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Are you tired of that LONG wait to level 14 for a Travel Power? Are you sick to death of dealing with those long trips in the Hollows? Are you fed up arriving last to mission entrances just because you are the lowbie? Well worry no more!
Get a travel power by level 8!
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Is level 8 too late for you?
Want a travel power at level 5?
How? Easy.
Roll a villain.
Get him to level 5 and hot foot it to Port Oakes. Get your newspaper, bang out 3 newspaper missions, and get your first Mayhem Mission. Complete your Atlas Park Mayhem Mission and you got yourself a Jetpack with 2 hours of in-game usage (which should last you well beyond level 14). Shoot, once you hit level 10, head to CapAuD and do a Kings Row Mayhem Mission and you get a Jump Pack with 2 hours of in-game usage.
With a total of 4 hours of in-game travel power usage, I could easily see people postponing grabbing their travel powers for quite some time.
I've done it with 3 toons now and it's worked like a charm each time. Happy travels!
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WARNING-WARNING-WARNING-DANGER WILL ROBINSON!
If you ever think of exemping down, though, be aware that you'll either still NEED those temp powers to get around, or some variation of the idea presented here. Otherwise, you could find yourself constantly asking your lowbie teammates 'Anyone got a port for my slow level 50 ex'ed down butt?' -
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Update: I understand that Combat Jump acts as a minor anti-immobilization as well.
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It is more than minor- CJ is a very good immobilization protection, and can keep you moving as long as there aren't too many immobs stacked. I don't know what the specific immob protection magnitude is, but from experience I know it is very hard to immob my toons with CJ running.
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According to the Prima I7 guide, Combat Jumping adds a whopping 8.3 points of immobilize protection.
EDIT: I'm not certain, but the fractional number suggests that CJ's protection scales with level. If so, then the 8.3 points only applies to 50th-level scrappers, brutes, and stalkers. Tankers would benefit more (10.38 points at 50th level), and other characters would benefit less. For example, a 6th-level defender would only get 3.264 points of protection. (See Iakona's post for more information; CJ appears to have a 24 scalar coefficient for Boolean protection.)
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AHHH-the math, it hurts, it BURNS!!!! Make it stop! -
On the villain side, I did my first mayhem mission today at lvl15...how does this bear on the topic at hand?
Because I got a jump-pack temp power after I completed...two hours of super jump, power selection free! Woot!
I'll be using this system and that jumppack to delay my travel power to at least 22 or 24, tyvm.
But I do like the idea of this system...good thread, good post. -
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Aid Self is not overpowered on my fire blaster that has it.
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It depends. If it gives your blaster regeneration comparable to a Scrapper's secondary or a Tanker's primary then yes, one could easily argue it is overpowered -- or more accurately, that the damage mitigation provided by these sets is out of balance compared to Aid Self, and vice-versa.
Of course, then the Tanker/Scrapper could take Aid Self themselves, but if Aid Self improves their performance to the point they are basically forced to take it because not doing so effectively cripples them, or keeps them from performing up to most people's expectations, then that too is a significant problem.
Of course, it all depends on how much extra survivability melee ATs are supposed to have compared to the ranged ATs, which I think is the major question. After GDN and ED, there doesn't seem to be a clear or satisfactory answer to that.
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Jackspot!
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/signed, all my sorta crippled melee AT's that are forced to run when they used to stand tall and proud ... -
Thanks, you both answered my questions perfectly...keep rebubbling out there!
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Alright-read through this forum thread with my daughter bugging me to watch 'Barbie: Fairytopia' for the 11 billionth time, so I hope I didn't miss this somewhere within-
I know I can bubble the core in the respec trial-can you put the detention field power around the core, effectively preventing it from being damaged at ALL?
Also, I've shied away from anything but the big 3 FF powers, and I'm at lvl34 now. Force bubble sounds intriguing to me, especially if you happened to find yourself without a tank in a melee heavy environment. With creative overall team positioning (i.e. use the corners against the blaster types), you could even conceivably use it well against long-rangers as well. Any thoughts? Is it REALLY such the end hog that it might make this tough to do in a sustained fashion?
Thank you for any advice...keep on a bubblin'! -
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First...I confirm that we're working on right now (as in pohsyb in the next room) to add CoV costume parts into CoH if you own both games....
Then we repeal the hated stealth nerf. The reason why: many well reasoned posts. It's that simple. You guys pointed out the problems.
AND now...we're changing the way Archvillains spawn. A ton of forum goers disliked adding so many AV's into missions a while back...so we've come up with a solution. If the team size and mission difficulty are ABOVE a certain level, an Archvillain spawns. Below that, players will face only an Elite Boss. If the mission is set on the first two levels of difficulty, it takes 4 heroes or more to spawn an Arch Villain. On the third level, 3 heroes or more. On the fourth level, 2 heroes. On the highest (Invincible), a solo hero will spawn an AV. Note this works in BOTH City of Heroes and Villains.
In order to incentivize larger teams, Positron is going to add a bonus to AV rewards!
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Just to calrify: The Archvillain thing is ONLY for Mission AV's, Archvillains in Task Forces/Strike Forces and World Spawns will not be changed.
In City of Villains, Archvillain-class enemies are called "Heroes" and this change applies to them as well. (With the exception of Strike Forces and World Spawns of course).
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Just wanted to add, probably for the umpteenth time in this particular forum:
THANK YOU ALL SO MUCH!
This means I don't have to dread the 40's anymore on CoH, I can still solo (as I like to do). It also means that a more common-sense approach to the whole 'stealth-clickee-xp' dilemma will be implemented-I'm just glad to see that you guys noticed when we cried out in agony this time around. Thank you very much. -
I'm actually really glad it wasn't free for all PvP in all the zones...I'm just not into PvP, I think it sucks.
However, the buildup was NOT equal to the event thus far.
BUT! Free stuff is always cool, and the jetpacks just rock out loud. Even if you're a lvl50. They're just sweet.
I wait with heady anticipation for the Gamester's arrival, and the hope that he gives us more than one mission. Or, that the contact gives up a new mission for each day until the 19th.
And that they make my mudpots autohit again.