Ideon

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  1. I wouldn't mind a larger mouse cursor too. In things like invasions, it gets chaotic finding the cursor when everything is going on, haha.

    *is a member of the click-powers-with-mouse generation* :3
  2. [ QUOTE ]
    Hello,

    Having just re-installed the game after a *cough* short break of several years, just seeing if any of the old Paragon Allstars or Scrapapocolypse members are still around. Would be great to catch up with folk if anyone still remains although I realise chances are slim with the ammount of time that has passed.

    Hopefully will meet some new folk as well and find out exactly how to play the game again (or from scratch as I assume a lot has changed mechanics wise).

    Feel free to say hello to a confused looking tank wandering around :P

    See you around the city

    [/ QUOTE ]

    What I did after returning to the game in issue 7 (after I left in issue 4) was to stop playing my old characters and roll up some new characters. Playing from scratch (and don't look at the AE buildings!) is probably the best way of relearning how to play the game.
  3. (posted in wrong section)

    [ QUOTE ]
    Removed powers from Destructible Object mission objectives that harmed or affected players in some way. These objects should simply explode upon reaching 0 health and have no secondary effects like buffing or debuffing players or causing damage to either enemies or players.

    [/ QUOTE ]

    I understand removing the buffs/debuffs, but why the damage? Couldn't it be tagged as "Ally" damage or something so the explosion, if it damages enemies, takes away some exp? I had explosives in my storyarc and since they don't do damage anymore, it doesn't really feel right.
  4. From what I can tell...

    <ul type="square">
    Defend/Destructive objects have been standardised - no more special effects, they simply have resistance and glow. They do not explode any more causing damage to enemies or players.[/list]
  5. [ QUOTE ]
    What Sitriel said. The in-game lore (wisely IMO) completely avoids any issues relating to sexuality, short of "such and such is the child of so and so".

    [/ QUOTE ]
    Other than Dominatrix and Tyrant, of course. :3

    (of course, considering the part the Praetorians will play in Going Rogue, it's possible their bios will be changed due to their higher profile)
  6. Ideon

    The BIG nerf!!!

    [ QUOTE ]
    I am still waiting for the final version before I do the maths and can come up with precise numbers, but there are some facts to consider about this "big nerf":
    - The former domination damage bonus is added to doms' base damage. Because of that slotted attacks will do more damage anytime than was possible before with domination's damage boost.
    - Recharge times and endurance cost of many powers are increased. While this decreases dps and dpe for single powers the problem will probably be hardly noticeable for high-level doms with some sort of endurance management and bucketloads of active powers to click.
    - PSW (among others) is still bugged as it uses the ranged damage modifier instead of the melee one. Damage should be higher than it now is on Test.

    So, the "big nerf" is actually a relative one: a perma-dom will not be that much stronger than an other dom anymore. A non-perma-dom will feel stronger than before, especially with the attack sets that received even bigger boosts like /energy.

    EDIT: Just did a short test run with two dominators. Results:
    Algesis (Level 50 Mind/Psi): Hmmm, well... AoE damage is a bit on the weak side, but that is mainly because of bugged PSW. Everything else is just fine. Feels good in and out of domination.
    Sadaqat (Level 28 Earth/Fire): Holy *bleep*! What the *bleep* *bleeb* happened here? Nerf me more! Nerf me! Give me names! NERRRF MEEEH! YEAH! ... Phew! Now I need a smoke.

    [/ QUOTE ]

    With your level 50 dom, make a new one on test, use second build to remake your build but with SOs instead of IOs, and give it another test. :3 See if the new endurance is still much of a drain
  7. Might have said this before, but anyway:

    Hero/Archvillain = NPC with 20K+ HP and insane damage/resists/purple triangles are available in MA.

    Signature Boss = NPC which is basically the Hero/AV, but HP/damage reduced to Boss levels HP. Handy to use for allies without them being overpowerful or even as normal bosses. Examples of current signature bosses in normal missions is Imperious and Daedalus from Imperious Task Force. Curiously, all of the Freedom Phalanx as well as Lord Recluse and his lieutenants have signature boss versions - ideal for various MA storyarcs.

    Characters which we need Hero/AV versions of:
    Imperious
    Daedalus
    Sister Solaris
    Sister Airlia

    Why: If we want to do Cimeroran arcs for villains, we might need Heroes for the villains to fight. Why do Hero/AV versions of the above not exist?

    Characters which we need Signature Boss versions of:
    Pretty much everyone who doesn't already have a signature boss version of themself.

    Other suggestions:
    Characters who don't have a version of themself at level 50 (Sunstorm, Anti-Matter, etc) need to have a special version of themself for the level range 35-54. Really, when they were designing Mission Architect, they really should have made most of the Heroes/AVs available for use for a general level range rather than outright taking the ones from normal missions. That's why we got versions of Ms Liberty with Liberty Belt (who does insane damage with high to-hit) and Dr Aeon with Aeon Special (who probably can't be hurt due to his bubble requiring the temp power from the thorn tree... which can only be gotten from STF).
  8. My first brute, an Energy/Inv brute barely sees any play time now. I think her last major run was tanking ITF runs. She got replaced by a Super Strength/Super Reflexes brute, although there's competition from a Stone Melee/Willpower, Dark/Fire and Elec/Elec.

    My very first controller was an Ice/Kin, back in issue 4, but deleted in issue 7 due to wanting to start fresh. Illusion/Radiation controller has yet to be replaced by any other controller...

    Like Amber, my Ice/Energy blaster has almost been replaced by a Fire/MM blaster. :3
  9. [ QUOTE ]
    I'm curious. Does anyone have experience of the Super Strength / Super Seflexes combo? If so how does has it turned out? Any suggestion from your experience?

    [/ QUOTE ]
    As I said in an earlier post, I have one of these. :3 It's probably my strongest brute in PvE.

    Since you'll be aiming for softcap, this makes your build pretty tight, what with taking the Fighting Pool.

    For me, I took:
    Flight (Air Superiority, Fly) &lt;-- you may want superjump for combat jumping
    Fitness (Swift, Health, Stamina) &lt;-- virtually required on all brutes
    Medicine (Aid Other, Aid Self) &lt;-- just in case hits get through, heal it off, can fiveslot Doctored Wounds with sixth slot an interrupt IO
    Fighting (Boxing, Tough, Weave) &lt;-- place to slot steadfast and more def

    Due to concept build, I took Hurl too, which didn't leave any room for Hasten. You may want to do things differently.

    Though you'll be using Touch of Death sets in some melee attacks, remember that Rage will help boost your tohit, so the 42% acc or so (equal to a single Acc IO) in the set will be boosted a bit.

    If I recall, I skipped Jab, Taunt and Handclap from super strength, and Elude from super reflexes. It's up to you what you want to take, of course. Do bear in mind that most SR alts target is to hit the magical softcap of 45% (or more) on melee/range/aoe defence.

    If you aim for this, things to get are:
    Touch of Death (melee attacks, not all of them, use mids heroplanner to check out how many to use before it caps)
    Gaussian's Synchronized Fire-Control (put in rage)
    Performance Shifter (six-slot, the proc will help your endurance issues)
    Miracle +recovery and Numina +regen/+recovery in Health (for endurance issues)
    Blessing of the Zephyr (in your main travel power and Combat Jumping/Hover if you took that instead of attack power)
    Red Fortune (five slot for recharge, if you need more range % def, six slot)
    Steadfast Protection Res/Def (3% def to all unique)
    Force Feedback +recharge proc in Footstomp perhaps, if you want stuff to recharge faster. Combine with a PBAoE set like Scirocco's or Armageddon. If you don't want Force Feedback, try Perfect Zinger's chance for Psi damage.

    If you didn't pick up Hasten, look into finding ways to improve recharge so rage and the mez protection clicky can recharge in time.
  10. What they should do with all the badges which are taken off is put 'em up for sale for 1500 tickets each from the Ticket Vendor. :3 Problem solved!
  11. [ QUOTE ]
    Of course, you'd want to buy the Miracle +Rec proc at the lowest level possible (20) and slot it in the first slot in Health (assuming you don't also have Numina's Regen/Rec). This will keep it useful even when exemplared (a 20 one will be working even in Bloody Bay), and as the enhancement value of Miracle +Rec doesn't change, makes no difference to slotting it at level 50.

    [/ QUOTE ]

    Pretty sure that since it's a unique, the level of it doesn't matter as long as the power you put it in is active during exemplaring/malefactoring. The only reason why having a lower level Miracle +recovery is good is because you can take advantage of having it earlier on endurance-heavy ATs.
  12. Ideon

    Mids Steps Down

    Thanks for the great work over the years. :3
  13. Isn't that 7th May patch on Test though? Or did they push it onto live?
  14. Anyone know what today's patch changed, seeing as there's no notes of it at all? :3
  15. SS/Shield, from what I hear, is a horrific monster due to Rage and Against All Odds working together. :3 However, Shields is a mix of strong defence and weaker resistances. It's also a bit harder to softcap than a Super Reflexes.

    Invulnerability is good in some ways, but if you're thinking you'll be as invulnerable as a Tanker, you won't be. Brutes use Scrapper-level resists.

    Though I built my energy/inv brute long before invulnerability was upgraded, I went with the option of taking out two of the passives in order to fit in Aid Other/Aid Self. Not sure if you want to follow that route or stick with passives.
  16. Ideon

    New Archetypes

    [ QUOTE ]
    i still think dual guns is the thing to have, simply because we don't have that without minions to spoil the fun.

    i do want to see a different kind of origin, 2 actually.
    angel kind and demon kind, they sound like they should be magic, but to them it's not magic but rather a normal thing.
    but because normal is way to much focused on human normal, it doesn't fit there ether.

    [/ QUOTE ]

    Kheldian Peacebringers are Natural, by the way. And they're floating tentacles of energy! I don't consider that "human normal".

    I think five origins, plus the NPC Incarnate origin is plenty. :3
  17. New reshuffing of powers after some discussion. Now four, possibly five of us soon.


    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Piety Silver Rho: Level 48 Technology Corruptor
    Primary Power Set: Assault Rifle
    Secondary Power Set: Traps
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Burst -- Empty(A)
    Level 1: Web Grenade -- Empty(A)
    Level 2: Buckshot -- Empty(A)
    Level 4: Caltrops -- Empty(A)
    Level 6: M30 Grenade -- Empty(A)
    Level 8: Swift -- Empty(A)
    Level 10: Acid Mortar -- Empty(A)
    Level 12: Sniper Rifle -- Empty(A)
    Level 14: Health -- Empty(A)
    Level 16: Force Field Generator -- Empty(A)
    Level 18: Flamethrower -- Empty(A)
    Level 20: Stamina -- Empty(A)
    Level 22: Poison Trap -- Empty(A)
    Level 24: Assault -- Empty(A)
    Level 26: Ignite -- Empty(A)
    Level 28: Seeker Drones -- Empty(A)
    Level 30: Triage Beacon -- Empty(A)
    Level 32: Full Auto -- Empty(A)
    Level 35: Trip Mine -- Empty(A)
    Level 38: Hasten -- Empty(A)
    Level 41: Charged Armor -- Empty(A)
    Level 44: Tactics -- Empty(A)
    Level 47: Power Sink -- Empty(A)
    Level 49: Vengeance -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge

    Assault is now much more early in order to take advantage of superteam play.
  18. Currently having fun with a new AR/Traps themed superteam (of sorts, there's only three, possibly four of us). Never used Assault Rifle or Traps before, so came up with this build. No slots except the most obvious ones, but would this be viable?

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Piety Silver Rho: Level 48 Technology Corruptor
    Primary Power Set: Assault Rifle
    Secondary Power Set: Traps
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Burst -- Empty(A)
    Level 1: Web Grenade -- Empty(A)
    Level 2: Buckshot -- Empty(A)
    Level 4: Caltrops -- RechRdx-I(A)
    Level 6: Slug -- Empty(A)
    Level 8: Swift -- Flight-I(A)
    Level 10: Acid Mortar -- Empty(A)
    Level 12: Sniper Rifle -- Empty(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A)
    Level 16: Force Field Generator -- DefBuff-I(A), DefBuff-I(17), DefBuff-I(17)
    Level 18: Flamethrower -- Empty(A)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Poison Trap -- Empty(A)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Ignite -- Empty(A)
    Level 28: Seeker Drones -- Empty(A)
    Level 30: Triage Beacon -- Empty(A)
    Level 32: Full Auto -- Empty(A)
    Level 35: Trip Mine -- Empty(A)
    Level 38: Assault -- EndRdx-I(A)
    Level 41: Scorpion Shield -- Empty(A)
    Level 44: Web Envelope -- Empty(A)
    Level 47: Tactics -- EndRdx-I(A)
    Level 49: Vengeance -- Empty(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Scourge



    As a team of tech ragtag mercenaries, we'll all be operating with 'stolen' Sky Raiders jetpacks, so travel isn't an issue. Other stuff to mention:

    * Triple slotted defence in Force Field Generator is apparently all it needs (no need for recharge, Hasten buffs it more than enough)
    * Tossup between Slug and M30 Grenade - already took the M30, but if it doesn't prove to scratch, may respec into Slug
    * Why Burst over Slug? Because I got used to my Arachnos Soldier in the beginning with a full team of Soldiers going DAKKA DAKKA DAKKA with their guns, and we recreated the effect here. All three of us took Burst and haven't regretted it (yet)
    * No Beanbag - three of us with Force Field Generators, so opted to go for more damage powers rather than stun control
    * Not 100% sure on Patron Pool yet, but shield may not even be necessary due to multiple Force Fields. It does offer Toxic resist though, and the AoE web immobolise will be useful for Ignite and all the other cone powers. Since we're tech, we'll already be used to redraw, so won't be affected by mace redraw
  19. Ideon

    M A questions

    Got three minions, three lieutenants, two bosses, one EB, one AV, and two allies... that's twelve, and in a four mission storyarc, I'm at like 99.59%. :3
  20. Never be afraid to run more than one brute if something else takes your fancy. That's one of the best advice I've taken to heart. I have a Energy/Invulnerability, Super Strength/Super Reflexes, Elec/Elec, and a Dark/Fire. :3

    Try not to be disheartened with your brute when you have endurance problems, all brutes will suffer this prior to level 20, and even beyond, due to how their inherent 'Fury' works.

    Remember that there are some melee attacks not in the primary, such as Air Superiority from Flight pool. Some are useful, some aren't, some may be required in order to access the later powers.

    As a SS/Inv, if you plan on getting Fighting Pool later on, you won't need to take Jab, because Boxing from Fighting Pool shares the same animation (but not the "*POW* OH GOD MY LIVER" effect). You may want to keep Brawl on auto to be a filler in your attack chain, and to help you build up Fury.

    If you don't know how Fury works already, it builds up for all attacks you attempt (even if they miss), and all attacks aimed at you (even if they miss).

    Other tips with a SS/Inv is that due to Rage in your primary, you can afford to get away with slotting just one Accuracy SO in each attack (saving the other slots for one Endurance follow by Damage and Recharge) and relying on Rage's To-Hit to buff up your accuracy. It's a good idea to set up the combat data window and show the following:

    ToHit bonus
    Damage bonus
    Regeneration
    Recovery
    Endurance comsumption
    Smashing Damage
    Smashing Defense

    The ToHit will show you when enemies are using tohit debuffs, the Damage will show your fury (with Rage adding an extra 80%), and also show you when Rage flatlines, allowing you to use the milder attacks until your damage goes back to normal. The others are all optional really, but it's handy to know.

    Powers to pick up as soon as they're available:
    Knockout Blow
    Rage
    Footstomp
    Unyielding
    Invincibility
    Stamina

    :3 Above all, have fun!
  21. I've asked Col. to do mine, but it won't hurt to have another person take a look at it. :3

    Title: Supa Rumble in the Park
    Arc ID: 60092
    Level range: 35+
    Description: The Trolls have returned! What is their master plan, if any at all? (sorry, paraphrasing a bit, don't have CoH open)
    Link: http://www.cityofguides.com/ma/view-mission.php?id=39

    Fingers crossed the cross-examination won't be too harsh!
  22. Ideon

    New i14 bugs

    Enemy emotes
    This can be seen all over the place, in normal or in MA missions. Enemies switch between several emotes rapidly, enemies which use a rifle emote duck extremely quickly, etc. Presumably a very low chance of being fixed, as I doubt it's high priority. :3

    Leader is unable to select other peoples' missions
    Experienced this today after the latest patch. The only way the leader was able to select other peoples' missions is to actually pass the star to the person with said mission. On the other hand, the leader is able to select their own mission even if the team is not in the same zone... which may or may not be a bug.

    Disappearing capes and coattails
    This can be seen after accessing MA computers. Capes and coattails can normally be restored by switching to an outfit without capes, or to a costume with wings, and after 30 seconds, switching back. If this doesn't work, then relogging into CoX usually works.

    Delayed chat
    Pretty sure everyone has noticed this, so I won't need to describe it, other than "wwwwwwwwwwwwwwwwwwwwwhello" :3

    Any other bugs you've noticed with issue 14?
  23. If it's a farm mission, it's possible the mobs were made with auras on Dreck's map (the huge ruined city map). Apparently, that can crash the map for some players.
  24. Halloween event (i.e. the treat or treat mobs) are basically zombies from Banished Pantheon.

    Now, if you're talking about the zombies from the Zombie Apocalypse event, then they're actually new mobs and not in MA (as of this time).
  25. PCSpecialist.co.uk is where I got my laptop from.

    The staff communicate fairly rapidly and are willing to fix errors where found. Remember to extend warranty to 2 years or something if you plan on buying one from them. :3

    You may also want to invest in a notebook cooler as well for extended play.