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Posts
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I used to think the only MMO ever was Everquest, and that was because I read webcomics. Well, I'm a massive comic book fan, so everywhere I went online people were talking about this game coming out, City of Heroes. I thought the idea of paying money EVERY month to play a game you owned so insane, but I wanted to make my own heroes. I lucked out and got into beta, where I met some great people and had a blast.
We all decided to buy the game and start an SG on Pinnacle, where I remain to this day, still playing my Beta character as my namesake. Love this game so much! -
Thank you for reminding me of this horror. Tell me your address so I know where to send the therapy bills.
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Yea, Black Swan's world was definately hard to navigate, but I think it was the point. It had been a long time since my SG was surprised and didn't know how to handle a situation. It can be a little overwhelming though, wondering around the dark like you're in Silent Hill, but I still found the change of pace fun.
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Quote:I agree fully. Now I just can't wait until the Praetoria goes up to level 50 and we can start invading Tyrant's tower, going into Mother Mayhem's new asylum, and seeings what's in that creepy jungle!Oh, and by the way, the final mission just rocks. The "out" they used to avoid putting Tyrant into the game, yet still have A tyrant in there and reusing the costume and powers (and glass jaw) was just brilliant. Same place, same scenario, same bad guy, only he's an "Olympian Guard" who's one of Tyrant's elite and cloned from his DNA. Brilliant!
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Quote:I'm going to have to agree with you here. My sg mates and I have this idea that the current devs make all incarnations of Statesman that are currently in the game act like a complete idiot, just to reflect their current thoughts on the man. I think it would be fitting and much welcomed in my eyes that in order to give the Incarnate System to us normal folk, Statesman had to sacrifice himself in some way. That way, Positron can step up as leader of the Freedom Phalanx like he really has, and we no longer will have to see Statesman flying around our maps acting like a four year old.I'm working my way through it, but it would be a very nice addition to be able to tell Statesman "Hey, don't worry about it. My Team and I have got this covered." Instead of having him charge into every mob and lead off with a handclap that scatters everything to the wind just before Fulcrum Shift goes off.
We eventually decided that whoever Statesman was following had to hang back.
I was going to be pretty dissapointed if I had dinged 50 while babysitting Paragon's greatest hero. -
I honestly didn't know that, and I've played this game since Beta...thank you for informing us. And I swear I'm not being sarcastic, I really had no idea!
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I still need to fight the revamped Seige to see how tough he is. Apparently he's been giving people problems.
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Since I ran the new arc with someone who already had the accolade, I was unaware of all the new problems in getting the badge. With the technical confusion aside, the maps, storyline, enemies, etc in this new arc is still fantastic. I love the challenge and even the small edits like red mist really help. Plus Positron posted in my thread, teehee.
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I use Ninja Run on all toons, and sometimes don't get the travel power for my theme toons until their thirties. I love that power so much. Now if only I could get a psuedo stamina power or something so I could get other powers pre-20....
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I just did the entire revamped arc with my super group and we all had a fantastic time. As this arc is something that we do a lot for badge purposes, it's great to see it with such a great face lift. If this is some of the stuff we have to look forward to in the lvl 50 game, I can't wait.
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Scarlet Shocker - My next project is to work on my dozens of alts that have been waiting for me to get back them. So far I've played like 15 of them in just a few days. Just whatever I felt like playing, lol. I am excited for my Petless Demon Mastermind though.
Techbot Alpha - I loved the uniqueness of the Warshade. The manipulating the defeated enemies was really a great touch.
Shadow Ravenwolf - Ain't no way in heck, lol.
Seldom - That's a way of looking at Dominators that I didn't think of. Perhaps they will feel different to me if I look at them like Blasters. Thanks!
And to everyone else, thanks for the congrats. Those of you working on a similar goal, keep at it. I didn't do it just say I did though, I wanted to really learn what made every AT tick. I think it has helped me become a much better player, and I'm sure the same can be said for each of you. Again, Thanks! -
Quote:That does sorta make sense. I just developed the mindset that "melee bad!" when it comes to Blasters. Too many Tanksmashers to the face... I'll have to try and broaden my playstyle.I see you never got into Blappers (a Blaster's melee damage outstrips their ranged damage, and their melee comes from their secondary), and relied on Hover for protection (Blasters get a variety of powers that help them survive from their secondary). While perfectly valid for your own playstyle, those secondaries do server a purpose, and many do it very well.
Quote:In my opinion, with both Kheldian archetypes, you have to make choices about what you want from the character. There are simply too many options to have everything. Human-only helps a lot, especially with slots, since you don't have to add slots to the form power, or the powers granted by that form. But Human-only also limits your capabilities. If you take one or both forms, you have to decide which Human powers you want to skip over or ignore slots in, otherwise you'll spread yourself too thin.
Quote:You can't treat Dominators like Controllers. With Controllers, you can help protect yourself and your team with your buff/debuff secondary, and deal damage and control with your primary -- before pets and epics, your single-target mezzes pretty much are your damage. With a Dominator, controls are more like setup for your attacks. Your control keeps you from getting squished while you're in melee. Et cetera. For example, I've got a Mind/Psi Dom at level 24 and one of the things I frequently do to open combat is Mass Hypnosis to put the spawn to sleep, jump in the middle for Drain Psyche (big +Regen and +Recovery), and then start attacking. Specifically irritating enemies can be confused, and I can Hold (Dominate) and Sleep (Mesmerize) two enemies while I kill a third. My controls are my armor, in other words.
Quote:Yes, for someone who doesn't like and is inexperienced with Masterminds, Ninjas was a bad choice. So was Poison. Melee pets are harder to control well and keep alive (and Ninjas in particular run around everywhere with extra RunSpeed), and a single-target set like Poison just makes the job harder. For a better experience, you should have gone with a more ranged group of pets (Robotics, Thugs, Mercenaries, or Demon Summoning once it comes out), and a secondary with more area support (um... basically everything except Poison, though in my opinion Force Field is a bit boring; Traps would also set an entirely different pace on the gameplay from the other sets).
With ranged pets, you can often ignore trying to control them at all. Just turn on Bodyguard mode and jump into the spawn yourself. You'll get attacked, absorb it via BG, and your pets will unleash hell. I love my Thugs/Dark, too -- I left my computer during a Malta mission to go eat dinner, and I came back to find that I had defeated 3 ambushes without a single pet dying.
Quote:With regard to a petless Mastermind: I would generally advise against it. Yes, it can be done, and yes some team leaders will let you join as a petless Mastermind, but in general petless Mastermind gets weak attacks (weaker than Defenders, and you don't even get a full set of 9), moderate buff/debuffs (similar to Controllers and Corruptors, though if you play Dark Miasma, Twilight Grasp's radius is also nerfed), and no inherent power (since the MM inherent entirely depends on henchmen). HOWEVER. Since seeing Demon Summoning I wouldn't necessarily take the same stance. In fact, I created a DS/Pain MM on Test specifically because Pain has a number of low-level powers that I'm not especially interested in, so that I could skip them in favor of the whip attacks -- which are actually useful in my opinion, unlike the other MM attacks.
Quote:In those large team situations, have you tried ignoring your AS and treating your Stalker like a Scrapper? Scrapper and Stalker are very similar -- there are a few differences like their maximum HP, but it's easy to scrap on a Stalker.
Quote:As for Smoke Flash: It's like Placate from your primary, except that it's AoE and it doesn't put you back into Hidden status. Each enemy you affect will ignore you until either the effect wears off, or you attack them. Unfortunately, it doesn't Hide you, meaning you can't get another AS or automatic critical. Remember the difference between the effect "placate" (enemy ignores you), and the power [Placate] (which applies "placate" to a single target and puts you back in Hide).
Quote:I'm surprised you liked Bane Spider/Night Widow but had trouble with Stalker, and that you found the Widow line more survivable than the Soldier line. The survivability difference between the two is basically 5% (+enhancement) defense overall in favor of Soldiers, 5% defense overall in favor of Widows when Mind Link is active, ranged defense superiority for Soldiers, and melee defense superiority for Widows. The Soldiers also get resistance which the Widows don't, and Crabs get a self-heal.
Bane Spiders and Night Widows have a lot in common with Stalkers. Perhaps it was just an issue with powerset selection for you?
Quote:Also, I hear ya on endurance consumption. Then again, my Fortunata is running Tactical Training: Maneuvers, Tactical Training: Assault, Tactical Training: Leadership, Maneuvers, Assault, Tactics, and Indomitable Will, plus Hasten on autofire, plus near-perma Mind Link, plus spamming Psychic Scream, Psionic Tornado, and Psychic Wail every chance I get. Oh, and I often forget to turn off Super Speed in combat (after I lie in wait in the middle of the spawn with SS+Celerity, opening with Psy Wail) -
Quote:I'd love to hear your thoughts on all the control primaries. I think plant control was easier for me to use as a dominator because Spirit Tree let me feel a little more supporty...Congrats, Utopia. I achieved my goal of getting each control primary to 50 about a month ago and thought of writing up something like this. After reading yours maybe I will.
As for controls, you hit on something that I really like about them. They really utilize both their primary and secondary to fill their role. Some combinations fit together really well. Others don't. There's a lot of variety in the way they play. Speaking for the two you created, they are slow movers before 32. Others do a bit better there though. I have an Ice/Rad as well and I find it monstrous for halting incoming damage.
I also shared your feelings on dominators. It felt really odd to me when I changed to a dominator, but I'm slowly leveling one of those up too. It really is a different role than a controller plays, but I'm having more fun with it now that I've recognized that. -
Yes, I was using macro's, binds, you name it, the Ninja's just didn't like me. And I think the main problem with Masterminds is that it doesn't mesh with my playstyle. I like to move from one mob to the next without having to wonder about Ninja number 2 aggroing the wrong group. For some Masterminds with the skill and the drive, I'm sure its just magical, but it just wasn't for me. And yea, I'm sure a huge step in that is the Ninja's fault. Maybe one day I'll have the goal of getting every power set in the game to 50, but I hope not...
Thanks for all the congrats too!
P.S. KayJMM, get back here with my stalker! -
After six years, I've finally gotten every AT in the game to 50. It's something I've been focusing on hardcore on finishing for several months now. I wanted to do it so I could understand how each class works and become a better player because of it. Here are a few of my thoughts on each AT.
Blaster - Love the damage output, but most of the secondaries seem really outdated or just out of place. I ended up going devices, energy or mental almost on all builds. Still going to try out the others though eventually. Hover is a lifesaver on a blaster and the epics that give them control and armor is a huge bonus. But with the less than impressive secondaries, I'd give this AT a 8/10.
Latent - lvl 50 Psychic Blast/Mental Manipulation
Concert - lvl 50 Sonic/Devices
Defender - This is my AT of choice. I've learned a good defender can defend, control, scrap, tank or blast at the drop of a hat. Specially a stormy, which is my personal favorite. They are a welcome addition to any team, can be deadly in pvp if the build is right, and are basically a Swiss army knife. This is definitely my playstyle as I have several defenders to 50. And with the damage bonus coming in I17, they'll be even better. I'll happily give this AT a 10/10!
Utopia - lvl 50 Storm/Electric Blast
Highness - lvl 50 Empathy/Psychic Blast
Dexterity - lvl 50 Trick Arrow/Archery
Controller - This one seems highly based on the teaming of your primary and secondary. Going Kin or Rad seems almost required, but I'm starting to see the value in others. Controlling is great, but the defender secondaries seem to really help this AT thrive. Before the epics though, I had a much harder time with my controllers. It was also really difficult to solo some builds before 32. I'd give this AT an 8/10.
Deadheat - lvl 50 Fire Control/Kinetics
Emit - lvl 50 Ice Control/Radiation
Scrapper - I was really surprised at how much I liked this class. I was never really a melee person, preferring to stay back and support, but there is just something about being in their faces and pwning them that is rewarding. My biggest problem was running out of endurance early on, which is why I tended to go for regen or willpower. But there are so many primary and secondary sets for scrappers that are just fantastic. This AT gets a 9/10.
Larva - lvl 50 Claws/Super Reflexes
Loyalty - lvl 50 Martial Arts/Shield
Belfry - lvl 50 Dark Melee/Regen
Tanker - Sad as it is, I played this game for 5 years before I realized this is actually called a Tanker instead of a tank. That aside, tanks are a much needed addition to any team. Depending on powers, they can almost dish out scrapper level damage it seems and survive a lot longer. Personally, a tank isn't my playstyle, since I'm less of a combat leader and more support, but I do love the survivability. Unfortunately, it seems that power choices can make or break a tank. Low damage on top of no lasting power can be brutal. Plus, a lot of tanks really need a good IO build to be the most effective. 8/10
Giga Girl - lvl 50 Invulnerability/Super Strength
Peacebringer - This was a lot better than I had feared. Although I found the squid form useless, the human form was really playable. The melee powers and the heal is what really helped this overcome its reputation for me. I never did get into the shapeshifting, which is what a lot of people swear by, but human form worked out pretty well. But there was nothing this AT did that another AT couldn't do better. 7/10
Obsession - lvl 50 Peacebringer
Warshade - This one had some really unique powers. Unfortunately, too many. I found it hard to discover my role in combat besides just random chaos. I was shocked that it was so different than a PB. Way more control, no melee, and powers I hadn't really seen in other AT's before. Plus I REALLY hate teleporting. 6/10
Bait Boy - lvl 50 Warshade
Corrupter - A defender with more damage? Hellz yea! They have some really unique and awesome power choices. And some of the non-defender combinations were really refreshing. This is a MUCH needed addition to villain teams. Scourge is a fantastic inherit power too. 10/10!
Immersion - lvl 50 Fire/Thermal
Exhale - lvl 50 Dark Blast/Ice Domination
Dominator - A big MEH. This seems really dependent on powers meshing. I love the hell out of my plant/thorn, but other combos weren't as successful. The control is nice, but some seem lost without the help of a defender secondary. Plus there are a lot of powers that are really endurance heavy and instead of transference I get to use firebreath? Not as helpful... The Domination inherit is a real life safer though. 7/10
Canopy - lvl 50 Plant/Thorn
Mastermind - Yeesh...Even before I made one of these I really didn't wanna team with them. They slowed down my computer, clogged up cave maps, and created utter chaos. But in my quest to understand them, I made one. I probably made a mistake choosing Ninja's, but I was really sick of seeing robots. Solo or on a team of 1 or 2, it wasn't a big a nightmare as I thought. But on a bigger team, especially with a second or third Mastermind on the team, it was sheer terror. Random aggro everywhere, tons of dead ninjas. Despite my best efforts, they rarely seemed to honor my commands. Thanks the gods for the MM secondaries. I think I'm going to make a petless MM when demons come out. 5/10
Skill - lvl 50 Ninja/Poison
Stalker - I really thought I would have more fun on this. Again, solo or on a small team, it was great. Love Assassin's Strike and my build was surprisingly survivable. But on a larger team, trying to AS the boss was almost impossible as the group would aggro and I would get smacked with an AoE or the boss would flee right after I hit build up. There are so many things on a full team that hinders my AS, which is my bread and butter and made it all the more frustrating. But the damage output is still pretty solid and I love the ability to stealth like no other. Also, despite trying many times to use it and understand it, I still don't know what the hell Smoke Flash is doing. 8/10
Conceal - lvl 50 Ninja Blade/Ninjitsu
Brute - Now this is what I'm talking about. If I can learn to play a tank this way, I'll be in business. Again, running out of endurance is annoying, especially in the never ending quest to keep fury up. But the damage output of this class is massive. So many neat combinations of powers also. The only downside is if there are several brutes on the team, which there usually are, getting and keeping fury is almost impossible. 9/10
Suplex - lvl 50 Energy Melee/Willpower
Arachnos Soldier - A lot more squishy than I imagined. But pretty solid none-the-less. What is great about them is the combination of powers you can choose from. The Crab Spider build is very unique, with a lot of AOE type powers, but the Bane Spider is what I really found fantastic. Huge burst damage and I didn't have to stare at the spider legs anymore. Good mix of ranged and melee damage, and the team buffs are always helpful. Besides being pretty squishy, good build. 8/10.
Rivalry - lvl 50 Bane Spider
Blood Widow - A lot more sturdy than the Soldiers. The Fortunata is hugely different than the Night Widow. She's a blaster/controller on almost epic proportions. I love just owning a huge mob and them being helpless to stop me. Only downside is she uses endurance like nobody's business. A Night Widow is pretty sturdy and does decent burst damage. Plus Mind Link is hella useful for the entire team. They trade some damage of the Soldier to be more survivable. 9/10
Lunacy - lvl 50 Fortunata/Night Widow
So there are my experiences with all the AT's. I know a lot of it is just personal preference and in no way to I expect people to agree with me. Almost every AT has a role to play in combat. It's all based on how well someone plays them that makes them effective. -
I plan on making a petless Mastermind. A Whip/Dark Corrupter if you will. I might take the boss demon, but we'll see. I just wanna smack stuff with a whip...