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I wondered about this myself when I started my first Kheldian, and decided eventually to make one of each. I found the Tri-Form Peacebringer to be a bit easier to handle than the Tri-Form Warshade, and the Human Form Warshade better than the Human Form Peacebringer. However, that was likely because the "better" combinations in both cases were on teams, whereas the other two I mainly soloed because I had no SG on that server.
The Warshades never really hit their stride until 20. Stygian Circle made all the difference. I did enjoy the boost to my damage output in Human Form, as long as my teammates were watching my back, but I found the Black Dwarf form to be a better fighter than Human form. Although the blasts were okay, Warshade Human form lacked the heavy melee attacks of the Peacebringer. So I was using Dwarf for my semi-Scrapper form, and using Human form for sneaking around and using the utility powers.
With my Tri-Form Peacebringer, as others have said, I felt more consistent. I didn't have the damage the Warshade was capable of in Dwarf Form, but was able to make up for it by shifting to Human and using Incandescent Strike. I had to shift forms more often, but found it a lot easier going prior to 20.
My Human Form Peacebringer I don't seem to have a lot of luck with. I feel really weak, and die a lot. However, as he's the one that is levelling slowly, he's the one I have spent the least time with, so he's only level 10. I suspect it'll get better as he gets higher level, and can pick up Incandescent Strike and the multiple heals my Tri-Form uses. I am thinking of waiting until Power Customization comes around for Kheldians, and making that a new version of my main, an FF/Rad Defender. Hopefully I will be more comfortable with the character and will be able to get him to a level where he's stronger.
My Warshades I will probably bring to redside and make them Nictus's, bringing the two together by using a dual build to copy each's build over to the other. I like the way the Human Warshade plays, but he doesn't quite fit the original concept I had in mind, and I will probably make the second build a Dwarf/Human, or keep both forms with weak slotting, to try and help with some of the problems pure Human form seems to run into. -
Quote:Targetting Drone also gives a bonus to Sniper Rifle's damage, although it is considerably smaller than the bonus for Aim or Build Up, making its usefulness questionable. More damage is more damage, however, which is the one reason my AR/Dev has it.First off AR has poor single target damage so Sniper Rifle helps make up for that against bosses (the reason my AR/Dev blaster has it).
I agree, though, that debuffing Corruptor/Defenders will usually want to open with a debuff, whereas buffers will be able to carry over their buffs from the last spawn. While Corruptors don't get Empathy, Pain Domination is similar in that what damage boosts it gets are either available right away, or have to wait until damage is taken by the team. Only Anguishing Cry could be used as an opener. -
Nowhere near as powerful as any of this, but I did write a program to alter the camera angle on a demo so it could be set to anywhere centered on the player. It remained at a constant distance and angle just like with the standard demo (assuming you never moved the camera when recording) but you could zoom out and see an overview of the fight or change it so you were looking back on your character or whatever.
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Hm. For the longest time, I avoided playing Regeneration. Flavor of the Month and all that. Then, in rapid succession, I created three Regen characters. A Spines/Regen, a Broadsword/Regen, and a Claws/Regen. I also have a Claws/Regen Stalker.
I haven't played any of them that much, though. The BS/Regen is the highest level, but because she's in a level pact with one of my sisters' characters, and she doesn't play that often, I don't play her that often either.
It took me a long time to try Shield, but I did eventually create a Mace/Shield Brute. Again, levelling pact, though.
And of course Kheldians and SoA I couldn't play until I unlocked them. But I didn't take long in trying them out.
I don't think there are any ATs I avoided playing. I have alts of all ATs, and play all of them about equally. -
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If it's been a REALLY long time since you've played, you may be remembering when clicking on Enhancements brought up the Enhancement Screen. The Enhancement tray as a separate interface was added in one of the early issues. So it is possible you didn't realize you needed to click Manage. It's a two step process.
Of course, if you are a more recent player, it's probable that you just forgot. -
Quote:That's a question I would like see answered. Acid Mortar has a HP bar, as does FF Generator, and both show up in the Pet window for MMs. I honestly am not sure if my Acid Mortar is drawing aggro, or just being hit by splash damage from AoEs. It doesn't look like it's drawing a lot of fire, so I would guess the aggro is transferred to you.3rd question: If I'm stealthed and I set an acid mortar will the enemies attack the mortar or will they suddenly lock their hatred filled eyes on me?
This would have to be the case with the bombs, since after they deal their damage they are no longer around to draw aggro anyway. -
Yeah, powerlevelling in general refers to any greater than normal gain of XP, even perfectly legitimate methods, such as playing in teams, which naturally get more XP as an incentive to team. As a Bad Thing, it is generally used to mean powerlevelling through use of exploits or to an extent where you go to extreme lengths to maximize your XP. That is, behavior you would not normally encounter in playing the game, like refusing to level so you can serve as an anchor or bridge.
Likewise, farming has its defenders and its detractors, usually differing over the extent to which the farming is taken. In a lot of cases these words have different definitions depending on who is talking about them. -
I have a Blaster that originally was supposed to use a beam sword, I chose Fire instead because Energy has no sword. I still can't create her as a Dominator, because Fire Assault has no sword either.
You can recolor the Fire Sword to be bright blue, to make it look like a energy sword instead of fire. It will still set foes on fire, but the sword itself can be made to look like energy. And if you want a straight one and not curved, you can select the Greater Fire Sword model. (Although its size may not perfectly fit concept either)
Ice you're generally stuck with, although an alternate model that looks more like an energy field might be an option BaBs could add. In this case the "energy" would be cold and not hot. You're still doing Ice or Fire damage, though, there'll be no way to make it do Energy. Unless one of the Energy attacks could be changed to use an energy blade, and I think that bumps up against the redraw idea again. (I'm honestly not sure what the difference between Weapon Set redraw and individual powers that look like a weapon are, in terms of redraw, but I think at the least the redraw is much faster) -
Quote:He's not talking about a Broadsword becoming flaming, he's talking about a broadsword being used to cast Fire Blast.A while back I did specifically ask Castle if powers were balanced around damage type and he said they were not.
Thus I don't know if it would be a balance issue if a broadsword became flaming (or whatnot).
And it's not that it would be imbalanced due to the fire, it's that drawing the broadsword would slow down Fire Blast's attacks. -
Quote:It may be minimal, but it is still an impact on balance. And keep in mind that powergamers will always choose the most effective option under any given circumstances, and so they will always choose to use the no weapon option. Casual players will interpret that as them being penalized because they choose to build for concept and not gameplay.I'm curious as to how it would impact balance? I mean obviously using a weapon with a set not designed for it would make you a little better/worse off since you'd remove/suffer from redraw that you otherwise wouldn't but would that really have a noticeable impact on balance?
And really, we have evidence that the redraw feature has a significant effect on balance. When it was removed from the overall cast time of the weapon sets, they became significantly stronger. To the point where Claws actually had to be nerfed to bring it back to the DPS it had before. It may depend on how fast the weapon set is, with slower weapons being effected less, but it DOES have an impact.
The only argument I see would be that before the redraw was a constant thing, 100%, and now it is a smaller fraction, maybe 10-20% of the time based on your other powers and how well you manage it. Removal of that remaining 20% should be less than the original removal of 80%.
Personally, I think a better option would be a separate Power Set which is balanced around the idea that you have a Staff or other item you are casting attack effects from. -
I thought so too, but then Aett_Thorn called what I thought that referred to as the "Bridge". Which makes sense. So I'm guessing it's not as common as the "anchor" of a debuff.
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Quote:Well, to me, I think it's what I said. Corruptors and Dominators can't really use a Snipe to its maximum efficiency. And really, the concept of the Snipe is about assassination, and taking out a specific foe with a single shot. It fits within the idea of what a Stalker is and what he's supposed to do.Why on earth would a Stalker use a Snipe, other than to pull? Wouldn't your Assassins Strike be a better all around choice for an opener? And, if you did use a Snipe to Pull, doesn't that break your Hide? I would guess in that case you would Snipe your target, and then Placate him. Of course if it is a bad Pull, it still leaves you vulnerable/Visible to his buddies.
In practice it may not be as useful as an Assassin Strike. But then again, that's what an Assassin Strike is, a melee range Sniper attack. It has exactly the same mechanism, a short period in which you can be interrupted followed by an extremely high burst damage attack. It's just because you are a Stalker, you can remain in melee range while charging up an interruptable attack and manage to actually get it to go off.
I guess the question is why do you need TWO Sniper attacks?But I can see uses for it as a pulling tool, like you said. You can sniper a foe, and duck behind cover LONG before his allies can see and attack you. If timed right, you can go back into Hide before they get to you, and make a Critical attack as they round the corner. This is actually a technique I used to use all the time before Placate, I would AS a foe, duck behind a post, and leap out and Crit on another foe.
Another possibility is to charge up a Snipe on a foe that decides to run from me. Or any situation where a Scrapper would normally use Confront, although normally I use my Origin attack for that.
BTW, if you're pulling, and you're just standing there where the bad guys can shoot at you, whether you're a Stalker or not, you're not pulling.It's not really breaking Hide you're concerned about, it's drawing aggro, so the foes know where you are even when you're in Hide.
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Bridging - a mostly eliminated practice where a low level player would sidekick up to an ally about three or four levels below a third player, and then the high level third player would go do missions and earn XP. Because the low level player was exactly five levels below the high level one, he would get the maximum XP from the mission, while the high level and his buddy would get close to nothing. This was used to powerlevel newbies to extremely high levels quickly. Super Sidekicking makes it much less effective, if not eliminating it entirely.
PL - Powerlevel - To weight the makeup of a team so that the low level players recieve a great deal of XP, and then run multiple high reward missions so the lowbies get to a high level quickly. In general, this is supposed to happen to low level players who team with high level ones, so they can eventually catch up. It can be taken too far, however.
Anchor - A term for an opponent that you have put a toggle debuff on, like Enervating Field. If you kill the anchor, the debuff "dies", and you have to wait for it to recharge to apply it again. Defenders and other buff/debuffers hate this.
IOs - Invention Origin Enhancements. Enhancements that are built from Recipes and Salvage and bought and sold on the Auction House.
HOs - Hamidon Origin Enhancements. Enhancements that are gained by participating in the Hamidon Raid at level 45-50.
SOs - Single Origin Enhancements. The highest level Enhancements that can be bought in the stores, they are usable from 22-50. They also "drop" from foes defeated in battle. They are twice as strong as DOs.
DOs - Dual Origin Enhancements. The second highest level Enhancements, they are usable from 12-25. They are twice as strong as TOs.
TOs - Training Enhancements. The lowest and weakest Enhancements, they are only found from 1-15. -
Really, resummoning makes Resurrection kind of redundant. Although I suppose it would be nice if they could be revived with all their upgrades still in place.
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Don't forget Dual Pistols, coming with GR. And while it's a stretch, Willpower could convert to Pain Domination.
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Actually, I'd think the obvious Psi pairing is already there; Pain Domination.
And as the devs have pointed out before, a Psi based Melee set would still do partially Smashing/Lethal damage, as all Melee sets do. Which would depend on whether it's consider a telekinetic type of psychic power, or if they decide to go with the obvious "Psi Knives". (Although the latter might rile up Marvel again)
It's not a matter of if, though, it's a matter of when. -
Quote:Dual Pistols is the most damaging when it comes to the personal attacks of the Mastermind himself.theres so many choices i just know now im gunna have like 5 different mm's lol the thugs i do like tho for the dual pistols, thank you for suggesting those. any more suggestions would still be great tho
The thing is, though, the Mastermind's attacks are not about dealing damage. They're there either 1) for show, 2) for secondary effects like knockback/stun or 3) to supplement Provoke in holding aggro. The Revolver (not Pistol, sorry) or a Vet Reward like Sands of Mu can actually be much better because you don't have to spend a slot on them, and you do more damage, besides. (Temp Powers are not subject to the AT modifiers for damage)
I do give the attack more credit than the norm for these forums. I've done tests and confirmed that your own attacks can do significant portions of your damage until level 22, while at that level your overall damage is at a low point, which can make levelling an MM, particulary Bots, frustrating. Once you are past that "hump", though, I do agree that attacks are not needed.
As a Tanker you should be used to that, though.Your henchmen are really your damage dealers, while you provide the defense and support. (And for Tankerminding, hold the aggro) You'll find people who use the attacks, and people who insist you should never use the attacks, but either way I would never base which Primary to go with on what your weapon is. You can always find a way around that if you don't think your gun fits concept. (I have a Ninjas/FF girl whom the bow just doesn't fit at all, so she uses Sands of Mu as psuedo-martial arts, and the Revolver)
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Quote:Oh, yeah, I definately agree there.Individual missions would be ok - I mean putting one in the middle of an arc.
Although if I found a way to implement it in an MA arc, I would DEFINATELY note BEFORE you start the arc that it cannot be completed without a team. -
Quote:I always like that this question comes up. I also find it a little funny that it came up here, although I suppose indirectly it is on topic. (The more options you have to utilize your character in the game world, the more fleshed out it likely becomes as an Intellectual Property)Ah, okay. Sounds pretty messy ...And that some people who didn't base their characters on others' IPs but still got in trouble because others mistook them for such is kind of distressing.
My understanding is that ANY work is individual and protected by copyright law at the moment of its creation. If the work is based on a previous work, then it is a derivative work, and the owners of the copyright on the previous work have a right to the derivative work as well. Since we as players of CoH are assembling property created by Paragon Studios (originally Cryptic) into a new derivative work, we have to share the copyright with the owners of the game that lets us visualize them.
In other words, NCSoft/Paragon Studios isn't taking away our right to our characters, just enforcing their own rights. The license that lets them use the likeness of our characters in advertising and their comic books just extends that, so they don't have to make the request of each of us individually when they do choose to use them. The license is pretty limited in its scope, though, and probably wouldn't cover the things we could choose to do with our IP outside of the CoH environment.
My main three characters in this game were created by me originally outside of City of Heroes. I can prove this, because I have posted stories with them on the Internet copyrighted in 2001, before CoH came online. There are subtle differences between the two universes, though, for instance in my original version I was trying to get away from them wearing costumes, and because of the nature of the game there are differences in how their powers work. So I just regard them as two different works, my characters in my own stories aren't exactly the same as the ones here.
Of course, in terms of copyright law it is important that I do own the original, so that I can use them here, but I don't feel that extends the other way, giving Paragon any claim to the original. Plus, if I were actually to be making money off of them, instead of just posting them on my site for free, I would probably change the names or other details to make them more distinct. I might make some kind of a deal, like that couple of webcomic artists who were going to make some MA arcs, as mentioned a while ago, but I'd want to make sure the work was at least recognized, or even paid for. -
Quote:Well, there are already missions that require two teammates to click glowies, so this would be no different. Just make sure to put the same disclaimer on the mission text that says, "You need a least one other teammate to complete this mission."I think any puzzles like that would have to be only on TFs - putting missions that require teams in the middle of arcs that people solo might not be such a good idea
As much as I wouldn't want to add more content that can't be soloed, I think if this was still fairly rare it would be okay. -
I look at the melee "hole" as being an inherent part of the balance of the AT. (And Corruptors as well) Defenders have blasts and can to some extent defend themselves, but they don't have melee attacks.
And really, Defenders do less damage in melee (0.55 base mod instead of 0.65) so technically if your blast doubled as a melee attack it would have to do it on the 0.55 scale. So instead of doing double damage you would only do about 1.7x damage.
Additionally, Blasters do more damage with their melee attacks, but they have greater recharge and End cost them as well. You could make the Defender attack cost greater End for the double damage, but there really wouldn't be any way to make it recharge slower.
No, I'd leave the Power Pool for those Defenders that want a melee attack. I like your first idea, though. Although maybe they should Scourge, like Corruptors do. -
Quote:Yeah, that's kind of a limitation of the whole Primary/Secondary thing. Putting the attacks in the Secondary would take away useful powers from it, and it wouldn't really be a "pure" Buff/Debuff set either. OTOH, you do have the Patron powers when you get to 40, so there's a third attack type if you want it. The Arachnos Mace might be the kind of thing you want as a technology item. (Although it fires energy beams too)Thanks for all the information guys. I might just play around with the types of Mastermind Combos. I might go for bots/ff. the only thing I do not like about that spec I kind of wish they had bots and assault rifle type spec. Just that way it'd be like having the pet and also being able to use the gun like a blaster. I have to try out a few different masterminds.
One option is to buy a Pistol recipe in the Black Market and craft it. Last time I checked they were cheap enough I could just keep rebuying them once they can out of uses. (Ammo...) If nothing else, you can not fire it, just wave it around.
I happen to think that Retro blaster rifle is really cool looking, though. It's what I use. -
Don't forget also that Blaster Melee attacks typically do a lot of damage for a high End cost and long recharge time. This helps compensate for the fact that such powers tend to have drawbacks in Ranged sets, such as Bursts' low range, and especially Sniper attacks' cast time. The Blapper strategy works because it allows high burst damage, and that by its nature minimizes the risk.
Total Focus isn't even a good example of this. My personal favorite is Fire Sword, but Bonesmasher would work as well. Once you get to 50 there's probably no reason to make any major changes to your fighting style, but I've found success with just psuedo-Blapping, just with an attack or two before darting out of range.