Jade_Dragon

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  1. Quote:
    Originally Posted by Redmoon View Post
    Well.. that figures. I don't see how it would break the game. They should just limit how can use the teleporter's.
    It may not be possible to do that. They can limit when they list the bases you have available to enter, but it may not be possible to set a limit for the exit menu that takes you back to a Zone. So it may not be possible to do this without allowing Heroes to exit into Villain Zones.

    From Pocket D it appears they can cut off a particular portal from either a Hero or a Villain, but that would mean that the whole teleporter would have to be cut off, not just an individual exit. So at best that might mean you won't be able to put a Hero exit and a Villain exit on the same teleporter. And Pocket D is a co-op Zone, and you might not want to bother with the complications of co-op Zones in a base. (For instance, you would be kicked out of a Task Force if you entered your base)

    One solution that has been suggested, though, is to allow Rogues and Vigilantes to "borrow" the teleporters of a base on the other side. An SG can set permissions to let teammates of the team leader in their base, just allow "tourists" in there as well. (Currently they are not allowed in)

    I've also suggested allowing Coalitions, or even allowing an SG to have two bases, each with their own teleporters, so Vigilantes can have access to a second base with the exits they need.

    Another thing to note is that although you can't place the beacon, that is a badge you can earn for your SG. So that's something, even if it has no gameplay function.
  2. Jade_Dragon

    Rogue questions

    A Rogue can join any team in Paragon City to do any mission with other Rogues, Heroes and Vigilantes.

    A Rogue can do Police Band missions, Safeguard missions and Task Forces in Paragon City solo.

    A Rogue can continue to solo any of his missions in the Rogue Isles.

    If a Rogue becomes a Hero, he will be able to gain Contacts in Paragon City, and do missions from those Contacts, even those he earned while a Rogue. (By doing Safeguard Missions)

    When a Rogue becomes a Hero, he loses all access to the Rogue Isles until he becomes a Vigilante. Even if he does become a Vigilante, his villain-side Contacts will not talk to him until he returns to being a Villain.

    Oh, yeah, a Rogue cannot enter the hero-side Ouroboros, or do Flashback missions for that side, even if on a team. You can still do villain-side Flashback missions with other Villains or Rogues.
  3. I respec'ed into Storm Kick, using the new "gut punch" animation, as I had always wanted a few punches mixed in with kicks on my MA. I was using Boxing, so the improvement in damage was dramatic. With Cobra Strike on top of that, which had always been a part of my attack chain for the stun alone, I'm doing WAY more damage. (Or course, the respec included a reslotting for damage, although I've still got 3 Rope a Dopes in it)

    The Eagle's Claw/Dragon's Tail combo I've found REALLY increases my damage against multiple targets, because Dragon's Tail now Criticals far more often than before. In fact, I'm using Eagle's Claw as an opener when I never would have considered that before.

    I never really had a problem before, although my MA/SR's defense is pretty light, he also has Invoke Panic and Intimidate which he uses a lot as damage mitigation. I'm definately killing a lot faster, though, so the loss of mitigation from Cobra Strike, such as it is, isn't really noticable. It still stuns a good portion of the time, and combined with either Crane Kick or Crippling Axe Kick it lets you do a lot of damage fairly quickly.

    I still haven't picked up Crippling Axe Kick because even with the alternate option, I still can't stand its animation. I have a SS Tanker that uses that haymaker, so I'd rather use Crane Kick.
  4. Jade_Dragon

    Shadowy presence

    I have to agree, as an emote or costume option it would be great. As a power... maybe for lurking in Pocket D. Or watching a Scrapyarder riot go by.

    I have to say though -- devs look here -- this is EXACTLY the effect I talked about wanting as an alternate animation for Stealth powers. If Stealth or Hide or Cloaking Device did this on any of my stealthy, "Hide in shadows" characters, it would be perfect.
  5. Baumtown = Boomtown
    Overbrook = Faultine
    Venice = Crey's Folly
    Woodvale = Eden

    The zone names are nicknames, given the zones after the disasters that made them all into Hazard Zones. The other names are their "real" names.

    If you approach a Hazard zone via one of the War Wall gates, you will actually see the zone's real name above it. Or at least, that's the way it was the last time I looked, the "nickname" might be next to it in parentheses. It's also usually listed that way on road signs.
  6. I must say that at this point it does seem as if buying the upgrade is a lesser deal than buying the Complete Collection. You're basically getting a month of play for $10 instead of $15. The option of getting to try out Dual Pistols and Demon Summoning early is no longer a factor.

    I'm guessing that eventually they will drop it to $19.99, like the existing standalone codes for City of Heroes and City of Villains. I'm not waiting on that, though.
  7. Psi Melee would probably slow foes' recharge, instead of draining their damage.

    Then again, that's Ice's forte as well. I can see a combo of fear and confuse effects tacked on to the -rech.
  8. You can make the 5 hero side ATs plus Kheldians in Paragon City, you can make the 5 villain side ATs plus SoA in the Rogue Isles, or you can make the 10 basic ATs in Praetoria.

    There actually is no where you can make EVERY AT.
  9. The one thing to keep in mind is that you are never going up against three even minions. You are going up against two even minions and a body cooling on the floor.

    Your first shot is the important one, make it count. Do not strike until you know what is around you. You don't have to be in a hurry, you will never be seen (well, until you get to higher level, and you'll just have to learn how to deal with Drones and so on) you can take your time. Take the extra second to turn around and see that no one is behind you before you strike.

    Basically, you should know the terrain better than your enemies do. If there are blind spots, make sure you can get behind them, not that they are behind them to jump out at you. Slipping behind an obstacle to get back into Hide, then leaping out with a Critical just as the foe tries to come around the corner at you is a VERY good way to take enemies out. You can stand and scrap if there is no where else to go, but remember that you don't have to, and sometimes it's even better to lead your foes around by the nose.

    Once you have Placate, use it for a free Critical. You don't have to run away and go into Hide, that's what Placate is for. A useful trick if you're fighting multiple foes is to Placate one, and Critical the other. The second foe will keel over dead, or if he doesn't you can finish him off, and the first won't be able to touch you until you hit him first.

    Another trick I love to play, although with Kinetic Melee I don't know how likely this is, but to stun a foe and then pause a moment, before using an Assassin Strike. If you have like 8-10 seconds before a foe can strike, count 6, then use the AS. You will go into Hide (because you've been doing nothing but winding up your AS) and then IMMEDIATELY strike. This is lots of fun because it takes precise timing.

    I am guessing that with Kinetic Melee you will have a lot of foes flying out of range to attack you. This is a good time to switch to one that is hitting you and attack him instead. Unlike a Tanker or Brute, or even a Scrapper who will be weakend by foes being knocked away, you don't have to worry about that. All that matters to you is that he's on the ground and won't hit you until he gets back up.
  10. Batman being arrested wouldn't be the problem, everyone subsequently learning of his secret identity would be the problem.
  11. Quote:
    Originally Posted by Lycanus View Post
    because I prefer cool and efficient single pistol style gunfighters to the gun-fu types (though that is amusing too)
    I am hoping alternate animations gives us less "flashy" gunplay animations, albeit still with two pistols.

    Thugs Masterminds don't fling their guns around gun-fu style. (Although they could...)
  12. Really, Assault Rifle is the single handed version of Dual Pistols, and Broadsword/Katana the single handed version of Dual Blades. Or at least if not "single handed", more "single weapon".

    I would think we now need "Dual Clubs" and "Dual Axes", rather than more single weapon sets.

    (Plus, there's always the famous "Dual Archery" )
  13. Hm. Okay.

    1) The first thing I do when logging in to a new character is load my keybinds, and macro setup. This is custom, allowing me to use the same keys but they do different things for each character. I also turn up the autoleveling to 50 (turn off the prompt) turn off email except from friends, and set my GUI size to 90%. Now I'm also turning off the Help Popups. Much of the latter I still have to do on characters I haven't played in a while.

    2) I never open the Power tray to more than one tray. I have one second tray, which is "torn off", set to 6x2 dimensions, and placed right under the Targetting window. My other windows are right where they are by default. (For a while, I had two extra trays running down the right side of the screen, but I got rid of them when I started using the Popmenu command)

    2a) Masterminds are the exception. They always have two trays, and the second is for the summoning powers.

    3) I must never have more individually activated Powers than can fit in one tray. In other words, I never use anything but the keys 1-0. All other powers must be activated by keybinds. (Again, my macros allow me to personalize this to each character. In extreme cases, hitting the + or - keys will activate several different Powers in sequence. I also have all travel powers tied to Left and Right Control)

    4) I always activate Inspirations by mouse click. For this reason, my Inspiration tray is always open unless I am managing Powers or Enhancements.

    5) I always activate the Chat window by mouse click. I got irritated with pressing keys and having the chat window open on its own, so I disabled that.

    6) I must empty my Enhancement trays and Salvage when they get full.

    7) I MUST clear every speck of grey off every map I am on. This is more an obsession than a rule, and I mainly do it solo, although I often find myself running down a dead end passage on a team for no other reason than to mark it.

    8) Each of my characters must have a defined bio, a defined main costume, including power colors, and various "chat" binds that indicate his personality. I almost never change a costume once I have designed it. Among the chat binds are a set of 10 rotating "taunts" that, in the case of a character that has Taunt, will activate that Taunt while saying something appropriate or using an appropriate emote. If the character has no Taunt, the binds will just be used to establish personality. (I'll just use them randomly in battle)

    9) All of my Dominators must have a second costume that they change into when activating Domination. Many of my other characters also change costume in combination with various powers. (For instance, I have a "battle damaged" costume I use for one of my Scrappers to indicate when her Unstoppable is about to expire)

    10) I will never choose a power which does not fit the character concept. I may role play the power in a certain way if needed, for instance I have an Illusion/Kinetics Controller that I pretend uses gadgets for his Kinetics powers, but the power itself has to fit. My main, Jade Dragon, does not have X-Ray beam for this reason (his power doesn't come out of his eyes) and I resisted taking Dull Pain on my Tanker, Blue Diamond for a long time. I eventually explained the latter as his "reinforcing his shields" instead of healing, but I still keep the power unslotted and use it only rarely.

    11) I don't take Hasten, Stamina, or any other power because "I have to". My only characters that have Stamina are robots, or folks who are physically fit. Likewise, my Leadership characters are all leaders. If I take Tactics, the character must be very perceptive. (i.e., a detective)

    12) My character Sandy, who has Super Jump, travels over flat terrain by making short jumps that make her shoot along just above the ground.

    13) My character Rachel uses Walk as much as possible. She also has particularly funny "flirting" taunts that are different for men, women, and robots. (I have a special key I use to switch between the three) She also has a "transformation", like an Anime character, that I have to use at the start of each mission.

    14) My character Genie Gold must always turn on Stealth (she "turns into air") before Hovering, and grow wings (she changes costume, complete with the "poof" alakazam animation) before turning on Flying. She also MUST activate Blind from melee range. (It's limited to touch)

    15) My character Joe Everyman switches costume every time he goes Invisible. This is supposed to represent him posing as an "ordinary person" to hide his true identity. He has no actual costume. I previously mentioned that I role play his Kinetics as gadgets. He must also take as many powers as possible from the Power Pool. At the moment, I have limited him to 4 powers from his Primary (Blind, Decieve, Phantom Army and Group Invisibilty) and 4 powers from his Secondary. (Siphon Power, Transfusion, Transference and Fulcrum Shift) However, he also has Speed Boost for teaming. This is really a "he shouldn't have this because it isn't concept", but I mostly solo with him anyway, so the power is mainly a placeholder.

    16) I DO try to avoid using the same power sets, unless it is the same character. There are exceptions, though. When I first created Loopy Loup Garou, I made him Invulnerability even though I already had played Invulnerability as Blue Diamond. When Willpower came out, I solved the problem by recreating him as Willpower.

    16a) However, if it is the same character, the exact same power sets are fair game.
  14. Jade_Dragon

    I'm confused?!?

    Basically, you're a superhuman who has been recruited into Powers Division. You have no choice, it's essentially a draft. The Resistance says, "You'll pretend to be working for the bad guys, but we'd really like you to work for us. After you do a few jobs to get in White's good graces, then we'll start giving you the real jobs."

    In short, you start with Praetor White/Marauder either way. He's still doing some tutorial stuff, like introducing you to "zone glowies" and the like.
  15. I don't know about the color, but honestly, the bar always looked identical to the Fury bar to me. It's in the same location, and I think it's the same color. When it fills up, it begins to flash white, and you also begin to be surrounded by "sparkles". There is also a subtle noise which you can hear in the background.

    Activating Domination is about the coolest thing in the game outside of a Kheldian transformation. There is a massive white explosion. I always tie my Domination to a costume change, it makes it EXTREMELY clear to me and everyone around me that I'm in Domination mode, it kind of gets back to the Kheldian thing again, and it's just freaking cool. The best way to do this is with a pair of macros, one to activate Domination and change your costume, and another to change costume back when Domination expires. (It is very unfortunate you can't tie a costume change to a power expiring, that would be a cool QoL improvement if the devs added it)

    I actually use a macro that I keep in tray slot 0, which in addition to activating Domination and switching the costume, also loads the second macro to change back. You could also define a keybind to do this, which would save having to use a tray slot. Just use bind_load_file to switch between the binds. You want your Domination power to be visible somewhere, though, so you know when it's recharged. (Although you can't activate it until the bar fills, you also can't activate it until it recharges)

    Now for the big question. When should you use it? Well, it's up to your playstyle, of course, but I like to save it for tougher battles, while at the same time using it as frequently as possible while still using it efficiently. The ability to refill your End bar is a huge bonus, it can be helpful to JUST slot your character for the minimum needed to keep up his Endurance. Then when you start to run out in a long battle you can just hit Domination to refill. The advantage to being efficient to start with, of course, is that you'll use Endurance efficiently while in Domination as well.

    On the other hand, if your End is constantly full, you're not getting as much out of Domination as you could. Pull some End Enhancements out, or reduce the slots on Stamina. (And pre-Stamina, the refill can be very helpful)

    You definately want to have Domination ready any time you go up against a Boss. The mez and knockback protection will keep you from being owned in melee with the Boss. On the other hand, if you try too hard to save it for the final battles, you'll be making things too hard for you in the rest of the mission. Look for opportunities to use Domination when going up against mezzers or other problematic foes, use it to recharge End, and when you start getting to the end of the mission, work more towards conserving it for the final battle.

    If you have to, if you find the Boss, turn around and go on with the rest of the mission until you build up Domination, then go back to him and use it on him. You can then clean up whatever is left at your leisure.

    Domination does NOT fall like Fury. It does decay, but very, very slowly. Your biggest threat of losing your Domination bar is from being defeated. (So if you are close to defeat, the FIRST thing you should do is burn Inspirations to save yourself, and the SECOND thing is hit Domination. Better to use it and not have it later than lose it and not have it later)

    In short, it will probably take you about 5 minutes of going from spawn to spawn to build up Domination, and then you will use it and take about 5 minutes more to build it up again. In a team it'll come up even faster, although you still can't activate it more than once every 3 minutes or so without some global recharge. You don't have to worry about charging from one spawn to another, like a Brute, but outside of a mission you will probably see it slowly decay back to zero.
  16. Quote:
    Originally Posted by SPiNE View Post
    Yea, I read that the more damage buff you have, the more damage Fiery Embrace will buff that buff? Did that make sense? Haha.
    Yeah, Firey Embrace does not buff your damage, it actually makes each of your attacks do additional damage. That makes it buffable.

    Unfortunately the only fire user I have is a Dominator. So I miss out on it. But it sure sounds cool.
  17. Quote:
    Originally Posted by MaxKnightHawk View Post
    And you should read the first few Batman issues, the Caped Crusader carried a gun & did kill some bad guys (Detective Comics #32). As a matter of fact, the Batplane had a machine gun on it and Bats gunned a truck full of baddies (Batman #1, second story). Definitely Vigilante material.
    True, but even in the latest, "darker, grittier" incarnations based on the original Batman, he STILL won't kill. It's generally presented as the last possible option for him, one that always presents a serious challenge to his moral system.

    Also, it made more sense for Catwoman (or a character like Catwoman) to make the circle to Batman than go all the way to Superman.

    Quote:
    And I am real weak on DC comics, I don't even know the Red Hood.
    Jason Todd, the second Robin. He was killed, but presumably came back to life, and sought revenge on everyone involved in his "death". He's also trying to outdo Batman. While he only goes after criminals, he's killed many of them.

    Azreal was the second Batman, in the storyline where Bane broke Bruce Wayne's back. He was a much more violent and cruel version of Batman, to the point where even Bruce felt he had stepped over the line. After Bruce reclaimed his role, Azreal fell even further, becoming a very Punisher-like figure.

    Batman is probably more the representative of the kind of hero that walks the line between the Hero and the Vigilante, neither one nor the other, but constantly shifting between the two. He would never step over the line, but he's not as "pure" as, say, Superman.
  18. Quote:
    Originally Posted by Samuel_Tow View Post
    That's right. Rest. The power. You know that semi-cool kneeling animation? Wouldn't it be cool if we had options? Like, say:
    I have a character that is supposedly a "living battery" and uses Rest to represent recharging. It would be kind of neat if he could like grab two wires and have sparks come out of it and into himself or something.

    That's a bit too specific, though.

    I'll tell you what I was thinking just yesterday. I had turned on Walk, just to mess around, and commented, "You know, since this disables my powers anyway, it would be nice if it regenerated me like Rest. Maybe not at the same rate, but even at a slower rate." Honestly, by the time I walked across the room a good portion of my End had recovered anyway.
  19. Quote:
    Originally Posted by MaxKnightHawk View Post
    Fantastic guide, thanks for all the work!

    In true comic book fashion, the alignment loop is:

    Captain America <> Punisher <> Red Skull <> Deadpool

    or

    Superman <> Batman <> Joker <> Catwoman

    Hehehe!
    More like:

    Captain America <> Punisher -> Red Skull <> Deadpool -> Captain America

    or

    Batman <> Red Hood -> Joker <> Catwoman -> Batman

    It is mostly a one-way circle. And while Batman is technically a Vigilante, I think he would be a Hero, or at least a Hero/Vigilante, as this game defines it. He will not kill, while by definition a Vigilante will.

    (I also could have put Azreal instead of Red Hood, but went with a more recent choice)

    The thing is, while it seems it would be easier for Deadpool to become the Punisher than Captain America, in fact if he ever DID become Captain America, there would be no turning back. There's plenty of room for Deadpool to act like Punisher, but he does so not out of vengeance, but because he's Deadpool. Because it's fun.
  20. Quote:
    Originally Posted by Blood_Beret View Post
    Please read the Master Mind boards before saying you will tank.
    I will go further than that, in saying that Masterminds probably have the largest investment required of any AT in the game. While you CAN play them with nothing but a few powers in your tray and the controls on your Pet Window, that is most certainly not the most effective way to play them.

    To truly master a Mastermind (heh) go to the Mastermind boards and read up on the guides on using keybinds. Get used to the idea of directing your henchmen, instead of taking action yourself. It's a little like playing a little RTS mini-game right in the middle of all this first person stuff.

    There are many ways to play Masterminds, and tanking is only one of them. Just as there are many ways to play Brutes, and tanking is only one of them.
  21. For those who might be looking for a building like Wentworths, the Black Market sells out of the back of a eighteen wheel truck. Of course, it will be marked on your Map, so it's easy enough to find.

    That may not be important enough to mention in a guide, but I thought I'd just say it anyway.
  22. Quote:
    Originally Posted by macskull View Post
    There will probably be much ******** and moaning when the Controller version gets removed/changed.
    *cough*cottageruleisgonnagetshotto$&%#*cough*
  23. My Huntsman, Huntsman Raynard, is actually my Vigilante Scrapper Bloodwolf in disguise. He's been infiltrating Arachnos. I already have a Longbow costume ready for him to infiltrate Longbow on occasion as well.

    Personally, I don't see Crab Spiders as being good infiltrators of Longbow, but given that they probably could use the help I wouldn't see them turning away an obvious defector. I do think that the Huntsman build would be the most appropriate for Longbow, though, since you would essentially be a Nullifier or Spec-Ops.

    Another possibility is to go with a male Night Widow and try to look sort of Spines-like.
  24. Quote:
    Originally Posted by je_saist View Post
    The last time it was mentioned was just yesterday: http://boards.cityofheroes.com/showthread.php?t=233889
    Oh, wow, even I didn't catch that one.

    The last thing I heard on the subject was the quoted email from War Witch that I linked to. And prior to that the quote from the San Diego Comic Con.

    Quote:
    • War Witch stated in response to a question that Praetoria will expand beyond what will launch in I18. She would not commit to the specific form that change would take;
    • Finally, the devs stated that existing characters can enter Praetoria via Pocket D.
  25. Linky

    Yep, not at the moment, but plans are that they will be able to eventually. Hopefully sooner rather than later.

    Specifically, you may not be able to get the badges right away, but it's almost certain you will be able to get them in the future.