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Posts
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I totally agree with your ideas but I would say expand on your 3rd point. Tidy up the low level contacts in terms of them sending you off accross zones for missions as well as intros (inc. pvp zones, hero corps etc). And make getting their story arcs easier! I think there is some good low level content but its pain just getting to it!
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This is a suggested set for Time Control I posted on the EU boards quite a while ago:
Quote:With a couple of alternative tier 9 powers
1. Slow Time
Ranged, Minor DoT (Smashing), Foe Immobilise, -recharge
You slow time around a single foe. Weaker foes will be completely immobilized and there recharge slowed. Stronger foes may not be immobilized but will still have there movement and recharge slowed. The stress of this on the target causes minor damage over time.
2. Stop Time
Ranged, Minor DoT (Smashing), Foe Hold
You stop time around a single foe! Weaker foes will be completely held. Stronger foes may not be immobilized but will still have there movement speed slowed. Because of the ripples in time caused by this foes around the affected target will have there movement speed slowed. The stress of this on the target causes minor damage over time.
3. Time Blast
Ranged, Moderate Damage (Smashing), Foe Knockback
You manipulate waves of energy to send a powerful blast at your foe. The impact of this may be enough to send them flying!
4. Out of Time
Targeted AoE, Foe Disorientate
You open a flash in time at a targeted location, briefly overlapping two time zones. This is a very shocking experience and any foes caught in its effect will become disorientated.
5. Time Shift
PBAoE, Team +Defence, +Resistance (all but psychic), -Movement
You shift yourself and those around slightly out of phase with this time stream. This makes you harder to hit and slightly resistant to all damage except psychic. However, because you are trying to move through two time streams at once those affected have there movement speed reduced.
6. Mass Stop Time
Targeted AoE, Minor DoT (Smashing), Foe Hold
You stop time around a group of foes! Weaker foes will be completely held. Stronger foes may not be immobilized but will still have there movement speed slowed. The stress of this on the target causes minor damage over time.
7. Future Sight
PBAoE, Team +Accuracy, +Defence
You are able to control time so that you and those close to you can see a few seconds into the future for a limited period of time. Those affected get a bonus to their accuracy and defence because they can predict the enemiesÂ’ movement. However, once the effect wears off you are left tired and lose endurance (this only affects the user and not any teams mates that were affected).
8. Time Fissure
Targeted AoE, Foe Slow, -recharge, Fear or Confusion
You open up a fissure in time at a targeted location. Any foes in its area of effect or who pass through its area effect are affected. All foes are slowed by the powerful time waves emitting from it. However, because of the ever changing nature of the fissure foes are constantly being exposed to different time lines. This will either cause fear or confusion in them.
9. Big Bang
Targeted AoE, Summon Big Bang: Ranged, High Damage (Fire, Energy, Smashing), Taunt, Foe Stun, Knockback
You open up a hole in time to the Big Bang itself! Energy from the big bang is constantly escaping the hole hitting foes. The power of these attacks are strong enough to stun foes and send them flying.
Quote:
Paradox Bomb
PBAoE, High Damage (Energy/Smashing), Foe Knockback, -Movement, -Recharge, Stun, Self -Recovery
You muster all your strength to fold the power of time around you in an attempt to create a temporal paradox. The resulting temporal explosion sends foes flying dealing high damage (although it varies). The residual temporal energy may leave foes slowed or even stunned. However the immense strain of this leaves you drained of Endurance, and unable to recover any Endurance for a while.
I made it high damage instead of extreme to help balance it out so it can have the -movement, -recharge and possible stun elements. What do you think? Another idea that came to mind is:
Breaking Fate:
Self Rez, Ally Rez, Special AoE, Minor Damage (Smashing/Energy), Foe Knockback, Self -recovery
As you see yourself and your allies fall you use your power over time to change the past and break the path of fate. You and a random number of your allies (minimum 1, max 3) will be revived. Your allies will gain hit points and endurance based on the number of people revived (the more revived the less hitpoints/endurance), you however will only gain your hitpoints and won't be able to recover endurance for a short while due to the sheer strain of changing time. As your body and those of your allies readjust to the time stream you will be very briefly invulnerable. Because of the temporal shockwave sent out by this power foes around yourself and any revived allies will be sent flying and will receive very minor damage. The recharge on this power is very long. You can only activate this power if you have fallen yourself.
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Quote:I have found that Seeker drones are also a nice way to eat up the Alpha fire of a mob before you charge in.Seeker Drone's To-Hit is resistible by PToD De-buff Resistance, but the -Damage is only resisted based on Damage Resistance, not the basic 85% AV resistance. Basically the Protector's Seekers + your own Seekers can take up to 80% off an AV's damage before your own resistance and Bodyguard. Oh, and Poison Trap's Hold isn't unresistible, just has an occasional vomit effect.
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I will admit when I was newer to the game I used to think that defenders=heals and that put me off playing them. But having seen them play and having played /FF on a controller I am happily corrected and have been playing around with a few defenders recently.
My fav and highest level so far is my Kin/Arch. I can easily solo him, although he is a bit slow but part of that is because I have pushed back taking attacks in favour of support powers and I could easily fix that by creating a solo build.
I am just slightly blown away with how I could get such a high recharge and damage bonus at a low level and how the heal (although requires a ToHit check) is so effective. And now that I have hit Transference I don't even need Stamina. However, it kind of goes against what you have said about not wanting to be in melee range.
I think what everyone else has said about Rad/ for a primary as it has a bit of everything in there!
Edit - I've played a Mind/Trick Arrow controller and found TA to be a very impressive set, but found it a bit slow to begin with. -
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If you go here it lists the status protection of various baddies.
Wormhole has a mag 3 stun so can stun minions, lts without the need to stacking. As status effects stack you can use two wormholes to apply a mag 6 stun. But that will only last as long as the shortest duration stun. So if you have a mag 3 stun last 5 seconds and a mag 3 stun lasting 3 seconds, it will only be a mag 6 stun for 3 seconds and then it will drop back to a mag 3.
To my knowledge there isn't a way to increase the magnitude of status effects like stun. -
For full effect please read this post with an English accent while twirling a mostahce
MWAHAHAHAHAHAHAHA
Plus my Super Evil Genius membership card is in the post -
I think it is a good idea to add in new/increased rewards if a TF is done in a different way.
I think the best way to do this is by using the challenge settings already available. Maybe not use the gable method someone quoted above but having smaller bonuses to Merits if you complete the TF within X, or do it without temp powers. The more difficult the settings (e.g. no inspirations or perma debuff on the character) grant more and they stack the more challenges you set yourself.
I think the bonus for X mobs defeated is good but my only concern is that it slightly goes against toons that are designed for stealth. Its only a small thing but its something to think about and only came to my mind because I have a couple of toons really designed to stealth (Mind/TA and Ill/FF trollers). Maybe having some sort of bonus if you manage to get through the mission by only killing select mobs and none others. -
Alternatively you could go Martial Arts/Dark/Dark as Martial Arts has a few attacks with Immobs and Stuns.
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Quote:And with Power Customisation you can be colour coordinated while doing it!What do you need endurance for if you can just walk in and everything is controlled . . . let the team do the killing while you are lazy.
I was thinking of Ice/Rad/Psi because of the potential for 3 control auras but have decided to go Ice/Cold/Psi because of the endurance issue (Ive never been one for just standing there!) and because of if things are held then if they get confused they can't attack anyone! -
I had rolled a Earth/Storm but I am thinking of waiting till Issue 16 and rerolling to have Earth/Cold Domination which seems like will be new alternative toolbox to Rad
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The more I play the more I am starting to like everything from character point of view
At first I liked only tanks, then fell in love with controllers, then blasters, then defenders and back to tanks.
The only things I haven't been able to get into are Scrappers, Stalkers and the Empathy powerset. Everything else is good for me
Although my scrapper problem may change come I16 and I can finally have a decent looking Spines Scrapper -
A friend of mine did this guide - it is mainly aimed at badges but gives a good description of which arcs are easier to run than others.
http://boards.cityofheroes.com/showthread.php?t=180196 -
I have to agree with Bill Z Bubba on the impact of geographical location being a factor. From reports I have heard from EU players that also play on the US servers lag is significantly less your side of the pond and people generally explain that due to the low quality connection from the EU servers.
I play the ITF semi regularly and the major place I suffer serious lag (e.g. consistently having 5-10 seconds between activating powers and them going off) and Map Server problems is on 'Lag Hill' from the 3rd mission. However, I also tend to suffer some minor lag or jerkyness in the entire map of the 4th mission (which is also reoccurs in the mission from Daedalus). -
Im looking forward to power customisation - I think a lot of my changes will be subtle bar one character. Along with the customisation of Spikes, I will finally be able to play one without getting annoyed at the graphics!
New difficulty settings and Super Sidekicking will make teaming easier and a lot more fun (combined with dropping level entry requirements for hazard zones).
Power proliferation of Electric Melee and Electric Armour. Can't wait to try my Shield/Electric Tank
Also a FLAMING ZOMBIE mastermind
I guess the only don't is the lack of new story content -
Quote:Technically Warshades aren't evil because "are former Nictus who have left that dark path behind and reformed, joining with a willing host" and "fight alongside the Peacebringers against the Nictus, and have a sometimes uneasy truce with them".warshades are supposed to be evil when rogues goes live im changeing my elec /sheild brute into a hero
Although there are instances where Peacebringers have gone rogue
A Warshade could be tempted back to the dark side but then wouldn't they really be a Nictus again?
When a Kheldian joins with a host they their personality changes (see Sunstorm's description as an example) so it is entirely possible that the human (or kheldian) part could influence the new PB or WS into a life of crime. -
My first ever toon was a Fire/Fire/Fire tank, Black Karhu.
I stopped playing him for a little while but have recently started again and realising why I liked playing him so much
BK is great at getting agro having Taunt, Fire Sword Circle, Melt Armour, Blazing Aura and Fireball. However I need to be careful in terms of survivability because his defence/resistance doesn't compare to some other powersets (although I am currently working on a build to change this!) but has happily tanked his way through some of the higher content and task forces.
Ive got a few other low level tanks including a Willpower/Mace, Ice/Stone and Invulnerable/Super Strength each of which play very differently so far. I'm also going to be rolling a Shield/Electric once Issue 16 hits and already have a name holder and costume ready for him
I think I am going to find it a bit more challenging to get/maintain agro with my Willpower and Invulnerable (espcially compared to BK) but with my Ice it seems rediculously easy so far! -
Quote:Sounds like a bug to me because Ive just tried looking at the different incarnations of web grenade in Blaster, Corruptors and MMs and none of the Web Grenade powers accept Gaussian only the Immobilize sets.That is what I mean. Using the guassian set in web grenade. It lets you slot it with it but mids doesn't give you the set bonus unless it is in use. I thought that was strange since other sets in other powers don't require them to be active. Unless it is not supposed to accept to hit buff enhancements.
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Behold the power of the Fulcrum Teleport!
Edit - This startegy was introduced to me by my SG Superleader and I am currently really looking forward to getting my Kin/Arch fender to a high enough lvl as by himself if he Fulcrums and Siphons power he can potentially let loose a Rain of arrows with 700+ damage! -
I agree with everyones thoughts about not using it on a team with letting them know because it can really irritate people and/or just doesn't gel well with their powers (my Sonic/MM/Electric blaster would hate it as he has 5 cones so needs to positioned properly to be of any use!) as it is a very situational power.
However on a team that is expecting it and/or is built around using it then it can be very effective.
One strategy is with a Kin who Team TPs the team into a mob and then uses Fulcrum straight away. The rest of the team then lets loose with their AoE attacks and mob is gone! -
Sounds loke a good message/philosphy to have, the Rainbow flag is more than just a LGBT symbol it is also a symbol for peace, cooperation and family.