely well, and that's always been a favorite style of mine. Keep on pumping out the good stuff, I'll be here to read it.
  16. Could send a petition on the second account asking a GM for help/advice about the first account. Seems odd that it's only affecting one account, after all. [/captainobvious]
  17. 60 month vet reward.
    Don't "fix" what isn't broken, especially if it can break other peoples' builds.

    /unsigned.
  18. Col_Blitzkrieger

    Crab Question

    I daresay very good against single targets (makes up for you, the Crab, being primarily AoE focused).
  19. Col_Blitzkrieger

    Sonic/?

    [ QUOTE ]
    IMO the only Sonic power in the set that's skippable is Sonic Repulsion.

    [/ QUOTE ]Oh god, yes. Yet another proof that every powerset needs at least one stinker ability to save power picks off.
  20. [ QUOTE ]
    Standard holds are 2, enough to hold a lt in one hit.

    [/ QUOTE ]Standard Holds are mag 3 (look at detailed info in-game), mag 2 is not enough to hold a lt as they have mag 2 mez protection - one of the reasons why mag 2 mez powers such as Thunder Clap are unpopular is that they'll only hit Minions and Underlings. Mag 1, for an even lower example, will only hold Underlings, who have 0 protection (only example of a Mag 1 mez I can think of is the Triumphant Insult proc). A Boss has mag 3 protection. As for EBs, I'd have to check, but mag 8 seems accurate.
  21. Negative Energy is less resisted than most other types in general, especially as nobody ever fights Circle of Thorns unless they absolutely have to.
  22. Spot on or not, it's [censored]. Infernal got a light redesign when Wings came out, at least give Valkyrie some loving so she doesn't look as horrible anymore. She could run for "worst outfit in the game" with Tina the Seamstress easily.

    Also, Nanites are Tech, not Science, no?
  23. What's all this mag 4 hold business anyway? Domination doubles magnitude, so a standard hold would go from mag 3 to mag 6.
  24. AVs aren't immune to end drain, just highly resistant and/or have larger pools (I can't remember which it is). I've been on a team with my Elec/Elec/Mu Brute that's managed to drain Nictus Romulus and keep him empty.