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My perma fire/psi is probably sitting over 70 to 80% global recharge, and i think only has hasten with to maybe three slots. Sure I would love perma hasten, but i am not about to wonk my build to get it. To get MASSIVE recharge, I have to make a wonky build or an obsencely expensive build, and its possible to do it, without either of those.
Almost all of my powers are 5 slotted. So all the attacks and powers are decent. Not a single attack or power that is purely for recharge IOs only. No gimp powers right there is a huge plus. With a kb IO, and with a BF, and some planning, he is pretty pretty stout without dom.
The other thing, post decent bids, not crazy bids. But the off sets first, like an immob set with alittle recharge, and plan on replacing with something like positrons later. As you build recharge, the toon plays better anyway. I noticed a nice improvement around 30% global recharge, then again around 50% global recharge. Approaching 60% or so, i was happy as it was pretty close to permadom. I though upper 50%-65% global recharge was quite livable and almost just stopped there.
Play with Mids. I personally just couldn't go for some of those wonky builds just to get recharge. The other thing, if the toon can't stand on it own two feet (all IO recharge powers and no good attacks), when exempted down to mid 30s, you might want to think about your build as well.
And the other thing, GR is coming, and so if you switch sides, i guess no patron power pools. I wonder what we will get, and so you might be able to choose an ancillary, and get recharge thru a cheap set.
Usually, I buy a set, and then play, buy a new set or two, then i respec and upgrade again. Rinse and repeat....
I still think perma dom is the way to go with doms...it is just too choice top pass up. Overall my permadom is one of my favorite toons, and can't wait for electric control to come out!!!!
GL and have fun.
edit: oh someone else said this, and it is SOOOO true. Redside original toons like doms or brutes, HASTEN IS A CLICK power. Once you learn to play that way, the toons are so much more fun! But Hasten is a click for permadom. -
Quote:yep that is how i blap with energy/energy, but i flat out use melee attacks. Once the alpha is mitigated, i head right in. It also makes it easier to stay in heal range and all that, so the def or buffers don't have to keep an eye on me way back there. If i die, alteast i am close...lol. Stay in the thick of things on a team, makes rocking the aura or heal alot easier, if you stay close.Isn't blapping more a decision of where to normally fight from? Ranged ST/AoE attacks are loved by some blasters, while others like to make a calculated decision when to wander into the midst of a group and kill kill kill. My fire/mental/fire has a favorite tactic. Walk into a mob that has been agroed (preferably by a taunting tank), Aim, Build up, Drain Psyche, Nova, pop a couple blues, start dealing out the AoE with the rest of the attack chains, may need to pop one more blue before the drain psyche starts kicking in. Zero "melee" attacks, but everything up close and very personal.
I saw it posted earlier (probably a few times) that it really is all about a calculated decision when to commit. Blasters are like Queens in chess. They can be killed by anything, but are gawdawful powerful, so when you use them have it well thought out. I will let tanks/scrappers really take a walloping while I check all ativity and decide whether a stray spawn is not gonna decide my blaster is its new toy. When I'm sure I am golden I swoop in and unleash hell. If I still misjudge there is always Rise of the Pheonix, and payback is a ***** lol.
But once i am in there, it is all out kill kill kill. Use my range for the runners.....Love it. -
My thoughts on leadership toggles, the VEATS have them built in....they are coming blueside YAH. A full team of VEATS during testing was essentially unkillable due to all the stacking. It is amazing.
I think stacking of Leadership pools powers kinda has been dubbed force multipliers.
heres the ticket....
DEFENDERS.....just got a damge boost of like 30% for solo, I added i think man and assault to my defender. I figure, if i solo or small team with another def or controller, the assault will help both of us (especially if the def has assault or man)....and enough defs on teams with assault...(with a veat or two on a team once gr goes live)....it will add up.
Hoping more defenders will pick up leadership powers over time. -
Quote:Tanker = Mastermind (A well built mastermind in bodyguard mode is even harder to kill than some tanks, take Provoke from the Presence pool and you can serve as a decent tank if you need to)The one that made the most sense to ME is as follows:
Corruptor = Defender (They have the exact same powersets with minor variations, only reversed)
Controller = Dominator (Control primary is the only real similarity, they play quite differently)
Scrapper = Brute (Jump in and hit things, that's what both of these do, and do it well)
Tanker = Mastermind (A well built mastermind in bodyguard mode is even harder to kill than some tanks, take Provoke from the Presence pool and you can serve as a decent tank if you need to)
Blaster = Stalker (Stalkers play like melee range blasters, in that both of them specialize in overwhelming alpha strikes, but tend to get overwhelmed themselves if they take on too much for them)
I view pets as a dull pain in bg mode. You can even choose your tank resistance by the number of pets you keep in BG mode. Slickly designed toons. And you have the choice of running your own team (you can heal your pets if you want and being your own defender lol). If you can wrap your head around provoke/taunting, you are golden. Just got to just a few learn commands. Thank god they will come blue side.
I hope they get tanker type ancillary powers in GR. But who knows what that is gonna be. They need a shield.... -
Fire has been a sore spot since the nerf came down on it. It was kinda nuts, but they i don't remember if they had collision detection then.....so spawns could be packed like you wouldn't imagine. Burn was the item to do power leveling with. At one point, i went 7 or 10 levels in 2 hours BACK BEFORE ALL THE XP SMOOTHING...(that is about the equivalent of TWO fire/psi doms on the same map, BEFORE the dom correction/nerf). It was pretty obscene what you could do.
I totally agree, it is time that fire gets addressed. Lots has changed since then.
EA does need work, or like Fire, ludicrously expensive build to fix.
As having both fire/fire tanks and a brute.....small adjustments to fire might just fix it.
Yes, consume needs love. No questions asked. The recharge on it is that bad. Now i will say this, with full fury, it will occasionally kill a minion or something. But that is so few and far between, it is hardly justifies its recharge. Leave the accuracy check.
Temperature Protection....add End drain resistance or GIVE us an IO that grants a 20% end drain resistance....just like the Winter Slow Resistance IO. That one IO really is noticable when you get some semblance of slow resistance from TP and the IO. If we had an IO 20% resist end drain, then consume recharge could be dropped somewhat....and it still not be perfect, but tolerable.
KB protection...fine, leave it out. i can live with it.
Burn, up the damage/up end cost, so what little they stay in it, does more damage. Consider adding a slow, or increase the time for the fear to start (ie they stay in the patch longer takes longer to run from it, but not by that much...) Leave the scatter and the fear, yes that can be used for damage mitigation. The power doesn't change much which the devs might do, but helps atleast get like tier 1 aoe blaster damage out of it.
With adjustments/fixes (and not major ones at that) and IOs, an immob (like my brute)....or a tank on team with an immob, would be a truely damaging toon. An aoe immob for burn, like my brute, survives better sometimes, because Burn is cheap damage endurance wise, and Consume is so bad on recharge, cheap damage really helps fire. GR and switching sides is coming. And an Immob might be avail to the tankers. But Burn needs a bit more tweaking than just an access to an immob patron power, to put fire back on the top of damage. With an extremely expensive (ludicrously expensive build) my fire tanker and brutes are ok, not on par with the others, but really ok. You should IO to improve, not become par with the other sets....that is whats wrong.
Maybe with GR and changings sides, some of the underperforming power sets will get a slight once over and if improved, data mined, and improved again. -
And don't forget, you get two Builds, so you can farm build one, and Solo/team build one....farm builds sometimes have a few powers and stuff, you may not use for IO slotting. And your slotting/IOs may be different for each one.
I still love my fire psi tho after the nerfage. He is just built alittle different. I didn't really utilitze the two build thing when i respec'ed him...don't know what i was thinking at the time. -
Quote:There is a trick that gives you up to 75% damage resistance. It is called Bodyguard (bg) Mode. If you leave your pets on follow defensive all the damage you take is shared with your pets. Since you are getting 2 attacks you can do this effectively.
You want assault a lot lower anyway around 18 or 20 once you have 4 pets cause the damage bonuses add up real nicely.
BG mode is great and the way to go, some people couple it with provoke from the power pool. I may have to look at DS and Pain myself, and toy with it.
if you are new to mms, someone can help you out with this too.
there is a way to drag the pet icon commands down to the power tray. Then eventually learn to edit them based on pet names. That is the easy way to start learning to control the pets/BG mode to do all sorts of stuff. Once you get the commands drug down, then learn to edit them based on naming.
Baby steps, get the icons in the tray first, then you start learning. The more you learn, the more powerful you can play that mm. MMs are "sumptin else" and a force to reckoned with, if you can master the AT -
i glanced at the thread, and read over most of it.
hated? when the game first came out, absolutely. now, not so much.
after playing alot of each at to level 50, i look at the game not the AT. and how a team can mesh, and still have fun.
This is how i play mine but mine is melee, I provoke/taunt bot alot. i view pets as a hit point increase or dull pain, and tier one damage as mostly not that useful in a team. Every other classes tier one damage power is better damage the a tier one pets, and not a level lower or two.
Then the other thing i do, on a big team, I only summon what i need, so if we have a brute, i summon my tier two and tier three. Or if on a brute heavy team, only a tier three, and focus on team buffing. On a corr/dom/stalker team, i use more pets. The brutes get their fury, the corrs get theirs and the stalkers can as, and scrap some. Me with less pets, increases the spawn size, and makes the other players, you know, have to play (heal kill debuff etc). But as team mate it is no fun to basically be marginalized by one player on a team ie the MM, and be all cramped up, so i let the team enjoy themselves, and i focus on what i am doing, which is controlling my upper tier pets.
I can always summon and save the day. When i start summoning to increase my hit points basically, as things go south, it is just plain crazy fun because people are dieing and flying around, running lol.....it just ads to the choas or a sticky situation. But it makes surviving it cool, to go from "ok"....to "power house" on the fly and save the teams collective butts...
If we have something that will hurt us like an av, i summon up and do all the upgrades. etc. Basically i buff up, just like inspirations and what not.
Teams seem to understand how i do intrinsically, and don't mind it all. we go from no pets, to lots of pets if a pull goes bad, etc...then if the pets are not needed,very few pets. I go back to my default for the team (only tier twos/tier three or combination of those two). The team seems to just get it. I never have problems teaming once i am on a team, or after i start a team.
Not real complicated, and other players appreciate it. They know at any given time, i can "buff up" if things go south. -
i am kinda excited about this. i don't know why exactly. think it is going to be ok.
how is the electric assault as a power set on a dom? not played it on a dom.
On my def, i use alot of the chance for stun/disorient, which not great, but works sometime. On the def, i use oppressive gloom, stun procs and the hold, and that works great. I take it the stun procs can be slotted into the elec assault melee powers?
did they ever fix power sink so the stun proc works right in it?
With Mu patron, that give you two aoe ranged attacks, and an aoe melee with disorient, looking interesting.
ummmmm short circuit would be very nice.....what about jacobs ladder? don't know that power either? -
i already started with the dual builds on my def, because as empathy, if you skip powers, then you are kinda gimp on a team. So far, the second build is dumping almost all the buff other powers, unless i absolutely have to take one to keep leveling up. Def attacks are really not very strong anyway, so the more i have, i figure the better my chances. I am not even being picky about what attacks i am taking, i am taking them all lol.
I hope this change works with that concept. I could handle a part time buffer, and a part time toon (that doesn't tickle the enemies to death) that would be great.
Looking forward to what ever it is, if it helps solo. -
Most hit the highlights, but check out paragonwiki. I been away for a year myself, and i am having to hit Paragonwiki myself.
shoot i read online about PAX today, and CoH just updated announcements today.
It seems the last year or so, they spent alot of time, upgrading the internals of the game. You can now color your most of your powers. GR is going to have choices in missions, to send you good or evil (so my guess is that required ALOT of internal coding changes with contacts etc)
Issue 17, dark mirror is going to be going some time SOON. lol It has major changes to things like the environment in outside zones, reflections, cast shadows, and ambient occlusion per the videos. More fixes and overhauls on things like AE.
They also gave news on 18 (GR) and 19 (Incarnates is the name of that expansion). GR has the precurosrs of 19 in it, the first part of the new endgame system coming. GR is like 4 new zones, and atleast 4 new enemy groups. All sorts of stuff. I guess when we get 19, we will also get enemies that we can fight with our new incarnate powers too.
Lets see, demon summoning, dual pistals, electric control and KINETIC MELEE (looks cool as hell, my next lol) are coming soon. And we probably will also get a power set proliferation with that soon as well.
Over the past year or two, the amount of change this game has gone thru to re-invent itself is becoming impressive and almost staggering. I think alot of last year has been internal, to fix the engine for future upgrades.
The future is looking bright. WB. -
and fyi from another member that has been away from the game. i kinda got sick of my empath, he was hot at low levels, then he kinda wasn't needed as much in the higher levels.
I am doing this now with my emp def. (been away a while, still don't use some of the new stuff that much)
I am using the second build, i guess which was for pvp and stuff, is to build a solo build or a completely different build, and dumping alot of the buff powers. I am dumping res/cm and a few others, and only keeping powers that affect self. I think i took RAs, fort and then the level 32 power, couldn't avoid taking some of the emp powers building.
The rest of the build, is pure attack powers, and stuff like assault,cj, acro, switched to oppressive gloom for damage mitigation to help solo ability.
Now my def, can solo somewhat effectively, i am not reliant on a team to play him. And still have a team build. I figure, i might be able to tweak that second build somewhat, and even team with tankers/scrappers etc, and fight, not only heal some but fight. Blasters can now make break frees and awakens thru the changes to the inspirations over time. I will prob just feed them inspirations and make sure they have one of each, or swab builds to the support build when i get on a squishy heavy team.
An emapth def is a great set, but the changes in the game over time, has actually made it more soloable and not as dep on a large team for xp. -
tanking without being a tank.....hmmmmm
melee MM, using provoke/taunt in bodyguard mode. Thats a tank now. (its just missing the taunt aura, those sneaky devs lol)
Preferred melee MM to benefit from BG mode the most. BG mode is what does it. It is just much more versatile than run in and catch aggro but can work the same. My storm mm can move in stealthed and thunder clap/disorient the mins, while i provoke bosses and lts. Once i choose my taunt target, the lts and bosses focus on me, and my pets focus on them. Everything else is disoriented. You got to know how to taunt right to do it, and where to taunt and move to. 100% same as tanking.
You can send any combination of pets in and pull them/heel them back to corner/pull the spawn to where you want it. My old SG and i used to do it just like tanking (using a tanker) of old (like pre-i6) days. we could literally fight in one place, and send pets out to pull the next spawn to us. Problem was, most of the players didn't get it. The brutes loved it once they got used to it, it was just hard to get them used to it. the brutes always wanted to go running around for fury lol.
You got to build the mm right to do it. It takes some work with commands, and naming the pets right for bgmode (took forever to figure naming/commands/bgmode), but the similarities to tanking are uncanny. Loads of fun once you get it down. -
i would like to see that. i suspect the fre/kin wins hands down. don't have a fire/kin, but my fire/psi is still ok....sure not what he was, thats for sure.
i am rebuilding my fire/psi....again lol. trying to find a better balance between ranged and pbaoe.
i would be curious. have toyed with a couple builds for fire/psi. and i want your fire/psi to be near permadom or permadom. -
another note on DS, when i decided to play with DS to see if the power was playable in daily play, i chose to skip accuracy, and put range and recharge in it. It had more use on lower levels and less useful at higher levels.
Range was a big help to the power. Range/recharge with NO accuracy, was the ticket for me.
Basically what i would do, was charge up to the front of the group when the pull or agro was started, and then throw DS, to shift the farthest away bad guys, so they could not come on the pull or fight. You have to be good on your targeting, and watching the aggro, and which bad guys come and which ones are slow to come. It did work. It would basically cut a pull in half, and the second half of the pull would come when they unphased. Once the teams figure it out, it was not that bad.
Now with power customiziation, you could color it PURPLE, and just tell your team, if they are purple, to ignore them. Coloring DS would help, if DS enemies would float up high it would be better. The phased baddies also hum or make noise which differentiates them from nonphased.
The power works a whole lot better on redside then it does on blue side. Blueside has tanks to control aggro so it has less uses, but red side, with lower level MMs and brutes and less aggro control, i used the power all the time from the teens to mid 20s or higher. DS is much better on redside or on very large spawns like the itf ambushes. -
hey,
looked at your build in mids, and am still looking at it. So i am not making any judgments.
What i am playing over, is using the dual build option, one for more defense and one for more offense. the only difference, will probably be level 50, where i basically toggle between weave and firey embrace;
Go look at the fire tanker post about Wall of fire, it is pretty good. I am redoing my fire tanker as well.
I will post my weave build for you to look at; i am sure someone has a better one.
I am still transitioning into the IOs, but i can tell a difference already with the temp prot/winters gift. Currently running about 22% s/l mel i think and about 27 aoe def. The difference is impressive. But i been running carnie missions (still with end problems some, but you should see the number of them i can fight with a luck or two. It is beyond impressive, what right insp with this build can do) COT and council are almost laughable, i take on two spawns, maxing agro caps, i am set for like +1 then x4)
What i am doing is this, i am doing the IO build (have most of now), and leaving the Num/miracle/kinetic combats till last. Getting the kinetic combats is going to be difficult.
when done with the IOs, i can basically soft cap to s/l and pretty close on melee and really good def on aoe with just one luck inspiration, and that is good enough for me. That leaves a ranged hole, but i am a melee character you know...lol
edit: mine used to be more frankenslotted, just like yours. i am sold a purple to finance this build, you can farm with what you got. Farm till a purple, then sell it, and redo if neede, then farm again for another purple.
The kinetic combats are going to be difficult to get or extremely expensive.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
brute tt: Level 50 Magic Brute
Primary Power Set: Fiery Melee
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Fire Sword- (A) Kinetic Combat - Accuracy/Damage
- (11) Kinetic Combat - Damage/Endurance
- (17) Kinetic Combat - Damage/Recharge
- (43) Kinetic Combat - Damage/Endurance/Recharge
- (A) Titanium Coating - Resistance/Endurance
- (3) Titanium Coating - Resistance/Recharge
- (7) Titanium Coating - Endurance/Recharge
- (13) Titanium Coating - Resistance/Endurance/Recharge
- (17) Titanium Coating - Resistance
- (43) Titanium Coating - Endurance
- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (15) Kinetic Combat - Damage/Recharge
- (40) Kinetic Combat - Damage/Endurance/Recharge
- (A) Doctored Wounds - Heal/Endurance
- (5) Doctored Wounds - Endurance/Recharge
- (5) Doctored Wounds - Heal/Recharge
- (15) Doctored Wounds - Heal/Endurance/Recharge
- (37) Doctored Wounds - Heal
- (A) Recharge Reduction IO
- (7) Recharge Reduction IO
- (A) Kinetic Combat - Accuracy/Damage
- (9) Kinetic Combat - Damage/Endurance
- (9) Kinetic Combat - Damage/Endurance/Recharge
- (25) Kinetic Combat - Damage/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (11) Steadfast Protection - Knockback Protection
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (19) Miracle - +Recovery
- (19) Regenerative Tissue - +Regeneration
- (46) Numina's Convalescence - Heal
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (21) Performance Shifter - Chance for +End
- (A) Aegis - Resistance/Endurance
- (23) Aegis - Resistance/Recharge
- (23) Aegis - Endurance/Recharge
- (25) Aegis - Resistance/Endurance/Recharge
- (29) Aegis - Resistance
- (A) Empty
- (A) Performance Shifter - EndMod
- (27) Performance Shifter - EndMod/Recharge
- (27) Performance Shifter - EndMod/Accuracy/Recharge
- (29) Performance Shifter - Accuracy/Recharge
- (34) Performance Shifter - EndMod/Accuracy
- (40) Performance Shifter - Chance for +End
- (A) Karma - Knockback Protection
- (46) Luck of the Gambler - Recharge Speed
- (A) Multi Strike - Accuracy/Damage
- (31) Multi Strike - Damage/Endurance
- (31) Multi Strike - Damage/Recharge
- (31) Multi Strike - Accuracy/Endurance
- (34) Multi Strike - Accuracy/Damage/Endurance
- (34) Multi Strike - Damage/Endurance/Recharge
- (A) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (33) Obliteration - Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (37) Obliteration - Chance for Smashing Damage
- (A) Kinetic Combat - Accuracy/Damage
- (36) Kinetic Combat - Damage/Endurance
- (36) Kinetic Combat - Damage/Recharge
- (36) Kinetic Combat - Damage/Endurance/Recharge
- (A) Aegis - Resistance/Endurance
- (39) Aegis - Resistance/Recharge
- (39) Aegis - Endurance/Recharge
- (39) Aegis - Resistance/Endurance/Recharge
- (40) Aegis - Resistance
- (A) Enfeebled Operation - Accuracy/Recharge
- (42) Enfeebled Operation - Endurance/Immobilize
- (42) Enfeebled Operation - Accuracy/Endurance
- (42) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (43) Enfeebled Operation - Accuracy/Immobilize
- (50) Enfeebled Operation - Immobilize/Range
- (A) Positron's Blast - Accuracy/Damage
- (45) Positron's Blast - Damage/Endurance
- (45) Positron's Blast - Damage/Recharge
- (45) Positron's Blast - Damage/Range
- (46) Positron's Blast - Accuracy/Damage/Endurance
- (A) Scirocco's Dervish - Accuracy/Damage
- (48) Scirocco's Dervish - Damage/Endurance
- (48) Scirocco's Dervish - Damage/Recharge
- (48) Scirocco's Dervish - Accuracy/Recharge
- (50) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Defense/Endurance
- (50) Luck of the Gambler - Recharge Speed
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
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[ QUOTE ]
Since this seemed to go over decently in its own post, and touches on many of the ideas put here:
[ QUOTE ]
Part of why I don't make new villains is the early level content. I've seen it and done it to death.
I also see people asking for a "sewers" type zone for COV, for those who just want to skip the early content and get to travel powers. As well as a new zone.
I figured, why not work on alleviating all of these issues? So, here's a proposal:
New island. 1-10 (or 15) content. (Unnamed.)
Slightly less gritty than Mercy island. This is closer to the "tropical paradise" and would give something different to look at (sorry, I find Mercy, Oakes, Cap and Sharks to be rather dull and depressing.)
Nice beaches and (light, "tropical") trees, a few beach house type areas - and ever present cave openings. These will actually be slightly more important later. Rises to a cliff on one side of the island, and hotels and such on the other. Brighter and touristy, with apartments and housing in various states (from pristine to "eh") as you get away from the touristy areas.
In the middle of nowhere, an Arachnos flyer pad and (small) Arachnos "bunker." About what's in Cap near the entrance to Bloody Bay.
Mobs:
Snakes (of course,) Longbow (of course, but similarly sparse,) Infected (a few had to come with the snakes,) low end Family, a few patches of lower end Luddites and Legacy Chain.
Contacts:
Seven. Two introductory contacts, two they pass you off to, three 5-15 contacts. Yes, you'll probably outlevel some of them. Also, one broker you get introduced to at 5.
Ferry near the middle of the island (in a nice cove near the hotels) to take you to Mercy, Oakes, or Cap.
Early contacts (and this also gets mentioned by the Mercy contacts) mention offhand that there was a tunneling project to connect the two islands, but the last they knew it was abandoned.
The tunnels:
Yes, the tunneling project did, actually, finish - but was soon overrun by Snakes and Infected. It also broke through, in one area, to what appears to be a Circle outpost in ruins deeper down. (A few twisty tunnels.) Coralax and Circle can be found in this area, with some Arachnos around - which may help you or fight you - as well as Legacy Chain. You may even see the occasional Luddite. Other mobs also find their way in from time to time, so finding some representatives of other gangs, but they're more rare.
Accessible from both Mercy and this new island.
Of course, the tunnels weren't just meant to give easy access to the beach for the Fortunatas to tan.
The sub base:
You can exit the tunnels and come into an instance of a minisub base - one thing we haven't really seen, despite all the mini subs around. You come in, in fact, while Longbow is trying to shut it down with a sub of their own.
Why an instance? So it can scale. You can *also* reach this by swimming around the island and "happening" to find what looks like an elevator door hidden behind some trees. You'll have to fight your way in, either solo or with a team, and either way it'll scale to your team and difficulty. Possibly level, if these can use GM code like the Rikti invasions.
What to do in the instance? Well, it could (if the tech allows) be somewhat random. You may find a Longbow sub attacking the Arachnos subs.You could destroy it, or potentially capture it (temp power, Captured Longbow Sub - yes, another cross-zone zoning power, 10 uses, any zone in the Isles as well as Bloody Bay and Siren's, which have water access.) Capturing it, of course, is difficult. Alternately, you may find a hero attacking. Or you may find Coralax trying to drive these intruders away - with a chance for a three-use Coral Guardian temp power (renewable, LT strength perhaps.) Or a three way Arachnos-Longbow-Coralax fight. Every time would give a new chance at what you'd find.
Oh, if the Arachnos subs are blown up... the Arachnos guarding them become hostile to you. If they're going to be punished for failure, they're going to make you pay first.
Contacts and Story arcs:
The initial contacts get blown through fast, anyway. However, we'll see a more in-depth Snake introduction from one... who looks a little vipery as it is. The other will send you to gather some information from a warehouse for a client, which will lead to two missions against the Hellions for some artifacts. A quick breakin to an Arachnos base, and you're sent to the next contact. (The remainder is filled with a few throwaway missions.)
The snakey contact's next contact up is... odd. He looks like an odd colored Circle mage, but floats like the Mu. Caught in a battle between the two, he was... *infused* for lack of a better word. Now, he's looking for more power, and heard some rumors he'd like you to look into. Yes, this will be Snake heavy... and Legacy Chain and Circle as well, as you get more information on the background of the Snakes, Father Henry, and Incarnates.
Finishing this one unlocks a special arc in Ouroboros (via badge) when you get to those levels, where you'll go back and try to hinder the good Padre from completely destroying Sstheno's children, see the followers that would eventually degenerate into the Luddites, and make sure Bat'Zul is there to be tapped into by Aeon.
The other primary contact's followup contact brings you more into contact with the Circle and the Legacy Chain, where you learn more of the history behind those groups.
The contacts will give you choices between (new island) and Oakes contacts, as will newspaper missions. These contacts are good for 5-15.
Contact 1:
Mob boss. He's there to try to shake things up (or shake them down) in the touristy areas. Arcs against Longbow, of course, with a few mooks showing up, chasing off gangs who are trying to muscle their way in - and an eventual fight against Loyal Citizens (with more modern looks, for the most part) who try to protest. Yes, those of you who want to take down civilians now can. Get ready for a gang war rush on you at some point if your team's big enough or your difficulty's high enough.
Contact 2:
Followup to the Snakes, delving a little more into Incarnate lore as you make life a living hell for the Luddites (think I think they're underused?) and Legacy Chain - who are trying to get their info. Yes, you get more background on the two groups.
Contact 3:
Arachnos and Longbow, mostly, with teasers of the Bane/Widow info we get later in the 40s. VEATs can get an extra arc here, as well, with background info on the two groups they came from, since they get such piddly little arcs anyway. I wouldn't mind seeing this available at any level using Rikti invasion code, honestly.
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Thus we have:
- A new, not-dingy (different environment) zone to start off in for a change of pace.
- Multiple new contacts and arcs.
- Content that unlocks for later levels
- Extra VEAT content
- Tunnels
- A special "mini zone" (the sub base)
No wasted space, but a new villain only zone for a nice stretch - and you can still go back to Oakes if you want for some of the contacts there.
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Excellent. I was thinking we only need about 2 or 3 zones, just like this, to smooth out villains. An entry zone, a maybe 15-30 and 25-40 would work. Then you could choose alot better. I am so sick of how effective and beautifuly done zones of villains. I want a break, easy to get around, more pleasing to the eye. I can still be dirty, travel resticted and ugly if I want imersion. Sometimes that gets to be too much. -
I wish they would take that stuff out too. It so lowers the "class" of whole forums into just tacky. And it isn't constuctive in the least.
-
I will say this.
I just deliberately started pyramiding a topic that was going dangerously south with two other players. One of the other players was pyramiding, to push it along to getting mod smacked. It was going south fast. I really didn't want to do the pyramiding, but.......it was going way south and had been on the edge for a while. It had gone way down hill, and needed to be moded....like right then.
And it was locked in under 5-10 minutes. 10 minutes later, and the rant part has been deleted but remains locked. Which is fine. Deliberately pyramiding the ranting, and got it locked and deleted. Woot! TY! Hopefully and end to the flame wars. Thank you.
GJ mods, I do think this change in the forums rules will have the effects you wanted. A more curteous, clean and productive change on the forums. -
_Il_,
if you have managed to catch some of this thread, and saw some of the post they smacked, they are using good judgement. I am not allowed to tell you who and what was smacked, but....Honestly. I have seen atleast three of the post that got smacked, and smacking those posts, really did keep the thread on track and eliminate alot of issues.
Anti American, my tush. That whole anti-american thing is a major leap. -
Today. I think this is going active today.
The mods are active now. Seen more than a few posts, some in this thread, already deleted. They needed to be deleted if you ask me, they were definitely inflammatory comments in general. They didn't last long, like 20 mins tops. Seen a thread go bye bye too but it was clearly against forum rules. So, it maybe just a matter of time until they get the whole forum under control.
But I would think today you would be fine. Stay on topic, be polite, curteous, and clean, and you should have no problems.
Edited for clarity. -
Devil, I don't see anythign wrong with those comments. But it is those comments that end you up on a slipery slope. None of those strike me as particularly derogatory. They aren't constuctive, but not outright inflamatory either.
I guess they could be modded based on context. And that is gonna be the mods judgement. You tack those on some rant/flame war that you are writing...and that post is gone. -
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However, are we still allowed to post disagreements with dev decisions as long as it's done in a calm, courteous and nonflamable manner?
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Absolutely.
You answered that well yourself.
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Yes, it's ok to disagree with the devs as long as you're not trolling/flamming/insulting/being a wacky nutcase/whatever else.
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That is just flawless. I just laugherd out loud on that one. GJ there! -
I just happen to be reading and doing my forums thing right now. None of them lasted more than 20 minutes. But I expect that during the day, things might slip by that are posted in the middle of the night tho.