Oathbound

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  1. Quote:
    Originally Posted by Traegus View Post
    i can absolutely, positively, guarantee that there will be a power proliferation in i21. wanna know why, and what? that would be dark miasma to trollers, why you ask, well i'll tell ya. i've had a character concept sense i started playing that was a grav troller, and with what we had available, DM would be a great secondary, but it just wasn't available. now that time manip is coming, it makes a much better fit for my character concept, therefore, we will now get DM as a secondary for trollers now that i no longer need it




    (i won't tell them that i have a fire/DM troller concept as well, cuz if i did, it would just jinx it again and we would never get it)



    true story!
    I've wanted a Grav/Dark controller for years. Ever since I saw that one MAGI chick way, way back when I was a super noob.


    (Edited, cause apparently I put in the wrong link... woops.)
  2. Honestly I think the Rikti EAT would have the biggest problem of all when it comes to Dictated Appearance. Think about it, a Devoured AT like the Fifth Ward Seers, even with their tentacled mutant bits, still have the standard frame/body, so could access the majority of existing parts.

    Rikti would need almost entirely new art resources, or they'd be limited to the (very) few existing costume parts available to the Rikit model. Not just for 1 slot, like VEATs, but for ALL of their costume slots.

    (Edit): I think a Devoured AT could be fun. You could get place able buff/debuff effects like Tree of Life/Cairns/etc, plus we've yet to see what kind of wacky abilities Praetorian DE have. And for the mutant bits they could just make them animated costume parts (just like the crab backpack) and have different versions of them to pick from, so sure you HAVE to have them, but you could customize what they look like to an extent (beyond just color).
  3. I don't think we're going to see positional defense without typed along with it. Sure it may not make the most sense, but considering they went back through and added the missing defenses to various powers/IO sets/etc to balance typed/positional I doubt they'd go and mess that up now.

    In my silly little folder of dreamed up powersets (nearly 30 sets, and 5 ATs so far, yes I spend way too much time pondering such things) I have this under the title Temporal Regulation:


    1) Flashback: PBAoE Heal (Standard clone of Healing Aura.)

    2) Rewind: Single target Heal +HoT (Slightly smaller initial heal than Heal Other followed by roughly a equal Heal over Time. Lower end cost, longer recharge.)

    3) Deceleration Field: Location AoE -Speed -Recharge (Quicksand clone with -Recharge replacing QS's -Defense)

    4) Future Sight: PBAoE Toggle Foe -ToHit -Defense, Team +ToHit +Defense [all] (Single non-stacking Def/Hit bonus, NOT a bonus per mob affected like powers such as Invincibility. Defense bonus about 1/2 Dispersion Bubble, no mez prot.)

    5) Rapid Decay: Target AoE -Regen -Recharge -Recovery -Resist (Roughly equivalent to Lingering Radiation/Melt Armor)

    6) Reversal: Point Blank AoE +Heal over Time +End over Time (Short duration [30sec-ish] with a very long recharge)

    7) Temporal Isolation: Single Target cage (Copy>Paste Detention Field)

    8) Acceleration: Point Blank AoE +Speed +Recharge +Defense [all] (Short duration [30sec] burst of effectiveness/survivability on a long recharge.)

    9) Total Restoration: post defeat Point Blank AoE Rez (basically a full team reset button)
  4. Quote:
    Originally Posted by ZephyrWind View Post
    How in the world do you find time to make all these lists with all those spreadsheets you have to manage?
    No doubt he has a time-management spreadsheet.
  5. After thinking about this, I think there might be a relatively easy* way this (turning off KB) could be done. Modes.

    Fiery Embrace enables a Mode that allows your attacks to apply an extra bit of Fire damage, a mode could be added to Energy Blast(and various other powers, which could be done on a case by case basis) where all the mode does is add the Knockback effect. Then a method of enabling/disabling the mode could be added to Null. Have the mode default to ON.



    *Standard Code Rant
  6. I'd have to say that's Unlikely.

    If they wanted to include a 2nd version of powers the playerbase generally doesn't like, they've had the ability to do so at least since the VEATs were developed (via exclusive power picks like Widow Build Up /Follow Up or Soldier Grenades).

    If people want changes to the undesirable powers, those changes are going to have to improve the power without altering it's primary functionality.

    Blackhole and Dimension Shift are the most oft sited "useless powers" but I know there have been viable fixes proposed for them that would greatly improve their performance without completely changing what those powers are.
  7. Yes to the AoE for ALL the support set mez resist powers that grant damage resistance.
  8. What I did with both my Mind/Fire and Mind/Earth is open with Mass Hypnosis, Confuse #1, Hold #2 and beat on it until confuse is back up then Confuse #3 and finish off #2.

    That way when you defeat the #2mob and it wakes up the other two, they'll just attack each other.

    If the spawn is 1minion and 1Lt, I don't even bother with Hypnosis. I just confuse the minion and hold/beat down the Lieutenant.
  9. Quote:
    Originally Posted by Bad_Influence View Post
    .... For verily I say unto you, WHY IS IT THUS!:

    .... Finally, at last and about time too, the Rikti have given up their stranglehold on all costume pieces with glowing lines on them. AT LAST we get our little grubbies on some glowing lines, and they're pretty darn cool, too. That Ascension belt might just be the coolest costume piece ever.

    HOWEVER!....

    WHY DO MALES NOT GET ACCESS TO THE ASCENSION "ARMOR" BOOT?!!!! WHYYYYYYYYYYYYYYYYYYY

    Those over-the-knee Ascension boot models with the sexy straps crossing the back of the knee are, well, SEXELLENT. Men need them! They want them! Why is sexellence reserved for females?!

    [I do like the male Ascension boot as well. But seriously: make with the Ascension Armor boot for guys.]
    I pointed this out (read *******/complained) about this back in beta. Of all the Ascended parts, those boots are probably the only ones I'd ever really bother unlocking. Since they don't work on males though, I won't even do that.

    I refuse to unlock any of the non-ascension stuff just on the principle that generic stuff like that SHOULDN'T BE LOCKED AT ALL.
  10. Quote:
    Originally Posted by VoodooGirl View Post
    I would like to be able to propel, specifically, birds.
    I want to throw people at people.
  11. Quote:
    Originally Posted by steelclaw View Post
    "hold on a moment... I have a spreadsheet for that..."
    bwahahahahahaha
  12. Oathbound

    -DEF vs -RES

    Quote:
    Originally Posted by Oedipus_Tex View Post
    It actually think it's a somewhat complicated question, because -Defense and -Resistance rarely show up independently.

    Take a look at Radiation Blast and Sonic Attack, which debuff Defense and Resistance respectively. Some people might conclude that Sonic completely outperforms Radiation based only on the secondary effect. In practice this isn't entirely true because the powersets don't match up 1:1. It's also a matter of degree; IMO the two sets are more evenly matched on Blasters than on Defenders because as the amount of -Resistance decreases other factors become more competitive. On Defenders I would go so far as to say Sonic Attack is overpowered, if only in the sense that it rarely makes sense to play anything else from a powergaming perspective.

    Basically, it depends on what power or powerset you are asking about.
    (Emphasis mine)

    I would actually argue the opposite. That all other Defender secondaries give up too much damage for their debuffing component.

    Sonic blast provides debuffing to benefit the team, and increases it's own damage at the same time. All other sets provide debuffing to benefit the team, but are stuck dealing crap for damage. (Except sets like Archery (plus a couple others), which don't even provide any meaningful debuffing.)

    Sadly the recent addition of a solo/duo/barely-there-on-a-trio damage buff to Vigilance means that it's highly unlikely this issue will ever get addressed. I can't even call it a "Small team" buff with a straight face. Small team is 3 or 4. You get nothing for 4 people. You get a whopping 10% for 3. Stop the presses.
  13. Honestly, every time I see a trailer I can't help but think they went too far making him short and scrawny for the Before version. It just doesn't look right. Like they're just photoshopping Chris Evans' full sized adult head head onto a 12 year old's body.

    Yes, I get that he was supposed to be puny and weak before the super soldier stuff, but it just jumps past scrawny and into eyeroll territory for me.
  14. Quote:
    Originally Posted by Rodion View Post
    I would have no complaints with Gravity if Wormhole were made better.

    Right now it has a serious problem because it aggroes the mobs the instant you start activating it, but it takes more than three (!) seconds to activate it, giving the mobs you're targeting plenty of time to turn around and shoot you, or even run up to you and use melee attacks.

    You can target mobs you can't see using the power (select the target and then move out of view), by which you can ameliorate some of the problems with aggro by hiding behind geometry on the map. But the range isn't long enough to make this work on many maps, especially big open ones with no walls or other obstructions. It also takes a long time to find an appropriate place to stand while teleporting, and an appropriate target location where you put them. Which makes using the power with a team a waste of time.

    Then the knockback will also scatter mobs if you don't have a good place to put them (like a corner). If the team is already engaged, it's not really good form to teleport all the mobs away from them in most circumstances.

    These problems make this power usable only rarely. Wormhole is similar to Fire's Flashfire or Earth's Stalagmites, but it is much less useful even though it's higher level.

    It's got too many gimmicks associated with it, and the value the dev's perceive the teleport capability to have does not counterbalance all the downsides of the slow activation, the knockback and the fact that teleporting entire spawns away is almost never what the rest of the team wants.
    Frankly I'd be happy with Wormhole if they just sped up the animation and changed the knockBACK to knockDOWN.

    It's leave the same 'feel' to the power, without the horrible scatter if you aren't lucky enough to have a conveniently placed corner to put every spawn you ever fight.
  15. Quote:
    Originally Posted by Djeannie View Post
    Is it even possible to perma mindlink on a fortunata without hasten? I've been messing with various builds for a few hours now and can't seem to get its refresh down to its recharge...

    So do all of you forts just spam hasten on recharge to keep ML up all the time? I really hate having to do that, which is why I played a widow in the first place toggle on powers and just pew pew.

    I've also been checking out a ML-less fort and can't quite get my aoe up to cap without ML.... may have to sacrifice some powers for other set bonuses to do that.

    Also do any of you take the darkest night debuff in Soul Mastery? I'd love to be able to debuff for groups but the endurance cost is excessive even with heavily slotting said power for end red. Seems like it forces you to take Cardiac Core for the excessive endurance drain.
    It can be done, and with smart/patient use of Alignment and Reward merits you don't even need a billion Inf build. I think I only spend 2-300 million to perma hasten/mind link my fort.

    I started grinding Amerits and slotting my LOTGs as I finished leveling my Fort. (While I made him back when SoAs were first introduced he stalled in the 30s till Going Rogue, when I was able to switch him Blueside.)



    Quote:
    Originally Posted by Djeannie View Post
    nice thanks for the build and info on the membranes both of you.

    So do all fortunatas just go for around 37% def and just spam hasten/ml all the time then? hasten on auto... in order to softcap or do people actually build for softcap without ML?

    I found it was far easier to build that on a night widow then fort and my fort needs a makeover I think.
    Pretty much. It really makes more sense to build for recharge, since recharge lets you softcap via Mind Link as well as improves your other powers.

    Building specifically for Softcap without recharge just doesn't net as good of a return.

    I thought about Darkest Night for my fort, but he already sits at 60+% defense so the -tohit is largely wasted, and while the -damage would still be nice, it's not worth the end cost to me. Currently he doesn't use any PPPs at all. That may change when I get around to respecing him out of the Medicine pool (Rebirth +Regen fills that role now).

    I use Cardiac on my Fort, because I run both sets of Leadership, and the T3 Cardiac lets me run his 8 toggles at under 1end a sec.

    (EDIT: Multi-aspect set IOs (Def/Rech) will also work in Mind Link in place of HamiO's, though you'll probably need 4 slots to max out the enhancement instead of the 3 for HOs.)

    (EDIT again: Spelling)
  16. 2217 days.

    It's not my character though, a friend made it way back when we first started the game and since she never really got into CoH, the character's just been sitting there since the start.

    I've never had a need to delete it, cause I've never played on that server.
  17. Quote:
    Originally Posted by Samuel_Tow View Post
    ... and aren't too goofy (like a coffin)...
    But I like the coffin. It was particularly amusing the first time I threw one at a Skull.


    What I wish, was that there was a way to give different effects based on the object it propelled. (Though I realize it's not feasible currently, and that it would probably be widely unpopular for a good deal of people.)

    Telephone pole/transformer? add a small aoe energy damage, kind of like how Thunderstrike works.

    Chemical drum? Have it leave behind a chemical burn patch.

    Car or other very large object? Cone instead of single target.

    Bomb? Add AoE fire damage.

    Lamp? Have it deal half smashing damage and half energy.

    Etc., Etc.
  18. Quote:
    Originally Posted by Carnifax_NA View Post
    I love Gravity Control, my Grav/TA is a blast to play (and soon with Freedom I'll have access to him again) but I couldn't honestly say Grav was hands down one of the strongest control sets in any way shape or form.
    So much this.

    I love Gravity, but it's nowhere near top of the heap for control sets.

    I'll probably be one of the people who makes a Grav/Time Controller, and maybe a Mind/Time too.
  19. I went Cardiac on mine for this exact reason:

    Quote:
    Originally Posted by Nihilii View Post
    I find Cardiac to be very helpful for widows, considering, as you mention, endurance is really their only concern, and they lack dedicated tools for it such as Conserve Power, Power Sink or what have you.

    And also did this for basically the same reason:

    Quote:
    Originally Posted by Nihilii View Post
    Personally, I like Cardiac as it allows me to get Rebirth +regen and forgo Aid Self, which eats too much animation time for my tastes.
    (I've yet to respec out of Aid self though. I'm lazy like that. Plus I dunno what I'd take instead.)
  20. I'll start out saying that I love Gravity*.... but:

    Quote:
    Originally Posted by Selenir View Post
    "Gravity is the worst Dominator primary,"
    Is in fact entirely true. (Edit add:In My Opinion)

    It is flat out the worst primary for Doms. Gravity trades control for single target damage in the same way Fire trades control for AoE damage. The problem with that is twofold, 1) As a whole CoH values AoE damage SIGNIFICANTLY higher than single target and 2) Doms, unlike Controllers, get an entire secondary dedicated to (mostly single target) damage, so the very thing that Gravity trades it's control for, Dom's don't even need/can do better anyhow.

    That said, if you enjoy it, screw the numbers. Play it anyhow.


    *(As a theme. I'm repeatedly disappointed with it's actual performance/implementation, though. [Repeatedly because I'm still trying to find some combination of powersets/slotting/pools/IO bonuses/whatever to make me like playing it.])
  21. Quote:
    Originally Posted by Memphis_Bill View Post
    Nictus are going to have - let's just say "fewer qualms" about taking over others and feeding from their min... er, allies.
    Long time ago I came up with an idea for a Nictus VEAT using a similar mindset, that the Nictus would be far more willing to harm it's own host if it would give them an edge (after all, they can just get a new one if need be).

    I worked up Nictus Blast/Nictus Aura modeled on Luminous/Umbral sets, but applied the self damage mechanics from powers like Absorb Pain and Energy Transfer to most of it's blasts, which got a higher base damage and lower end cost than comparable Hero Kheldian powers.

    The idea being that you'd use the ATs self-healing powers to keep yourself alive while dealing out heavy damage.

    Since Nictus aren't really shown using any forms, I changed the Nova and Dwarf forms from Shapeshifts to exclusive toggle buffs (like Granite Armor) that allowed use of the (non-armor) human form powers, but had an associated debuff (Nova buffed damage and tohit, and granted flight but had a large hitpoint penalty/Dwarf provided resistance and mez protection but slowed recharge and hugely debuffed range, forcing you into close range and limiting damage output).


    That was long before GR came around though. Now I don't think it'd really be different enough from villain Warshades for that idea to merit it as a stand alone AT.
  22. I'll never understand why people want a Longbow EAT. Longbow are horribly generic. You can already make almost any Longbow npc in the game with the powersets and archetypes available.

    The problem with Nictus is how do you differentiate them from Warshades?

    PPD I can understand, there's at least 1 full option players have no access to (Hardsuits).

    Really I'd like to see more BASIC archetypes before more Epics. Support/Melee(melee/support) is an oft requested one. Also often requested "Commander" summoning archetype (I'd say defense/summon with pets leaning more towards support). A hybridized ControlAssaultDefense AT possibly. Maybe even Ranged/Defense (VEATs are already this so it IS doable, they're just concept specific).
  23. See, looking at this thread (and the one in the Screenshots and Fanart section) just highlights how male/huge characters get the short end of the stick with this pack.

    The female options are so versatile.

    The male/huge options are considerably more limited in scope.
  24. Quote:
    Originally Posted by Dante View Post
    *Spiteful name calling that gets hastily moderated.*
    *Statement of inclusion in thread before impending moderation and/or deletion.
  25. *Failed attempt to add something funny to the thread, so that he can hang with the cool kids.*