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Posts
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Subjective feedback: The sound effect of Healing Aura and Radiant Aura is, by itself, quite melodious and fitting. However, when these powers are put on auto by players and we get to listen to one triumphant blast after the other every 10 seconds, it gets nerve-grinding pretty fast. Especially in the pauses between battles when the sound isn't being muffled by other effects.
Could something be done about this? I assume that the devs are aware of how annoying the auto-heal is since they introduced Soothing Aura for corruptors as a silent small healing wave. But could we have some could to render powers put on auto silent after the first activation? Essentially like toggles? Or just the Healing and Radiant Auras?
My ears would write you a poem. -
Quote:The main issue here is that for a lot of us, it seemed like you were implying that you'd like to make a Defender who doesn't use any of his blasting secondary. This is an attitude that is usually associated with poor players and people who seem not to want to understand that Defender blasts contribute greatly both as a source of damage and impairment of the enemy. At first glance, I and many others probably read your first statement as "can I play a pure healer and still be effective?".I certainly didn't expect such a hulabaloo about the definition of pacifist. If I had I would have chosen my words more carefully.
I just meant it in a very loose, general way.
The gist of what I was asking about was an intentional downplaying of the damage aspect of a toon in favor of other aspects.
Though there have been some spirited discussion which I havent finished reading yet -
The main "problem" with Praetoria is that the content encourages soloing. There's a lot of contacts and missions with very restrictive level ranges and if you team, the increased exp rate means you can outlevel a contact easily and miss out on the very juicy storyline. On top of that, there are missions that explicitly require you to go solo in order to make a moral choice.
There are certainly quite a bunch of people in Praetoria, but the only times I've even desired to team were when I needed to bridge the gap between level 12 and 15 to activate the next bunch of contacts. And this coming from a very team-oriented player.
Most of the people I've seen wanting to team and not caring about contacts and stories were the usual PUG players that are either new to the game or only care about leveling fast. -
That's why I said a "pacifist" should avoid inciting others to violence. Any power that directly increases your comrades' fighting prowess cannot be considered "peace-keeping". The Empathy set as it stands now would only make for a hypocritical "do anything short of making my hands dirty" pacifist.
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Come on, guys, Empathy isn't peaceful! You're Fortifying your allies so that their punches hit harder and giving them Adrenaline Boosts to turn them into fighting machines! And if your allies at some point say they're tired of fighting, you just go and recharge their strength with your Recovery Aura! So they can go and hurt more people!
So much for a "pacifist" character. -
Why not just make the TFs drop recipes to make the costume pieces instead of unlocking the costume pieces directly? That way you could unlock them with one character and pass them on to other alts, or buy them at the market.
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Illusion can actually be used for a Pacifist to great potential, since the powers explicitly say that all the damage it deals is imaginary. You're not going to be breaking any bones, just scaring people into giving themselves up for arrest while remaining perfectly healthy.
From the support sets, I'd say Force Fields is the only one that truly fits the Pacifist idea. All of the other powersets include some debuffing component, or can strengthen your allies' damage output (like Empathy or Sonic) and that's not something a peace-lover should be doing (why would you give your allies an Adrenaline Boost if you don't want to see any bloodshed?). Setting up shields to prevent any damage being done to your side is one of the only ways to remain neutral. FF also comes with Personal Force Field, which is a great "I can't harm you and you can't harm me" power.
Like someone said before, there's also the possibility of completely avoiding combat by taking Gravity Control as a primary and either phasing out all enemy groups or teleporting them away. Your team will hate you, though.
Just go Ill/FF and solo everything. -
I think the Mastermind is going to be the most fun to play.
Go zombies/pain. And be a pacifist who's assailed by a horde of zombies that feed on his pain. The zombies have realized that it causes you pain to see other people get hurt, and so go around hurting anyone who happens to get close to you. When the pain gets too much, you shoot out waves of pain that the zombies feed on (i.e. get healed) and sometimes you let out a pained screamed asking for the zombies to stop, that paradoxically only makes them kill faster (resistance debuffing).
Make a bind for the cowering emote, so you always have it at hand. -
Quote:That's why they let you choose multiple power pools. Make an elec/thermal/earth controller. Wish granted!I'd sort of like to see some kind of way to do a mixed set. For instance, imagine a "nature blast" set which mixes electric and fire and stone effects. (Why, yes, I used to play an Elemental Shaman. Why do you ask?) I guess APPs sort of help with this.
Just pick Gravity and Kinetics. Slows, speed-ups, heals to "undo" damage, phasing powers, teleportation. All the time-space control you need. -
We don't need a "Luck" defense set when we already have Super Reflexes, which even has a power called Lucks in it. People are missing the point of the OP a bit, I think. What he was saying was that you really have to strain your brains now to think of something that can't already be done by recolouring the powersets we have or writing down alternative explanations. Magnetism is covered very well by Gravity Control (my own "grav" actually has the ability to raise air pressure around enemies). Just like "time control" can be emulated with Kinetics (slowing and speeding up time for foes and allies, and undoing bad outcomes with the heal and recovery power). Water can be emulated pretty well with Energy Blast, although I agree it doesn't fulfill the full potential of what water can do (I'd like a hold power where you encase the enemy in a sphere of water and let him drown for a while).
Right now I'm missing staves and spears for melee battle. Also a good knife-throwing set and whips for both control and asault. And weapon sets for dominators in general, since they're heavily elemental right now.
I also suggested a defense set based on intangibility at some point, since it's a mechanic that doesn't fulfill it's potential right now and has seen good examples in media (Catshadow, Miss Deep).
And I'm all for an insect swarm Mastermind set. -
So I've made up my mind to make this brute. I'm going to use him to solo through the Loyalist Responsibility arcs, so performance before level 20 is important. After that, we'll see where he goes.
The guides insist on not taking the passives in Invulnerability since they apparently offer very little. This leaves only DP, Temp Inv and Unyielding to defend myself with and it seems to me that I'll need to get mitigation from my attacks (i.e. by taking Air Superiority).
On the other hand, WP gets its mez protection at level 10 (which is very tempting) but you have to take all the powers to be swimming in +regen, since that's how it mitigates. Will this feel safe? -
But is it a straight-forward non-frustrating set? Will it feel smashy and get me in the groove of fury generation? This would be my first brute, mind.
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Hello, guys and gals
Sheer guilt of what I've just done storywise to my poor Peacebringer Awakened has made me want to give the guy another chance in the great "what if" playground that is Praetoria. As such, I'd be making a PPD brute with, I assume, Energy Melee as his primary and either Invulnerability or Willpower as his secondary.
However, while I may like the backstory, I'm uncertain of whether I'd enjoy playing an EM brute. From what I've seen of the set, it lacks both in the visual department and seems to have no interesting mechanics, either. Just a series of hard-hitting single target attacks.
Am I missing something? What is there to like about energy melee? Why do people choose it?
Although, which secondary has the better synergy with EM? Invul or Willpower?
Thanks in advance! -
Hmm, I think I may have to give up on the ice swords after all... The build seems pretty tight just taking every power in the primary, the 3 powers from Fitness and getting Weave. No space for a travel power (ninja run, I guess) and no space for an APP. Can anyone give me some pointers?
Thanks a lot! -
Hi everyone,
I'm trying to accomplish a concept and I was wondering if shield/ice could do the trick. In a nutshell, it's a guy with a relic that gives him magical ice powers, but I'd like the relic to be a visible part of his costume and I figured a weapon or shield would be the closest that the current costume maker would allow, since we have no pendants, armbands or circlets for males.
So, my first question would be: does this combo look good? Like, when I use an ice sword while wielding a shield, does the shield stay in place (which could look very cool) or will every single ice power cause redraw?
And the second: will this combo be effective? Are there any specific synergies I should look out for? My first thought is that I'd be coupling an offensive primary with a defensive secondary, which should even each other out.
Has anyone tried this?
Thanks a lot in advance! -
CoH clearly has the best developers. It's great to see you guys listen to what the players have to say.
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Maybe it's like that for all toggles? Can any rad/dp try it out? I'm pretty certain my rad/arch puts his bow away to use his love spells, though.
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Uh, Assault sets are mostly composed of single target powers, actually, since they generally try to offer both a single target ranged chain and a single target melee chain to doms. Most sets then go on to offer one PBAoE and maybe a cone, but I wouldn't say Doms get especially good area attacks.
What they do get are some amazing area controls in their primary, which let you literally stop whole mobs on their tracks while you take them down with your single target chains.
If doms were known for PBAoE, I assume it was due to Psychic Schockwave which used to do incredible damage and be super-spammable. This is no longer the case. -
Have the people who are saying the rez is skippable really tried it out? It's not just a combat rez, it's also an AoE attack like Rad's Fallout that deals a lot of damage, knocks enemies back and disorients them. It has changed the tide of battle for me many times and it's even better if you use it as a controller, since you can immob the baddies before rezzing to make sure they don't get knocked back and receive all the damage.
Only skippable in a solo build, in my opinion. -
Quote:Wait, how is it 'convenient' to condemn your character to walking much slower than he can? Walking is not a smart battle strategy, it's a self-imposed handicap. It should be clear why they're not bothering much to animate attack powers to segue correctly. It was given to the players as an RP tool. (Weddings nowadays look much better, without both partners running towards the altar like Cthulu was behind them, for example.)As it currently stands, the remedy is... pretty much, use Walk, get within range of an enemy or group, turn Walk off (Hope to the Nine you don't have to fully buff for this group), attack until everything's dead, turn Walk back on, and keep moving. While this, I guess, works ... it doesn't work conveniently, and I suppose that's what I'm more or less asking for. Convenience.
Still, I'd like to see armors being suppressed instead of just turned off when you walk. My sexy mud-wrestler earth tanker would like to be covered in mud while she shashays her hips. Armour powers can play a big part in the character's costume, after all. -
I call them after types of wine.
Widow: Operative Bourbon
Bane: Operative Merlot
Crab: Webmaster Crianza -
Quote:Really depends on how they justify it. In both Paragon City and the Rogue Isles there's the Medicom system that teleports you back to hospital when you're defeated in combat so you don't die. A simple hack in the hero or villain badge should allow you to exploit the system and teleport anywhere using the hospital network. I've come accross this explanation used by plenty of Natural origin characters. It just comes down to using your imagination.On the other hand, what if your Arachnos soldier takes teleportation as their travel power? That's gotta be pretty high tech.
For example, I have an earth/thermal Natural origin Controller. How can this be? Well, I've coloured his earth powers grey like concrete because he doesn't actually control the earth, but rather has such a good understanding of battle tactics and structural mechanics, that he can make sure the enemy always gets entrapped in the debris caused by the collateral damage of superpowered explosions (Debris Prediction, so to speak). Likewise, his "thermal" abilities derive from the fact that he has such a high charisma that he can inspire his allies to feel a "burning passion" on the battlefield, psyching them up to Willpower levels. All done by a simple human who's just honed his mental and social skills to remarkable levels. -
Erm, just choose a secondary powerset with a different element and then an ancillary power pool with yet another element? What you're asking for is already perfectly possible in the game. Enjoy your fire/ice/elec blaster.
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Quote:I think Naturals did indeed get buffed up when the Well of Furies was opened, allowing them to reach higher levels of physical and psionic progress through training (Naturals are still regular humans, but the Well raised their health and damage caps, so to speak), as well as perform feats of higher intellectual inventiveness (thus developing super-Technology) and giving them the resilience to survive and assimilate adverse phenomena (and all of those weird Science explosions). Magic saw a new awakening with the blood of Mu manifesting in its bearers and Mutants suddenly started being born out of the blue.the timing seems to be a key difference in the official lore. Apparently, when States and Recluse drank from the well they unlocked powers for the whole world. Enabling mutants, science, tech, magic, etc to all surge in effectiveness. It seems like all were around (the circle existed and had some magic, etc) but none were really potent. Now, the questions is, did "naturals" get buffed as well?
The Greeks unlocked the previous age of heroes and as yet no mention has been made of what shut it down to lock powers away from the world. Clearly not the death of all incarnates since at least one (Stheno) survived, but perhaps her slumber was enough. And certainly at least part of it was post the Roman era as the Cimerora arcs show. Though it seems heros (and in particular incarnates) are rare by that point.
On topic: When deciding between Natural and Tech origin, I usually ask the question: who does most of the fighting, the hero or his gadgets? That is, does the hero have to train and learn how to use his body effectively to fight, being only aided somewhat by his equipment? (This would be the case of Batman or an SoA who does have to train and develop strong muscles, or a strong mind if they're psychcially inclined.) Or does his technological gizmo provide most of the power behind his punches? (Like Iron Man, these kind of heroes are usually nothing without their tech, which is not the case of the SoA.)
The only SoA I'd really feel inclined to call Tech-origin would be Crab Spiders, who draw their power from the much maligned backpack. The others fight mostly with their own bodies, aiding themselves with some tech. -
Quote:Actually, from what I gather, psionics are available to every human in the CoX-verse if they just train hard enough. Read through the descriptions for the Psi-Division of the Paragon Police Department, for example. Even Sister Psyche says that her psionic powers are not purely of Mutant origin and that psychics had existed long before the first Mutants popped up (1938, when the atom was split). If Sister Psyche has a mutant ability, it's probably her capacity to stop from ageing while mind-riding, but the psychic powers are there for every human of Natural origin to unlock, even if hers are particularly strong.Now the one that sort of stumps me is, and I may be wrong, but Widows are considered natural too I think. Considering a Widow can become a Fortunata with Telekentic and Psychic attacks it seems more like they'd be Mutants like Sister Psyche on the Hero side. Night Widows have less of these powers but even they have attacks available that do PSI damage. My guess here is like the Warshades and Peacebringers hero side they wanted BOTH to have the same origin so the Soldier origin won out since obviously they have no mutant powers.