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Quote:a Titan Weapons option: a long pole... with an animated person tied to the other end to be used as a club!Quote:True bellbottom jeans, for example. Or a shield that is half of a disco ball.Quote:How about a rifle/pistol model that's a miniature dragon tied to a handle?Quote:In a similar vein to the critter-in-the-helmet, you could have a torso piece with a transparent front, and a tiny person/critter visible inside in a control bay.Quote:Towel cape. With optional 42.
Skeleton body option.
Robot/armor set cobbled together from pieces of cars, appliances, computers and other machines.
Computer-monitor head -- flat and CRT -- with optional webcam on top
Invisible headless-look head, and cameras and eyes on bodyQuote:Old timey diving helmet (the big brass type)
Old timey diving suit (leather and brass)
Spherical opaque helmet
Spherical transparent helmet (like the empty Brain helmet from the Halloween pack)
Spherical transparent helmet with crackling lightning inside
Active Tesla Coil backpack
As for me? My biggest "joke/silly" costume piece request has ALWAYS been a Guitar option (electric and/or accoustic) for Axe/Mace/Broadsword/Katana(/Titan Weapons). I don't even care what set it uses. Just make it happen somewhere! I would gladly pay $10 to be able to make this character happen :P
Other stuff I'd like:
an exact replica of Michael Jackson's outfit from Thriller (oh, don't even ask, you know exactly what I'm going to do with it).
Junkyard armor. Primary_Unit's in the right direction here - pretend I have the power to animate objects to do my bidding: I want to make a golem character that looks like a random assortment of stuff found in a junk yard assembled into approximately humanoid form.
SCYTHE TITAN WEAPON
To make it fit this theme, throw in the whole grim reaper costume. Or a medieval farmer's costume. I don't care.
Jacob's Ladder Head Detail complete with electrical current arcing.
Robe and Wizard Hat.
Chainsaw option for Broadsword/Axe/Katana/Titan Weapons (giant chainsaw?)/...CLAWS (chainsaw hands!)
Sofa or other furniture item for Titan Weapons.
Giant steel girder (possibly labeled with UNBENDABLE on the side) for Titan Weapons.
That's all I've got for the moment. I may come back and add more stuff when I'm more awake, just got roused several hours early by the World's Most Horrifically Jarring Fire Alarm. -
I'm pretty sure I wouldn't have lasted much longer in the City than it took for IOs to come out before quitting forever if they hadn't.
CoV had its moments for me (One of my original villains is still my favorite character), but it wasn't really the breath of new life I was hoping for from the game, and coming along with ED, it really watered character power down a tremendous amount. I was getting bored.
IOs gave CoH a level of depth and complexity that, I think, it badly needed to sustain long-term interest. -
If there's ever a version made of the female costume that doesn't include the hideous stripes pretinted into it, I'll buy this pack - not for use as a gunslinger, mind you, but to have the option of a waistcape that isn't attached to a trench coat/bolero.
I'd never use any of this as-is though. The entire male costume is hideous excepting the pants (what were the artists thinking with the skulls everywhere?), and I, personally, hate hate hate hate hate stripes, which ruins any potential the female version could have for me as mix-n-match pieces. -
The only things in the pack I particularly like are the female hair style and the beltcape, but I won't be buying any of it unless the striped pre-tinting goes away.
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Attuned IOs always act as if they're equal to your current, effective level, as long as that happens to fall within the possible level range of the set. If you're above the maximum level of the set (EX: 35 for Kinetic Combat) they will act as maximum set level enhancements (35 in this example). If you're below the minimum level of the set (20 in the case of Kinetic Combat), they will act as minimum set level enhancements (20s in this example).
So, if you slot a set of SBE Kinetic Combats in your Brawl and then do Positron's Task Force Part One, your Kin Combats will act as level 20 enhancements. They'll be reduced in enhancement value by the Exemplar scaling system and will lose their set bonuses because you're more than 3 levels below the enhancement levels. -
Quote:Don't mistake my reasoning. I said nothing about ease or difficulty - it's about quality of life.Heh, my reasoning is completely opposite. I find them so easily obtainable in game (and I don't even farm or play the market for inf) that I really can't justify spending even trivial amounts of my hard earned money on them.
It's very, very easy to get LotGs if that's what you choose to spend your play time doing. I, personally, would rather never grind another Alignment Merit ever if I can help it, and I swear to God if I ever see The One Good Bane Spider ever again I'm going to snap, go Villain, and break his neck.
I like playing the game when I sit down to play it, not working another job mindlessly grinding my eyes out for one more merit. -
I bought.. quite a few of the 7.5% +Recharge proc... 30 I think... Almost all of my characters use at least 3 of them, and they're annoyingly expensive in time invested in-game for what amounts to like $1.40.
I got a couple of the Kin Combat Tris as well. -
Well, hello invention sets.
This is a MUCH better way to entice me to blow a bunch of money on the Market than those stupid super packs. -
Quote:Stop.@Vinceq1980 and Gospel NA:
The topic is about whether or not Time Manipulation is "the new tankermind".
It is not about "how can you improve it?".
Every set can be made pretty good, especially Time Manipulation, but it is not the best for a "tankermind", and sometimes just doesn't work.
Here is why:
1) Time Manipulation is almost wholly dependent on debuffs.
They can and are resisted by the enemies that "tankerminding" is done against. any other enemy is easy enough for the pets without the Mastermind tanking..
Go read what Farsight does.
Then realize that it is affected by Power Boost.
A Time Manipulator can soft cap themselves to everything relatively easily with a smart build.
P.S. Defense functions pretty effectively as status protection when you're soft capped, and Time provides its own Hold to let you lock down a mezzer if you need to. -
Quote:I would personally also rather see those stupid maps retired than Pets changed because of them. They're, as Pitho said, annoying without Pet involvement already, Masterminds are just an easy scapegoat here.Mostly I wish the old style caves would get replaced entirely. They're pretty terrible for teams in general, MM pets just happen to make it worse.
My first 50 Mastermind was leveled all the way up in an 8 man all MM group. Circle missions were always so horrible. -
Quote:My only complaints with any of your suggestions are:- Jack Frost is awful. My recommendation: Instead of just making him a tank, give him a PBAoE heal and an ally-castable anti-mezz power he casts on the owner, 75% uptime. These greatly reduces Ice Control's difficulty cliff (the difference between having mezz protection and not having it with this set is night and day, and IMO very unbalanced).
- Arctic Air's endurance cost should be cut in half. As great as it is, paying the same cost as Hot Feet for this power feels out of wack.
- Flash Freeze really needs another look. The more I look at Ice next to Fire, Plant, Earth, etc, and the damage capability/control therein, the more I think this power should just do a Mag 3 stun. For one thing, the current design doesn't work at all if you have Reactive slotted, because the DOT from the rock bottom damage wakes enemies up. I'm not crazy about turning Ice into a Fire clone, but that's where the game has pushed us in a lot of ways.- if Jack Frost gets moved into a support route, I'd like reliable (read: 100% uptime on that anti-mez power) support, not something I have to constantly monitor my wildly overflowing buff bar for and hope that the somewhat inept pet AI uses well (I'd personally actually rather see him become a strong damage pet, considering how abysmal the rest of Ice Control is for that purpose, but, that's another topic altogether).
- If your Flash Freeze suggestion got used I would have to respec again, and think very hard about what to drop to pick it up.
What I'd actually really, really like to see done to Ice Control would be to have the Afraid effect removed from Arctic Air and the Confuse chance increased significantly. I don't feel it would be an overpowering increase to damage output since the victims will almost always be at the -rech cap against an Ice Controller, but it would, in my opinion, make the power feel a lot better.
I would also definitely approve of keeping the (currently ludicrous) endurance cost on it the same, if it could get a damage component attached to it. I wouldn't expect it to be as strong as Hot Feet because it has better control, but something would be nice - especially since that would let it leverage Interface. That would be a nice little boon for Ice Control come Incarnate content, where the set basically falls apart due to practically everything being immune to Ice Slick and much more resistant to Arctic Air. -
If there is nothing exclusive to Super Packs, I can deal with their presence. That is about as much support as I will ever be able to muster for this idea, because I do not spend my money on anything that has indeterminate returns.
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Quote:I'm... assuming you meant for those to be less than signs (<), not greater than (>)?That's what I've always thought as well, haha. This is how I've generally thought of how the melee classes should be:
DAMAGE:
Tanker > Brute > Scrapper > Stalker
SURVIVABILITY:
Stalker > Scrapper > Brute > Tanker
While there's not much difference between Scrappers and Brutes in damage, it's only a rough scale, of course. Current game design ironically puts Stalker maybe at Brute level or lower in terms of damage, haha.
What you have states that Tanks should have the best damage and the worst survivability. -
Quote:I would, personally, not at all be opposed to getting both sets on all the Support ATs :PIt's interesting to me, how people will look at a powerset like Dark Miasma and see different things. A testament to its versatility, I suppose.
I always saw it as a buff/debuff set, rather than a control-oriented set. To me, the mezzes were the things that were out of place.
While I can see where you're coming from, personally I would LOVE to have Dark Affinity available for other ATs as alternate version of Dark Miasma, because swapping out those two mez powers would be great to me.
I don't personally think that would ever happen, but it would be pretty cool.
Quote:... I do agree that blackhole's persistence as a power is kind of baffling, though.
Synapse, is there any chance you can tell us what you think Blackhole's actual PURPOSE is, as a power? Because to date, all of the purported purposes it has have been demonstrated to be not met by the power. -
I really don't like a couple things about the Dark/Dark combo for Controllers, as detailed.
On Dark Affinity:
I really, really dislike that Dark's niche of being one of the control-heavy support sets is going to be removed almost entirely. Why? Is this really being viewed as overpowering? Time Manipulation retains a single target (Mag 4!) hold with a rare debuff attached to it, and has an AoE control field which serves a very similar purpose to Fearsome Stare (reducing the attack frequency of a large group of mobs).
Furthering that, I also don't particularly care for either of the powers Dark Affinity is getting to replace, to me, what is/was the beating heart of the set. Neither one seems particularly useful to me, honestly. A short burst +defense effect is going to have a similar result as just using Twilight Grasp in optimal circumstances and will leave the intended target dead anyway if they get unlucky. Furthering that, how exactly will the defense numbers even compare to traditional buffs? Are we talking, suddenly soft-capped to everything? How long will this last? I ask because it wouldn't surprise me to see something that looks like Farsight but neutered.
+Regen/Recovery for defeated foes doesn't sound like it will be practical in a combat environment, because they won't have noticeable effects until the majority of the enemy is dead unless the buff magnitude is extremely high, due to the nature of the beast with those two attributes, and by the time the majority of a spawn is dead... they're not really helpful attributes. Sure, maybe it will reduce down-time at low levels when everyone is sucking wind due to poor slotting (assuming this even ends up available at low levels?), but towards the higher end of the game it sounds pretty useless to me.
Meanwhile, why are we keeping the one power in the set that is almost universally hated by the playerbase: Black Hole? If anything should be outright replaced (and I mean, for all archetypes, not just Dark Affinity), it's this.
I'm sorry if I seem overly critical of these ideas, but I have been waiting a very, very long time to see Dark Miasma make it to the Controller archetype, and, as it stands, it's not only not even the set that I wanted anymore, it doesn't even look like a very good set anymore, which is very disappointing considering how powerful and versatile the most recent addition to the Support lineup is.
On Dark Control:
The Immobilize being a cone will be very, very annoying, especially when paired with the secondaries that require you to be in melee range to utilize well.
The Disorient being a PBAOE will make that problem even worse because of the classic problem of "jump out, target for cone, angle character correctly, fire, jump back in, PBAOE," that already plagues sets that mix and match cones with PBAOEs. It's very annoying, and in a Control set, it's not just lost DPS as it is in most sets affected, it's potentially losing you enough damage mitigation to get killed before getting that Disorient off.
Edit: As a piece of constructive criticism, maybe you could put Fearsome Stare back into Dark Miasma, and make an Area version of Possess in Dark Control instead? It could be very cool and thematic. Maybe an Anchor style power, you flood a target with nether spirits, Possessing (Confusing) it, and causing it to pulse a wave of Confusion (non-stacking from same anchor, like the debuff anchors), to all targets within X range every Y seconds. Toggled controls are very under-utilized material, in fact, the only one I can think of is Telekinesis, which is also extremely annoying due to the nasty Repel effect. -
Quote:This... I might actually buy repeatedly if it weren't prohibitively expensive.Summon Alt
When used, it summons one Doppelganger-style copy of any of your characters of the same red/blue/gold alignment from the same server as an ally. They will wear the costume you see them in on the character select screen, and have the powers you chose. Yeah, it's the signature character summon, but with one of your characters. Claim the power and you choose right there who to call. You KNOW you want to see a superhero teamup of all your favorite characters.
Quote:1) Common Enhancements: Right now the biggest time sink in the game for me is slotting common IO's when I hit level 27. Paying real money to just not have to worry about and get back to playing the game is worth it to me. If they started at level 10 and scaled up just like the set IOs you can buy in store I'd be even more all over them.
Dealing with the original enhancements drives me insane. I am so spoiled by the IO system that I frequently slot nothing until 30+, but that isn't very fun to do - though it's at least not as annoying as constantly worrying about expiring and reslotting everything. -
Quote:They don't, actually.The standard code rant applies to YOUR conclusions just as much as they apply to mine - the difference is I can point to various changes made in powers over time (FA's fiery embrace) and evidence in the current power data that support my conclusion, you are just making a general claim that I must be wrong because I don't have code access.
Back when Dual Pistols came out, one of the Powers guys commented that the Ammo system works internally by modifying the %chance to proc each effect.
Sorry, but I don't feel like going through the last two years of dev posts and news to find it for you.
And I am making a general claim that you can proclaim yourself to be no more right than anyone else because you don't have code access. Your theories that aren't founded on explicit dev commentary are no more valid than anyone else's. -
Call it "deducing" if you like, Standard Code Rant still applies.
And by the way, since Dual Pistols was made, the tech has existed for a loooong time to allow the Devs to alter the proc chance of any proc they want, Knockback included, up or down, and to 0% chance if they so choose (in fact, Dual Pistols actually uses this tech to remove the Knockback/Down on its powers when you change from Lethal ammo to any other using a Swap Ammo toggle). -
I've never deleted a 50, even my very first character, who I retired years ago due to frustrations with the archetype and powers, is still around.
Of course, I have two servers with all 48 slots unlocked, so... that was kind of an investment... and a testament to my potentially unhealthy feelings on this game, but, hey, no one here can judge me, at least. XD -
When in Mids, on the left hand bottom side, click the Totals tab.
This will highlight all of the powers you currently have marked as Active for the purpose of your characters' stats.
Make sure Hasten is highlighted in bright green as Active on the right hand side where you see what powers you've picked at each level (if it is not, single-left click on it and it should activate).
Click the Info tab on the left hand bottom side, where you clicked Totals before.
Mouse over Hasten.
Look in the bottom left hand side under the Info tab and you should see a box describing the Hasten power, with the following numbers below it:
Recharge: XYZ (450) Duration: 120s
Cast: ?
+Rechrg: 70% (Self) End:
If the XYZ value for Recharge is less than or equal to the Duration (120s), congratulations, you have perma-hasten. You can then experiment with changing the enhancement slotting and see what the recharge on the power ends up as.
You can also mouse over Domination on the bottom half of the powers window to compare its current Recharge with its Duration the same way. -
Quote:The CfBU is definitely best in the Assault Bot, not the drones. It has a chance to proc per target hit by each attack, and the Assault Bot has almost all AoE attacks, some of which are HUGE areas. It procs extremely frequently in him. Additionally, the Assault Bot's damage scale is quite a bit higher, and it is two levels higher than the drones, so the purple patch doesn't ruin it's damage against higher level enemies.If you slot the Build Up proc in something, slot it in the thing that attacks the most frequently to give it the most chances to fire.
In this case that would be the drones. Since each attack from all 3 bots makes it's own attack roll, it will check to proc on every one of them, and if if goes off it will affect the damage of all 3 of them (since you can't slot the 3 bots individually).
It's also worth slotting in Fire Imps, and in Phantom Army (the only way other than slotting you can use to increase their damage output)
Edit: My Bot/Force Mastermind uses the following slotting:
Battle Drones: Blood Mandate x6 (L50)- 97.49% Accuracy
- 97.49% Damage
- 73.78% Endurance Reduction
- Set Bonuses: 1.5% End Recovery, 3.75% Ranged, 1.88% Energy/Neg, 4.69% AoE, 3.76% Fire/Cold Defense
Protector Bots: Blood Mandate x3 (L50 Acc/Dam, A/Dam/End, Acc/End) Soulbound Allegiance x1 (Dam), Edict of the Master x1 (Unique), Sovereign Right (Unique)- 73.78% Accuracy
- 95.11% Damage
- 47.70% Endurance Reduction
- Set Bonuses: 1.5% End Recovery, 1.88% Fire/Cold, 0.94% AoE Defense, 5% Defense Aura, 10% Resist Aura
Assault Bot: Blood Mandate x5 (L50, All but Acc/Dam/End), 1x Soulbound Allegiance (Proc)- 91.78% Accuracy
- 91.78% Damage
- 53.00% Endurance Reduction
- Set Bonuses: 1.5% End Recovery, 4.69% AoE, 3.76% Fire/Cold Defense, 17% Chance for Build Up per target hit on all attacks (+64% Damage, +32% ToHit, 5.25 Second Duration)
Note that these values are without considering an Alpha Boost. -
For Lore pets, I almost always take the Core over the Support branch, because what I've found is that in practice I only ever use them when I need to kill something dead yesterday (that means, really fast).
On a Scrapper or Brute I might take a buff pet, but for a support character I don't think they're worth it. The Cimerorans are well known for their ridiculous single target DPS. Warworks and Phantoms are also quite high, and Warworks benefits from some -regen debuffing, while Phantoms can fly and have a decent AoE as well.
The Storm Elementals are great debuffers on the Radial branch and have great AoE on the Core, but neither is much good for Single Target. Vanguard is also pretty strong AoE and has several exotic damage types, but, again, lacks in ST situations.
Arachnos and Longbow are both pretty versatile and Longbow has excellent -regen.
Realistically, each of them offers some benefit over the others, but those previously mentioned seem to be the most popular. If you're curious what each Lore Pet can do, you can view their powers by right-clicking any of the Lore Powers in the tree, then clicking Detailed Info and scrolling down to the lower portion. Each pet's powers will be listed and you can expand them for full effects.
As for Alpha, I would personally probably either go Musculature or Cardiac Core for that build, depending on how you feel about your endurance consumption rate once you hit 50 and get a better idea on if you'll need Cardiac or not - the exception here is if you intend to go with Ageless Destiny, unless you're really really sucking wind, you won't need both (I don't think you'll have that problem with this build, I've only needed both on an Ice/Storm Controller and Fire/Earth Dominator, both of which are notoriously end heavy set combos).