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Posts
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Joined
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That was definitely a great team. The blaster getting down to something like 2 HP had me trying to scramble to do something about it, even though there wasn't anything I could do. I almost did run over to him and try to use Stimulant anyway, as unhelpful as giving him mez protection when he's trying to survive a DoT would have been.
If you do any future runs, need another, and I'm available, hit me up. I'll also be able to bring along a Rad/Sonic or a Grav/TA next time around. -
As far as I know, anytime Saturday is good. I won't be available on Sunday though.
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I've been meaning to go for all for MoTF badges on my main, so this would be a good start. I'd be using a Broadsword/Super Reflexes Scrapper. Central time zone, prefer evenings, but mornings are fine too if they're not too early. Not available tonight, tomorrow night, or Sunday morning/night. I don't know my work schedule for next week yet, though I usually seem to have Mondays off.
If I get the MoLGTF badge and run again later, I'd also be willing to bring a Rad/Sonic Defender or a Grav/TA Controller as well. But, until then, I'd rather get the badge on my main first. -
I will only sign this suggestion if enemies that detect the Stalker have an exclamation mark appear briefly above their heads.
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I don't have binds set up to select specific players, but I do have a pair for easy shielding.
Code:g "powexec_name sonic barrier$$bind_load_file c:\coh\sonicshield2.txt" g "powexec_name sonic haven$$bind_load_file c:\coh\sonicshield1.txt"
To use these, simply create two text files, sonicshield1 and sonicshield2, and paste the appropriate text in them. Then put these files in c:\coh (You'll have to dig around in package contents on a Mac) and then, once you get in game, just type in /bind_load_file c:\coh\sonicshield1.txt and you're good to go. You can also edit these slightly for use with Force Fields, Cold Domination, and Thermal. -
Why don't we just give this guy what he wants, so long as PFF carries a 99.9% damage/special (mez mag/duration and buff/debuff strength) debuff to the caster. That way all of his attacks do around 1 damage.
...hey, never said the attacks actually had to do anything! -
Maybe you'd be interested in this armor set I suggested back in January: http://boards.cityofheroes.com/showthread.php?t=204621
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Gonna second the Bolero + Wings being brought back. If it's multi-capes that cause problems, fine. But if the wings + lower cape don't, why exclude them?
Also, I'd like to see the legacy "chopped" tails back. They were never an official option, but it's what tails would turn into if you used them with trench coats, the bolero, and maybe a few other pieces. I love the new changes with tails, but even if I use the legacy ones, I can't get the chopped ones back with these costumes, effectively ruining them for me.
Notice how short the tails are and how they stop before they clip with the "butt capes" of the two pieces. -
1. Scrappers and Stalkers really aren't identical. One runs up to enemies and punches everyone in the face until nobody is left standing. The other uses stealth to sneak up and take out a foe in a single shot. Scrappers and Brutes are much closer. Heck, Scrappers and Tankers are much closer too.
2. You may be interested in Claws. It has two decent ranged attacks: Focus and Shockwave. Also, no AT needs another AT around (not even Granites needing Kins). Just ask my Defender about how many kills she can get during a mission all the while protecting a team. It can make some Blasters jealous.
3. Would have explained why earlier, but when I first posted I had work soon.
4. Standard Code Rant is basically the default reply to most suggestions here that would require additional coding, like this one. Coding is hard and takes a long time and a lot of effort.
Also, I'd probably still roll Scrappers for melee if this AT was made. Stalkers, Brutes, and Tanks don't work for me, a squishy Scrapper/Blaster/Whatever natural human thing probably wouldn't interest me either.
5. Enchanted weapons are fine and can be written into your bio easily. Really, if you want a weapon that protects you, make a, say, Magic Broadsword/Invulnerability Scrapper and say the sheathe of your Excalibur clone protects you from damage, because it's magic. You can really shoehorn in whatever background you want for whatever character.
6. Not a reply to one of your points specifically, but you may be interested in a Man-build, as this is the closest to a "normal" human you'll get. Basically, you roll a Controller, level to 6, and only use Pool Powers, like Air Superiority. It should be a fun learning experience (and a fun challenge if you're into masochistic ones like this).
7. Also not a specific reply, but shooting a laser or whatever with my sword would always be nifty. Your best bet is to beg David to add APP customization and add animations for melee APPs that let's you shoot lasers from your sword instead of your eyes and what not. -
If you just want a Broadsword user with a flaming sword, go and beg David for it, the art guru. A fire sword would be nifty, but I already have enough cool swords that I don't have enough costume slots to use (Nictus Sword, Rularuu Sword, Talsorian Katana, etc. etc. etc.) More would just drive me nuts.
Now, if I'm reading you right (which, I'll be honest, is hard because your posts are a bit hard to follow), you're wanting a toon with a melee primary and a secondary with ranged/control/self buff/defense and an APP with defense? I mean, you can't have better defenses "like a Scrapper" without having a Scrapper's secondary. Trust me, they don't survive on slightly more HP than a Blaster alone. I'm sort of confused as to what you want without some examples of powersets. Toss us an example, say Mace/Fire/Cold Weapon Master. Try to use as many existing powers for your sets as you can so it's easy to tell where you're coming from. And do a Living Weapon primary too as an example, since it's supposed to be so different.
Now, the AT itself aside, whose awesomeness or lack thereof I can't really comment on with the sketchy picture I have, there's some other issues that arise, which I'll bring up by playing devil's advocate.
First, Heroes or Villains? What does the other faction get to make up for it?
Second, what in-game lore basing do you base this on to be able to state that all of these Weapon Masters are normal humans. Why can't players come up with their own concepts? The only four ATs that have any lore-based concept forced upon them are Kheldians and VEATs, which are in-turn based on in-game stories and NPC groups (Nictus and Arachnos, respectively). Where do Weapon Masters come from? I can maybe see them being Tsoo or Warriors, but that's the best I can help you out there.
Third, what justifies a weapon-based AT when every regular AT can use a weapon? For reference...
Scrapper: Broadsword, Katana, Claws, Shuriken
Tanker: Axe, Mace, Shuriken
Defender: Bow, Rifle, Pistols
Blaster: Bow, Rifle, Pistols
Controller: Bow
Stalker: Broadsword, Claws, Ninja Blade, Arachnos Mace
Brute: Mace, Claws, Axe, Arachnos Mace
Mastermind: Pistols, Assault Rifle, Energy Rifle, Bow, Whip, Arachnos Mace
Dominator: Arachnos Mace
Corruptor: Pistols, Assault Rifle, Bow, Arachnos Mace
Soldiers: Arachnos Rifles, Arachnos Mace, Crab Backpack
Widows: Claws, Arachnos Mace
Only Kheldians are weaponless, and that's for lore reasons. I also did not include temporary powers, Shields, or elemental weapons (such as Ice Sword). Or Spines, bombs, devices, etc. We have lots of weapon users, so why would we need an (epic) AT that's lore-focused on weapons?
Fourth, and perhaps the most important, the standard code rant. Something like this would be a huge undertaking. What could you say that would convince the devs that the opportunity cost of doing this outweighed the opportunity cost of working on other things?
And fifth, no spears either, same reason as staves. The issues lies in the fact that fighting with either weapons involves changing grip on the weapons. CoH's engine requires that the character keeps a hand at the exact same spot at all times on the weapon. They could try to make animations within these constraints, but let's be honest, it wouldn't look right and we'd all be dissapointed. This could however, in theory, be changed, but it'd be a crapton of work from what I understand. Would it be awesome? If it looks anything like Aion's staff combat, oh heck yes it'd be awesome. Is it worth the time and effort? I'd personally say yes, but the devs seem to disagree, at least as far as we know. But, it's not hopeless, as for a long time we got many indications that said power customization would be a crapton of work and may never happen. Guess what? We got it.
Scythes though, on the other hand, may or may not be possible. I don't know what proper scythe fighting looks like, but there's a couple of in-game animations I can see it using. But, I'm not too concerned about scythes. If I'm using a polearm, gimmie a spear or halberd. -
So, let's get this straight in a blunt manner. Basically, you want a Scrapper/Brute/Tank with lower base HP, zero mitigation, forced into weapons only, something vaguely similar to Dual Pistol's Swap Ammo (except you pick the "ammo type" as your secondary) and a few ranged blasts? Why not just roll a Scrapper/Brute/Tank, ignore your secondary, and pick up all your APP/PPP ranged blasts? You'll get largely the same effect: a toon who face plants faster than a Blaster.
Way, way back in beta, Blasters were Ranged/Melee like the AT you're proposing. They were virtually unplayable because they couldn't survive anything. Hence, they were given Manipulations instead that had mitigation with immobilizes and the like.
I'm not even going to get into other issues with this idea, largely because I don't have time right now. Well, except the engine can't handle weapons like Staves (as much as I wish it could).
Edit: Also, there's already plenty of regular humans in the game spread among various ATs and NPCs. See Manticore, Marshal Brass, all VEATs (or at least Wolf/Bane/Crab), many, many player characters, etc. -
It checks on activation and then once every 10 seconds, regardless if you have targets in range or not.
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You'll probably want Fire/ or Claws/ then. Broadsword/, Katana/, and Dual Blades(?)/ would likely also work too.
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Step 1: Pick a primary that looks fun.
Step 2: Pick a secondary that looks fun.
Step 3: Mow down everything.
For Scrappers, that's pretty much it. Single-target Scrappers are probably better for solo/small groups/hard targets whereas AOE-centric Scrappers are probably better for large groups. But really, any Scrapper should perform roughly equally as another.
Now, if you're looking for primary/secondary synergy... well... that's a different can of worms. Just about all the options synergize well in different aspects, but it largely depends on what you're looking for. -
Achilles' Heel will have a chance to proc on cast and every 10 seconds thereafter on everyone within RI. It will not stack from the same caster.
Drop Shout. I like Shout, but you'd be fine with Shriek and Scream and have a better attack chain than Shriek + Shout or Scream + Shout. Plus, you can't drop Shriek, it's your auto-selected Tier 1. -
Balance =/= nerf.
Also, my /Fire Scrapper has Temperature Protection for various reasons. Remove it and I'll be pretty ticked, regardless of how "unused" it is.
Also, I'm guessing this topic was brought up in regards to the Shield Charge one? (That one looks deleted though...) Consider this: Shield Charge can nuke a whole spawn and one-shot it easily. One click. My two Scrappers of high enough level to note, BS/SR and Dark/Fire, cannot match the damage without critting on their big hits, usually backed with Build Up/Soul Drain. One power completely overshadows the damage capabilities of both of my Scrappers. I run towards a spawn, a Shield user nukes it leaving no spawn. I run to the next spawn, it gets shield nuked too. I run to the third, shield nuked. I maybe land two-three hits on something before the spawn is dead. It's not fun and it makes my Scrappers feel a bit useless, even though the BS/SR is so tough it can solo an AV. Purely anecdotal (and a bit exaggerated, of course), but it's a definite problem and it's making it far more difficult for me to enjoy my Scrappers, which are one of my favorite ATs. -
That looks good to me at a glance. I'd just move up Enervating Field to before Lingering Radiation (delaying it if you need), swap Mutation's slot for a recharge redux, and get another recharge redux in Soul Drain and Amplify one way or another... or just use level 50 Recharge IOs.
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Triple Choking Clouds could be good, but so could triple OGs. What you might consider doing is grabbing Soul Drain and your nukes. Then take turns hitting Amplify > Soul Drain > Nuke on each spawn. My Rad/Sonic Offender does and it's extremely fun. Three Rad/Sonics doing it should be nuts. I'd also say try to work in Howl for triple cone-debuffing mobs and EM Pulse for taking turns dropping mez nukes. Vengeance + Fallout, especially back with Amplify and Soul Drain, should be silly awesome if any of you manage to die.
Do not pick up Siren's, as that's more of a soloing tool. It does damage, so you can't stack Siren's for sleep. I'd also say skip Shockwave if none of you like/are good with knockback. -
Off hand without delving into looking at sets, I'd say drop Siren's, Drop CJ for Recall Friend, pick up Fallout, and move Mutation up. If someone goes down, Vengeance > Fallout > Mutation should be all you need to finish that spawn and help your team. I'd also say ditch Tactics, Radiation Infection should take care of all of your needs to hit things, except for super high defense mobs. But in those instances, Tactics doesn't help much either. Use the pick for Temporary Invulnerability so you're less likely to go down if you manage to get hit. I'd also move a slot from Assault to Power Build Up for another recharge reduction. If you want PBU, you want it up as much as possible.
Again, wasn't looking at set bonuses and the like. No Mid's for Mac. -
How'd I miss this topic? I think I'm off Thursday evening next week, so I'll certainly try to show. I miss the TNFs from a year ago or so before I had to unsub for the last two semesters.
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What about changing it to "Defeat x nonspecific villains in y zone". Instead of having to beat 10 Skulls in Kings Row, you beat 10 whatevers. The story only says conflict, not conflict with Skulls, then Hellions, then x, then y, then donuts, then z.... So, if there was a Rikti invasion going on, you'd beat 10 Rikti and move on. Gameplay is made a bit better and the story goes unchanged.
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Quote:Well, here's one someone on these boards gave me over a year ago when I asked about making a BS/SR AV soloist. I still haven't finished it myself (mostly lacking the purples and I keep shooting inf to my other toons) and I've deviated very slightly from it (exchange Super Jump for Confront), but it's still quite nice. However, it's meant for single-hard targets. No AoE outside of Headsplitter. There'd be a few alterations I'd make for a more general purpose use, like swapping Slash for Slice, and etc.Ok since I've had so much input so far about /sr is there anyone out there with a bs/sr build that I can use as a sample??
Code:Hero Plan by Mids' Hero Designer 1.401 http://www.cohplanner.com/ Click this DataLink to open the build! Isaac Tigerheart: Level 50 Science Scrapper Primary Power Set: Broad Sword Secondary Power Set: Super Reflexes Power Pool: Fitness Power Pool: Leaping Power Pool: Fighting Power Pool: Medicine Ancillary Pool: Body Mastery Hero Profile: Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5), Hectmb-Dam%(7) Level 1: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(37), LkGmblr-Rchg+(37), LkGmblr-Def/EndRdx/Rchg(37) Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), Achilles-ResDeb%(11) Level 4: Focused Senses -- RedFtn-Def(A), RedFtn-Def/EndRdx(19), RedFtn-EndRdx(36), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(42), Ksmt-ToHit+(50) Level 6: Agile -- GftotA-Def(A), GftotA-Run+(13), DefBuff-I(13) Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(17), GSFC-ToHit/EndRdx(17), GSFC-Build%(19) Level 10: Hurdle -- Jump-I(A) Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(43), LkGmblr-Def/EndRdx(45) Level 14: Super Jump -- Jump-I(A) Level 16: Practiced Brawler -- RechRdx-I(A) Level 18: Dodge -- DefBuff-I(A), GftotA-Run+(42), GftotA-Def(43) Level 20: Health -- Mrcl-Heal(A), Numna-Heal/Rchg(21), Numna-Heal(21), Mrcl-Rcvry+(23), Numna-Regen/Rcvry+(23), RgnTis-Regen+(43) Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(36) Level 24: Quickness -- Run-I(A) Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(29), Achilles-ResDeb%(31) Level 28: Boxing -- Empty(A) Level 30: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam(31), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-EndRdx/Rchg(48) Level 32: Head Splitter -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dam%(34), Oblit-Acc/Dmg/EndRdx/Rchg(34) Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(40) Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Rchg+(39), LkGmblr-Def/EndRdx/Rchg(39) Level 41: Stimulant -- Empty(A) Level 44: Aid Self -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(45), Mrcl-Heal/EndRdx/Rchg(46), Mrcl-Heal(46), Mrcl-EndRdx/Rchg(46) Level 47: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(48), DefBuff-I(48) Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50) ------------ Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Critical Hit ------------ Set Bonus Totals: 10.5% DamageBuff(Smashing) 10.5% DamageBuff(Lethal) 10.5% DamageBuff(Fire) 10.5% DamageBuff(Cold) 10.5% DamageBuff(Energy) 10.5% DamageBuff(Negative) 10.5% DamageBuff(Toxic) 10.5% DamageBuff(Psionic) 4.25% Defense(Smashing) 4.25% Defense(Lethal) 4.25% Defense(Fire) 4.25% Defense(Cold) 4.25% Defense(Energy) 4.25% Defense(Negative) 4.88% Defense(Psionic) 5.5% Defense(Melee) 5.5% Defense(Ranged) 5.5% Defense(AoE) 2.25% Max End 57.5% Enhancement(RechargeTime) 58% Enhancement(Accuracy) 10% FlySpeed 241 HP (18%) HitPoints 10% JumpHeight 10% JumpSpeed MezResist(Immobilize) 11% 20.5% (0.34 End/sec) Recovery 74% (4.14 HP/sec) Regeneration 3.78% Resistance(Fire) 3.78% Resistance(Cold) 25% RunSpeed Code: | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1404;699;1398;HEX;| |78DAA593596F524114C7E7B2941D4A69A1A52C5D598ADC9637DBBA24159BD614A50| |5FBA4D25B1816438070696CDFFC003E69A24FBEB97E04E3931FCCE0590612E3A337| |F0FFCD9C7BCE993373E696AE8B5E215EDF179AFF41D730CD5AA53E34060339B4978| |C56A7EEACB6E54AF1AA211D4288E8E45DAD24BB52EA07C3BED1A8555EF5878DE4F4| |55513665CF947AE50A6767B2D995D7D20C1EF7DA72287B237D32F096FBFDAE7ED81| 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I'll second Fulmens. I'll be more specific, however, and recommend a Rad/Sonic Offender for you. A well played Rad/Sonic Offender will protect the team by debuffing the foes into mush and will help with team damage with, among other things, a good deal of damage in its own right. Both sets bloom early, the later stuff is just frosting on the cake. The only times you need to worry about messing with teammates are dropping Accelerate Metabolism once every few minutes, dropping a PBAoE heal on occasion, using an ally as Fallout bait (Fallout, by the way, is THE strongest Defender attack, period), and then rezzing them. And perhaps using Recall Friend to move said dead ally into the optimum nuking position. Beyond that, you spend a couple of seconds dropping debuff toggles and then you're free to go to town obliterating everything. Once your debuffs are on, Soul Drain + Amplify (Aim) + Dreadful Wail can give some Blasters a run for their money. Fallout is even better, and better still if you pick up Vengeance.
Also, /shamelessselfpromotion of my Rad/Sonic guide linked in my sig.
If you still want to go FF/, then I'd recommend /Sonic still. FF doesn't help the team do more damage, but the -resistance in Sonic attack does. Just make sure to use Howl. -
Quote:I swore by it before I softcapped. I'd also swear by it if, on the off-chance, I ever make a PvP /SR. After soft-capping, I'd just swear at it if I ever took it and used it.Also Elude is the only skippable power to me, but I am sure there are just as many folks that will swear by it.
Quote:The big question for SR builds tends to be Hasten or Aid Self. You only have one extra pool after Fighting and both of these are great. -
Oh, another Gale related thing. Hover/Fly Galeing from above. Since enemies KB away from the user, being directly above them will just knock them down, or at least in a mis-timed one seriously reduce scatter.