Oathbound

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  1. Quote:
    Originally Posted by warden_de_dios View Post
    I didn't realize there were two different styles to that belt.
    It seems that all the strappy barbarian pieces have a basic option and a buckled option.

    I know the ringstraps for males have both.
  2. For the first time in a long while I should be able to be on for this.

    Now the questions is: Roll a new toon, or just exemp on my Time/Sonic?

    Decisions, decisions...
  3. Oathbound

    Time Overpowered

    Quote:
    Originally Posted by ClawsandEffect View Post
    Is Farsight possible to perma?

    If so, how much recharge does it take?
    Yes, and 100%. (2minute duration, 4minute recharge)
  4. I put 2 of them with damage procs in each of my first 2 attack powers.

    This way I get equivalent to 1 Damage SO and 1 Recharge SO, plus two procs, using 2 slots. When I upgrade to real SOs I'll just replace them with 1 Damage and 1 Recharge. By then the procs have stopped working anyhow, so there's no "hit" to performance.
  5. Personally, I find the voice over to be incredibly grating. If it weren't for that, it'd be pretty cool.
  6. Quote:
    Originally Posted by ClawsandEffect View Post
    Wow, so Freedom is a financial success for Paragon/NCSoft then?

    I haven't spent squat yet, and I'm very unlikely to start dropping hundreds of dollars n points. They're still getting my $15 a month, but I don't have enough disposable income to spend like you guys are (I can barely afford my subscription some months)

    Maybe aroud tax time I'll shell out some cash for stuff, but for now I'll just enjoy the free stuff and whatever I can get with the points I have already.
    I'm in the same boat Claws, heck I couldn't afford my sub last month (which is why I bought the $1.99 CoH and started @Oathbound Too).

    So far i've spent umm..... 120points, for two costume pieces and an Aura. Most likely that's all I'll spend my VIP stipend on; Costume pieces for new characters, and maybe extra slots. Though if they actually add a powerset that interests me to the market I may save up points for it. (Weapon sets don't interest me, so no Beam Rifle and no Titan Weapons when it comes out, maybe I'll get Staff Melee... maybe.)

    We've all been doing without all the other extras for many years, I'm not going to suddenly find myself unable to live without them. (While the extra storage slots were nice on Beta, they're mostly too rich for my blood.)
  7. Quote:
    Originally Posted by warden_de_dios View Post
    just so everyone knows Babs is now living in Atlas Park in the police station in the NE corner of the map.

    You can use him to train up
    You can get him to sew buttons on your clothes and dye your hair as well.
    I just got he mental image of BAB's hands and Singer Sewing machines...
  8. Some of the barbarian parts actually work pretty well for Menders, such as the chest details/ring straps.

    My newbie Time/Sonic Defender, Mender Kohv uses the Barbarian shoulders and chest detail, and the IDF gloves (which I'm really diggin):



  9. Quote:
    Originally Posted by Tenzhi View Post
    I found an Ice/Time controller to be very safe, though soloing was predictably slow. The two PBAoE toggles seemed to neuter mobs quite nicely. The safety would just be increased once Farsight enters the picture.

    But I think my Time Manipulation character of choice will be a Time/Sonic Defender. I think the Sonic ring effects mesh with Time's effects pretty well, aesthetically speaking. And, of course, the -resist is always nice.



    Tempus Fuego?
    Running a Time/Sonic Defender myself.

    Was a real conundrum trying to figure out what AT/Combo I was going to make... all that lovely +Recharge just begs me to pair it with a Control set,.. but Defender buff/debuff numbers (and earlier power availability) were calling my name.
  10. Oathbound

    Shadow Slip

    If and when I respec my warshade next, I'll probably pick it up but I'm not going to go out of my way to get it otherwise.
  11. Oathbound

    Drain Life

    Quote:
    Originally Posted by Amy_Amp View Post
    It's still in beta, so you can go to the beta forums and give your feedback there.
    Oh I already did. I rolled up a Dark/Mental blaster and gave it a run through. In my feedback there I questioned why it wasn't a 10/1.96 like Siphon Life.

    (Frankly with Abyssal Gaze in Blaster Dark Blast I think the set plays well enough without a tier3, but it'd be nice for Defenders and Corruptors.)
  12. Quote:
    Originally Posted by Captain_Photon View Post
    Under the old Marvel Super Heroes RPG system, Spider-Man's Strength is Incredible, which, IIRC, signifies a lift (press) capacity in the 25-ton range. That's a hell of a lot stronger than any normal human being. Dude can throw a car. I dunno where your threshold is, but mine's somewhere below that.

    Heck, if you wanna split that hair, nobody in City of Heroes is invulnerable, especially the characters with Invulnerability.
    I never said anything about my opinion/stance on the matter, nor frankly do I know (or care) enough about Spider-man to say one way or another what the limits of his abilities are.

    I was merely attempting to elaborate on warden_de_dios' post on why Spider-man could be considered not to have Super Strength, which seemed to be followed by a bit of confusion from other posters.
  13. For option 1: I'd rather just see them continue to expand the customization we already have.

    For option 2:

    Quote:
    Originally Posted by Leo_G View Post
    The reason I'd see this as a more viable option than revamping old sets is because, no matter how much you change it, the legacy sets will always be playing keep up with the Jones. Rather than change and change and change the old sets, expand their options visually and/or conceptually and let *that* be the reason people crowd back to the old sets...because while Beam Rifle is awesome and shiny, Energy Blast would basically be *2* good sets with lots of custome options or extra replay/functionality from one set.)
    I can't agree.

    If you don't keep updating the original sets to keep up with the new ones and instead are adding in paid methods of improving them, you're essentially extorting the people who play the older sets, saying "You've got to pay more to be just as good."

    Additionally, this still leaves the original version of the set to rot, continuing to get worse and worse over time as fun/fancy new sets are added, and rather than "Legacy Super Strength" getting buffed to be competitive they just make a new version which you have to pay for and may or may not like.

    Plus it's more work. Now instead of just changing numbers and making new alternate animations, you've got to modify effects, change powerset layouts and essentially rebalance each of the set's new versions from the ground up.
  14. Oathbound

    Manip/Manip AT?

    I for one would have no interest in playing Manip/manip. That said, if it's something they could add relatively easily to the Paragon store and earn a bit of cash off, go for it.

    What I'd really like to see is Melee/Support (or Support/Melee). I'd drop a bit of cash to play Dark Melee/Time Manipulation.
  15. Oathbound

    Drain Life

    Quote:
    Originally Posted by Garent View Post
    It's for everyone currently, except for warshades I believe.
    The Warshade power(s) is(are) a clone(s) of Siphon Life, not Life Drain. I've been wanting/hoping for them to buff the WS Drains (Human and Dwarf) up to match Siphon Life ever since the original change.

    I'm rather curious as to why they made Life Drain an 8seconds attack, when they made Siphon Life a 10second, and they fill more or less the same role in their respective sets.

    While Blaster dark blast, and Masterming Necromancy follow different patterns, a 10second/1.96ds Life Drain (Tier3 equivalent) would really help to round out the Corruptor and Defender Dark Blasts a bit better IMO.

    Not that I'm ungrateful, I'll take new Life Drain over old Life Drain anyday. It's just odd to me.
  16. I assume what Warden means is that while Spider-man is stronger than a human, he doesn't reach that threshold where we typically envision a being who is described as having Super Strength (such as Superman).

    So while he IS Very Strong, he's NOT "Super Strong."
  17. Oathbound

    Burnout

    Double Fiery Embrace shouldn't do anything. It just sets a flag for your powers saying "You can do this extra thing while in this mode" it shouldn't matter at all if you have that flag twice.

    It still works for Dominator's Embrace of Fire though.
  18. Quote:
    Originally Posted by Vanquishedfool View Post
    Actually are quite mistaken and old Doc Vahz is quite right. Even so called psi resistant mobs in COX never get past 40% psi res,and those are mobs using dark defense and will power sets. Even AVs do not recieve an amount of psi protection on par with the other more common dmg types. Meanwhile all clocks, which is a mob found at virtually every lvl range, including multiple TFs and popular story arcs are so soft to it that having a psi ment blaster evena lowbie newb of one on a synapse TF can make it go from long and dull to fast and frantic.

    And though its been a while last I checked not a single mob in COX has psi res above 40% meanwhile many many mobs will see fire res as high as 80% for example. This is espcially true of AVs with any kind of scrapper tanker defense set. Also the psi mental set tends to really shine when exemping as its not one so depending on given tiers like getting thier nuke at 32.

    Psi for blasters has been alot like what dark melee was to scrappers in the early days. A unique set gifted with tools that may seem inferior to those clinging to the old ways, but when you learn to let go of the old, you will find the new is armed and armored for the world we live in now, not the one we remember.
    Not true. Those mobs generally viewed as "Psi resistant" (mostly zombies or robots) commonly have 50% or even 60% psi resistance. This includes Council/5th Column Mekmen/hoverbots, Nemesis Jaegers, Malta titans, BP Husks, most Drone mobs (ParagonPD/Rikti/Etc), Skyraider Jump Bots, and some others. Edit to add that Clockwork (the low level group) are indeed weak to Psi, Psychic Clockwork (the high level group) are resistant to Psi.)

    Conversely, the only mobs highly resistant to Fire that aren't special case mobs (AVs, Objects, or other special mobs that have across the board resistance to all/most damage types) are Arachnos Fire Tarantulas (60% fire resist) and Minions of Igneous (as high as 40%). All other cases of Fire resist are 30% or less. (Possible exceptiosn for the newer mob types [such as those added in Going Rogue], as I haven't seen a lot of data on those.)



    Here's the mob Resistance spreadsheet that was mentioned earlier: Click me. It's out of date, but other than not having the data on new mob groups should still be mostly accurate.
  19. There are 13 (maybe 14) things on that list I'd care to do. The rest I either don't give a crap about, or have no clue what the hell are anyhow.
  20. Quote:
    Originally Posted by EricHough View Post
    I don't really see any more synergy between gravity control and time manipulation than there would be between any control set and time manipulation. The holds in TM will stack with the holds in any control set, so that doesn't make grav/time anymore special than anything/time. The movement debuff in gravities powers could be considered synergistic - but time manipulation has SO much movement debuff that using it alone you are likely to hit the movement speed debuff cap.

    I actually see more effective synergy between ice control and time manipulation, as they both possess recharge debuffs and stacking them up IS a good thing, far more than movement slows. Even earth control's quicksand is likely to better combine with time manipulation than gravity - stacking it with the slow field in TM will make sure nobody moves at all or at least give you the ability to drop slows on two groups at once. Volcanic gasses will also go well with time manipulations slow field, since it has a pulsing chance to hold that would stack nicely with VG and both have a fairly long duration.

    Now, thematically speaking the two seem to be a natural combo - but mechanically I don't really see any advantage.

    I have to agree.

    Time Manipulation doesn't synergize with Gravity any more than any other control set.

    What it DOES do is fill Gravity's control gap better than most other secondaries. Distortion Field comes in at level 16 (right around where most sets start to get their Every-spawn control powers to working well enough) and it's massive -Recharge and chance for hold are incredibly helpful to a powerset that really only has Crushing Field for AoE control until level 26.

    Add to that Time's Juncture at level 4 and you can heavily reduce incoming damage.

    However, Time does the same thing for every other set too, they just don't NEED it to like Gravity does.
  21. Quote:
    Originally Posted by BrandX View Post
    Hmmm...I can swear it said 600 seconds on me looking at the in game numbers for Corr. Can't really check it now with the store down though :/

    Though, what you suggest is nice, I know I wouldn't care for having two clicks one would want to keep on auto.
    For some reason the Real Numbers are showing Defender Chronoshift to have a recharge of 8m 20s where for ALL other archetypes it's showing only 6mins.

    Obviously I can't test it at the moment to see if the actual Power has a disproportionate recharge or not.

    I posted this in the appropriate Bug thread already.
  22. Quote:
    Originally Posted by Obscure Blade View Post
    I happily eat my own words.

    Om nom nom nom.
  23. Quote:
    Originally Posted by Fire_Storm View Post
    Wait a minute....keld 's are getting looked at?

    Holy CR"p....Batman, Khelds and energy aura.....did I miss the gravity thread? Yuk yuk...
    You laugh, but inside I die a little. *Weeps for Gravity Control*
  24. If Vanessa DeVore dies, who's shielding the Resistance from the Seers now?
  25. Quote:
    Originally Posted by Quasadu View Post
    Quote:
    Originally Posted by BeyondReach View Post
    Uh, it may prove to be different when playing, but Time Manipulation sounds pretty OP. AoE + High Mag hold is exactly the same amount of holds my Dominator has. Dominator /=/ Defender.

    EDIT: That's not the only thing. Just an example.
    The high mag hold is single target. The Distortion Field is AoE but only has a small chance to hold - kinda like Choking Cloud, but a patch instead of a toggle.
    Additionally, you still have to use two powers to achieve the boss hold (Time Crawl, then Time Stop).

    Anyone with Ice Blast, and various other existing Defender/Corruptor combos can already 2 shot hold bosses by simply stacking Holds.

    This doesn't add a new ability to the Defender/Corruptor arsenal, it just goes about doing something they could ALREADY do in a different way.