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Posts
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Joined
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Quote:Im starting a new thread everyday. Period
If they don't like it they is not only comic book mmo
You've sung the "I'll QUIT" song before.
That lasted, what, 4-5 hours? -
Quote:I think they should count up the votes in this thread, and whoever gets the least, that's who they off. It would probably be Positron.
Why? So that it would catch people totally off-guard, of course, which would be exciting! Be honest, if they offed Positron, who would be saying, "Yeah, I saw that coming..."
In fact, being a fan of the long shot, I'm going to go ahead and put my metaphorical money on him being the one.
And then he'll get ressed by a defender with howling twilight and have hair. So his TF contact model can get redesigned. -
Quote:Not enjoying DA does not make you a bad player.Still a good read. With elec, fire, shield, and WP available, and energy coming, very curious where they all fit in.
And I still think I must not be as good a player as I think I was because I never enjoyed my DA scraps or brute a couple years back.Maybe now with inherent fitness I could make it work.
Swapping the powers of inherent fitness for the fighting pool did help my /da quite a bit. It's still the worst melee character I have, but, it helped. -
I'd like some alternate Dark Armor effects. Something less smoky/tendrily. If it was made where it could actually have bright effects enabled too for the new anims, that'd be cool, but I realize it's unlikely.
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Are we doing people we hope die, or people we think? From the responses, it seems the former, even though the first post implies the latter.
Ah well, going with hope for my first vote!
Numina: 23
Synapse: 34
Citadel: 28
Statesman: 5 + 1 = 6 (Face of the game to new players, regardless of feelings about the former dev pilot. Plus, I liked Web of Arachnos.)
Back Alley Brawler: 45
Manticore: 33
Positron: 34 -1 = 33 (Hated him since the stupid "team wipe, ress, hay guys, my major character flaw is fixed now" and he got the custom model of himself with his helmet off.)
Sister Psyche: 37 -
I should point out, I originally had Cobra Strike instead of CAK for the first attack, but changed my mind, because of the prevalence of immobilize, and not control, with blaster secondary T1s. I would -like- "Old" Cobra Strike as a T1 for it, but I doubt it'd happen.
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I think I liked the part where Siege is getting smashed. Just the timing of it. You look and go, "Oh man, that's gonna hurt."
Synapse death was lol, but that CoV trailer video has pretty much made it impossible for me to do anything but laugh at Synapse dying. -
Alright. So it's got something to do with a graphics setting, BUT, no telling which one it is. Turning up to "ultra" mode fixes the shield patterns but performance suffers. This seems kind of odd, as the shield pattern is just like a costume pattern/weapon customization, right?
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This is odd. I pick cavalier shield or round shield (non reinforced) and try to select a pattern, and there's like, 50+ options, but they do nothing. Have tried changing different colors and patterns and completing char customization and checked in play, and nothing.
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Smart Money is on BAB.
Dev is gone.
Zone is gone.
Minimal appearances in PVE game. (2 missions and a TF)
And in Recluse's Victory?
A. It's an alternate time line, so what does it matter.
B. Removing him from RV would even the Heroes and Villains side. Currently, Heroes have six, villains have 5. -
Hide's probably the weakest part of the set, but it does serve utility purpose for helping you position prior to deciding what to do next, as well as fucntion along with the -per from Blinding Powder.
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Quote:Focus Chi pretty much is build up in everything but name.I don't think a melee immobilize will work. Every other Blaster secondary t1 is for keeping foes out of melee. Also no Build Up?
My thinking on the melee immobilize is that considering the secondary is already melee friendly, you can hit the immobilize, and back away blasting if you're in danger, or really lay in with some follow up meleeing. -
So, the latest round of proliferation has gotten me wishing for that /MA that Maelstrom apparently has. I'd actually probably eat up just a straight port of Martial Arts, but I know that's unlikely, so I thought, "Why not mix MA with Ninjitsu?" Not taking any of the heals or active defenses mind you, but Ninjitsu has always been the odd defense set with extra utitlity powers anyway.
What I really like about this, is the fact that it doesn't require any new animations at all.
Code:Now, it may need a few numbers tweaks. CAK probably does too much damage to be a T1, Hide would need to be redone more akin to Cloaking Device from/Devices. But overall, I think it has a nice mix of Melee Strikes and Utility to make an interesting and unique secondary for Blasters.Crippling Axe Kick Melee, Moderate DMG(Smash), Foe Immobilize, -SPD, -Fly Storm Kick Melee, Moderate DMG(Smash) Focus Chi Self +DMG, +To-Hit Crane Kick Melee, High DMG(Smash), Foe Knockback Hide Toggle: Self Stealth, +DEF(Melee, Ranged, AoE) Smoke Flash PBAoE, Foe Placate Dragon's Tail PBAoE, Moderate DMG(Smash), Foe Knockdown Blinding Powder Ranged (Cone), Foe Sleep, Confuse, -To-Hit, -Perception Eagle's Claw Melee, Superior DMG(Smash), Foe Disorient, +Special
Edit: I've updated this in a later post for the i24 proposed changes to blaster secondaries by adding a sustain effect to hide, as well as changing out CAK to a Modified Crane Kick. -
Martial Arts as a blaster secondary.
Heck, I'd play it if they just ported it straight over... BUT, that's not likely to happen. -
Quote:This. He makes minimal appearances in other missions. He has no real task force. His zone is going kablammo.Let's not forget: if Galaxy City's 'present' version goes all kablooey, then BABs will be vacated from his primary NPC responsibility. Of course he'll still be present in the past version 'Echo of Galaxy City', but otherwise there is no reason for him to be alive, story-wise.
Sometimes the obvious choice is the right choice. -
I'd actually like a few judgements that are single target/small AOE that give up targets for spiking harder on said target.
I think such a thing could actually work for S/L, Psi, and Tox, as you wouldn't be mowing down entire groups, but the stuff you do hit? It dies, or it wishes it had. -
Quote:Fixed, because this isn't something that just started with the incarnate system. CoH, since inventions, has always seen the solution to gating new content as "Welp, we'll just create a new currency!"Probably
It is the biggest flaw with CoH in my opinion, because the fact is, as you say, there will be people with large stockpiles, and the easiest way to keep those people from getting new shiny as soon as they unlock the newest slots (without causing a whole lot of rage) will be to introduce another new form of currency.
It gets kind of old, fast. -
Here's my own build. Went with fire epic, due to theme, but mechanically, that dark pool is looking nice!
Note, I haven't gotten to play the build yet, it's only about half slotted, but man, Stone/Elec is sweet!
One question, if anybody looks at it. Is it worth the minimal defense loss to swap the Touch of death from Seismic for Hecatomb?
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Stone Melee
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Pyre Mastery
Villain Profile:
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-EndRdx(17)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(19), FrcFbk-Rechg%(39)
Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(19), FrcFbk-Rechg%(40)
Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 8: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(9), RctvArm-EndRdx(15), RctvArm-ResDam/EndRdx/Rchg(15)
Level 10: Fault -- FrcFbk-Rechg%(A), ExStrk-Dam%(11)
Level 12: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-EndRdx(23)
Level 14: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(25)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
Level 18: Seismic Smash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(29), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(42)
Level 20: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(46), Sciroc-Dam%(46)
Level 22: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(31)
Level 24: Lightning Reflexes -- Run-I(A)
Level 26: Build Up -- RechRdx-I(A), RechRdx-I(34)
Level 28: Energize -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(33), Mrcl-Heal/EndRdx/Rchg(33), Mrcl-Heal(33), Mrcl-Rcvry+(34), Mrcl-Heal/Rchg(34)
Level 30: Grounded -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(46), ResDam-I(50)
Level 32: Tremor -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(42)
Level 35: Power Sink -- RechRdx-I(A), RechRdx-I(36), EnManip-EndMod(37), EndMod-I(39), EnManip-Stun%(40)
Level 38: Power Surge -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam(39), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-EndRdx/Rchg(43), RechRdx-I(43)
Level 41: Ring of Fire -- Acc-I(A)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx(45), Thundr-Acc/Dmg/Rchg(50)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Melt Armor -- Acc-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(27)
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Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 28% Defense(Smashing)
- 28% Defense(Lethal)
- 3.94% Defense(Fire)
- 3.94% Defense(Cold)
- 11.8% Defense(Energy)
- 11.8% Defense(Negative)
- 4.88% Defense(Psionic)
- 21.1% Defense(Melee)
- 7.38% Defense(Ranged)
- 4.88% Defense(AoE)
- 34% Enhancement(Accuracy)
- 5% Enhancement(Heal)
- 26.3% Enhancement(RechargeTime)
- 4% FlySpeed
- 157.4 HP (10.5%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 19.3%
- MezResist(Stun) 2.2%
- 10% (0.17 End/sec) Recovery
- 20% (1.25 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 3.13% Resistance(Negative)
- 4% RunSpeed
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Quote:Disagreed. I like them because they contrast with the rest of the armor set.I would personally love to see those ridiculous sparkles removed from Dark Armor's Murky Cloud. Or at least some alternate effects. It's difficult to take a DA toon seriously when they twinkle like a particularly depressed Twilight vampire.
What I'd actually like is a "Bright" version of the Dark Armor effects, but my understanding now is that would require completely new animations, and so would not be likely. -
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My personal opinion:
If you run smallish teams or solo, Energy Melee is great.
The larger your team, or the more adept they are at spamming AOE damage, the more you're going to hate it, as that situation can render the two biggest attacks worthless.
Edit: Stalker Energy Transfer -does- "crit" but it doesn't do extra damage when doing so, it just removes the self damage aspect of the power. -
Quote:Because Dark Armor on SOs never runs out of endurance, and isn't a complete endurance hog, right?I am.
But to make you happy, let's compare a DA tank on SOs with no tohit to an invuln or shield tank on SOs without endurance.
I know, you're sold on the fact Dark Armor has end resist drain, and I agree, it's a great benefit, but end drain isn't really that common, compared to reduced accuracy/to hit, which occurs, well, any time you fight anything higher level.
You know what, this isn't the forum or the thread for this. Give me some time to look over the numbers and I'll just do a break down of what I dislike about dark armor in comparison to other sets, and then you can pick it apart and everyone else can eat just massive bags of popcorn.
Edit: And I just realized, you're comparing tanks, and Im always complaining about brutes. I actually think Dark Armor tanks on SOs might be alright to play, Im just wary of attempting it after the experience on my level 50 brute. To the tank version's advantage, it does get slightly higher base resist and a slightly bigger pool of HP to work with, thus allowing for a larger margin for error in Dark Regen usage. -
Quote:that's the power-simulator in the costume creator showing what siphon life looks like on that character...
Calico exists in two versions MA/Dark scrapper and Dark/Shield scrapper
Oh. I don't have Siphon Life.
EM/DA brute. Still, nice screenshots, and thanks for the input.