-
Posts
95 -
Joined
-
I am having trouble at level 20 with Arbiter Sands on my Elec/Elec Dom. Any advice? Domination doesn't seem to hold him and I don't have paralyzing blast so I can't stack that with tesla cage and anyway it still wouldn't hold his 2 pets too. I've taken a few dirtnaps on this one so far and was hoping someone had an effective Dom strategy against this bugger.
-
Does anyone have a good build for MA/SD? I have modest funds and I plan to make my primary build by feel but I want to make a secondary build that is optimized at level 50. Since I only have about 12mil on this character right now I'll probably need to farm some TFs for merits to make this work. Some set bonuses would be nice but frankenslotting might be better.
-
Thanks for the replies. I assume hasten is used so you can take less primay attack powers but I don't think having to manually click either hasten or active defense is for me. I will definately consider the fighting pool though.
I have seen builds that go for leadership when they have body mastery and I wondered why tactics instead of focussed accuracy? Is it due to the team benefit or is tactics better number wise? -
I have a 34 MA/SD scrapper and while I play him mostly for concept reasons I am not opposed to a little optimizing. I have looked at several SD builds and I noticed that many take hasten and the fighting pools. I assume the fighting pool is to help with defense and/or resistance. Is there anyone with some numbers on tough and weave so I can see how effective they are? Also does anyone use boxing or do they take it only to get tough and weave?
In regards to hasten, with active defense being a clicky, how does hasten help when you can't keep it on autofire (unless they changed that when I wasn't looking) or do people autofire hasten and not active defense? -
Is it's recharge time effected by hasten and IO global recharge +%?
-
I called my DP/Ice blaster "Snogun" and use only the cyro rounds. Its a fun set to play with.
I made his battle cry "Pew, pew, pew, pew, pew" -
I have a speed character I made shortly after launch on Pinnacle. Level 31 DM/SR scrapper named RipRoar. With shadow maul, flurry and sands of mu it really looks like he is speedy. The concept starts to peter out at higher levels though as you are stuck with the low level attacks to stick with the concept. Whirlwind is fun but I always thought they should add a hover component to it. That would make it more fun.
-
I think its important to distinguish between RP and the creation of themed characters. While there may not be a large amount of RPing there is a large amount of players that pick a theme for their character even explaining their origin story in the character bio. Its definatly not uncommon to create a character with a concept in mind instead of strictly going the min/max route and hitting the random costume button. It goes back the old days of doodling superheroes in your notebook at school. Look at the combination of powers on some of the foes. For instance the Watchers (Soldiers of Rularuu) who have chomp, optic blast and quill blast. While we aren't to the point where we can make giant floating eyeball characters that is a decent example of something that doesn't fit into the tidy little boxes the powersets force you into.
-
I wonder why they can't have the jetpack move with the sliders.
-
I thought the Shadow Shard was level restricted. I was only talking about the standard jet packs like the raptor, goldbricker, skyraider, etc ones you can get in game. It would be cool if they were permanent but if not even temp craftable jetpacks would be cool.
-
Has there been any talk about being able to craft jetpacks in the new issue?
-
They need to add some unlockable pistols at least since there are none right now. We should have talsorian, rularuu and crey pistols. Maybe nemesis and rikti too.
-
I was not suggesting the ability to choose from any powerset across archetype but only within them. Many powersets have similiar powers within the same archetypes which they could limit by locking out similar power options if you chose one of that type. The tricky thing would be on some of archetypes with powersets that have a wide variety of powers within them, like controllers, which could allow for overpowered characters.
It would be crazy if you could choose all AE holds or all AE blasts or all pets so some interlocking would be neccessary. I am just wondering if its been addressed and while I admit there are some people out there who's min/maxing ways would exploit it, I have always been a themed character creator and that is why it appeals to me. I currently play 2 superhero MMOs right now as neither one allows me to create all the characters I dream up.
I suppose the work involved in figuring out which powers would have to be locked out when choosing certain other powers would be too much and it would break the tradition of forcing players to level up each powerset combo singley and therefore bypass too much of the traditional time sinks for a game of this sort. Still I dream of characters that aren't limited to only 2 aspects of power, though I supposed to be fair you have to say 3 aspects of power for those high level players that can access the patron/epic powersets. -
Has there been any discussion on the topic of opening up archetypes so you could choose powers over all the power sets of that archetype as long as you were limited to the maximum number of holds/AE damage/Defense/Resistance the archetype should have? With CO offering such an abundance of choices for any one character, and realizing that such a system wouldn't work for CoH/V, there is still a middle ground that could be explored by keeping things within the archetypes though more open than it is now. Granted it would be a huge undertaking to make sure that the system wasn't exploited but that should be able to be worked out in the long run and would open up themed characters to such new aspects as to make the proposal attractive in many ways. Just a thought I hadn't seen expressed here yet, though admittedly I could have missed it.
-
I thought gravity didn't bend light but deformed the fabric of space which may then make light appear to bend.
-
So far we have seen 4 booster packs themed (mostly) along certain origins: Cyborg/Tech, Magic, Science & Martial Arts/Natural. This seems to indicate that the next booster pack will be mutation origin themed, but what comes after that?
Has there been any talk of a travel power themed booster pack with all those different travel powers people have been asking for since the game came out, like vehicles, ice slides or swinging? It would be cool to have an earth themed travel power like other games have too. So far I love the booster packs and the last one with the ninja run power really gave me a new interest in many of my melee characters that the existing travel powers sort of stalled the theme out on but getting around without a travel power was too onerous.
I guess I am saying I would pay $9.99 for some additional variety in travel powers because this game is all about character concept for me and the closer I can get to my intended concept the more likely I am to play the character to a high level. -
They announced that there is a middle position between villain and hero on the path to changing sides. Villains > Rogue > Hero. Hero > Vigilante > Villain. In the middle position you can visit the other side but can't use the markets there until you make the full switch to hero or villain but either way its clear you can switch sides with existing characters. Pretty cool stuff!
-
Ninja run is the best thing I have seen in a long time. It fills that travel power gap perfectly for natural heroes or any character concept that the other travel powers don't mesh will with. It has me playing several characters that have been dormant for years due to the concept failing at travel power time. Kudos Paragon Studios!
-
I bought the martial arts super booster pack and noticed that the ninja run power isn't available on my characters on the test server. Is it just delayed or doesn't the test server get updated with booster packs?
-
When I launch the test server program am able to get as far as the EULA screen but when I hit accept there I get the following error message:
"CiceroUIWndFrame:CohUpdater.exe - Application Error
This instruction a "0x74736c57" referenced at "0x5c2c3b7c". The memory could not be "read".
Click on OK to terminate the program
Click on CANCEL to debug the program"
I verified all my files. Clicking on either option seems to just end the program launch. Any ideas how to fix this? I am not having any issues with the live server program launch and this is the first time I have had this issue with the test server after downloading the latest update. -
Thanks those worked except for the 5th costume slot. Not sure why that one doesn't work like the others.
-
If you want to save money you could always take advantage of the multiple month subscription rates...
-
how do I get that into a keybind for a costume change? Do I need to make a macro button or can I just assign it to a key like in the keyboard commands under menu>options?
-
Costume change emotes are cool. I'm surprised we didn't get them sooner. Now that they exist I hope we get new ones added to the list from time to time. The 4 we have with the super booster II are a fantastic start.