blueruckus

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  1. Could be because some people may not know what you're talking about. If this is in regards to an upcoming I18 change that's in beta, perhaps you could fill us in now that the NDA has been lifted. Otherwise, you could just wait until it goes live and wait for people to start talking about it.
  2. Wouldn't surprise me. The CoH team will not be on the floor at PAX Prime this year. NCsoft will have a booth, but CoH will not be presented. There will be a 1-hour panel and a meet & greet completely separate from PAX, however.

    The fact that CoH will not be at the NCsoft booth is a real bummer though especially with Going Rogue coming out. Aside from GR, I really don't know of any other new product coming out for NCsoft to showcase.
  3. Quote:
    Originally Posted by Rajani Isa View Post
    Also, there are no free renamed other than puposely moving a character to a server where their name is taken ( and thus getting a free rename ) the global remand would be just for your chat handle.
    Yeah, this is my plan, which is why I was inquiring about the amount of transfers provided. Renaming my character through this method would require two transfers.

    I saw the announcement on the CoH Facebook page on on the OCR Twitter. I think it might be up on the main page now.
  4. With the recently announced 'Free Server Transfer Period' for I18 I'm hoping to shuffle some characters around. I haven't been active during one of these FSTPs so I'm not sure how they work.

    - Do you basically have an unlimited amount of server transfers or is it somehow limited to one per character?

    - During this period, do they normally offer free Rename Tokens as well or JUST free global chat renames?

    I'm planning on using the server transfers to rename some characters, but it'd be more hassle-free if rename tokens were provided.

    Anyone know?
  5. Are there dedicated global channels for market sales/trades? I haven't been able to find any on the forums.
  6. Yes, and vice-versa. You can also slot slow IOs in most attacks (cryo rounds) even if you don't take Swap Ammo. The versatility in IO slotting is one of the reasons I like the DP set.
  7. Kin corr is awesome and it does shoot your damage through the roof. However, keep in mind that corruptors do not get Fulcrum Shift until level 38. This means you'll spend a large chunk of your corr's career dealing less damage than a blaster.

    Also, if your concerns are dealing damage, as a corr you will be expected to be use your secondary to support the team. Essentially, this means you'll be spending less time dealing damage than a blaster.

    Both are great, don't get me wrong, but since this thread seems very pro corr I thought I'd share some experience from playing both ATs to 50 several times.
  8. Quote:
    Originally Posted by xen10k View Post
    I've got a DP/Kin corr, and a DP/nrg blaster.

    If you want to spend your time shooting, go with blaster. Corrs can be awesome, but you have to spend a lot of time popping buffs. Also, I hate soloing a Corr, and teaming you're going to spending half your time zapping people with buffs a lot. ( I get around it by duoing with a demon summoning MM with my Cor, most of the time)

    Blaster wise, I like my nrg, but I know a DP/Mental would also do well. You'll be an AOE monster. ( two good cones, two PBAOE, a target AOE and a recovery power that is PBAOE) It stacks well for grouping and being in the middle of things. Add in hasten and you'll be wiping hordes of mobs out.
    100% agree with this.
  9. Paragon Studios team poses with the newly renamed heroes "Generic 035 521 254" and "Generic 036 521 255".
    ------------

    If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.
  10. If you're looking to take advantage of the secondary effects with swap ammo, go defender. If you're looking to be a pure damage dealer, go blaster. If you want a little of both, go corruptor.

    The nice thing about blaster though is that you could just take the role of damage dealer and not have to worry about also being support. Corruptor will give allow you to buff with certain secondaries at much later levels but Blaster will allow you to deal lots of damage all the time starting at level 1.

    The nice thing about DP also is that there are many IO options for it because most attacks will accept KB and Slow IOs on top of the normal ranged damage/targeted AoE (some also take Def and Def debuff). I like throwing Force Feedback: Chance for +recharge in Bullet Rain and Empty Clips and switching to incendiary ammo. The proc will trigger very often, improving your output since your attacks are available a lot sooner. I also throw in the damage proc from the Slow set (forget the name) so you're dealing even more damage with that.

    A lot of the other 'top-tier' blast sets don't allow for much variation in IO slotting like DP does. This is one of the things that isn't taken in to consideration when comparing to DP to the other blast sets.
  11. I've got a level 40 Spine/Elec on Virtue. I certainly wouldn't mind exemp'ing down for this.

    Also, if you're on Virtue, my friend and I run dual Sonic/Sonic defs. Your super aura team would certainly run nice with 2 -30res hula hoops.

    @blueruckus
  12. Quote:
    Originally Posted by Fulmens View Post
    ... here's my problem with Sonic. When I play force fields, those freak tanks/warwolves don't have their way. They run up and swing and miss. It doesn't matter if they get in the Blasters' faces, except inasmuch as it allows the said Blasters to use their high end melee attacks.
    I think this starts to stray more in to Defense vs Resistance overall. As being the top res-based set I should be able to provide the same amount of protection to my allies in my shields as well as FF does with their shields, but we all pretty much know that isn't the case due to the current state of the defense metagame on CoH. We all know defense is overpowered and that argument shouldn't be figured in to the usefulness/uselessness of Repulsion Field as a power.
  13. Highest damage possible would be DP/KIN corruptor capping yourself with Fulcrum then unleashing on everything. To cap, you normally need 2 applications of fulcrum so realistically this would not happen until about level 39/40.

    If you want out of the gate damage roll a blaster and a secondary that gets build-up relatively early. You'll spend your entire career dealing great damage and that's all you'll do. I really enjoy my DP/EM. It gets way more awesome when you get Boost Range at 35 also.
  14. Yeah, I definitely understand your viewpoint on this. The only reasoning I could think of the lack of a secondary debuff on disrupt is what I mentioned previously. Personally I feel like a debuff aura on ally is more effective than on single target foe, but yes, you do in turn end up using more endurance because it's working even during downtime between fights. Also, if you plan on soloing then it becomes useless.

    Maybe bump the -res up to 40?
  15. Quote:
    Originally Posted by Seldom View Post
    some comparisons: (defender values)
    disruption field: (sonic)
    15' radius, -30% res. .52 end.
    enervating field: (radiation)
    15' radius, -30% res, -25% damage, .52 end.

    Sooo...why are you paying the same cost for half the product? Just because it's centered on an ally rather than a foe? I know, I know, foes die. But only 4 archetypes are designed for melee, and they aren't always on the team.

    This is the biggest head-scratcher to me. I really just do not get it.
    Disruption field is cast on one ally. Fire it off at the beginning of the mission and you're pretty much good for the rest of the mission. Enervating field is a foe toggle. Once the foe dies you have to re-apply it to a different foe after you finish waiting on the 8 second recharge. Considering -Res is a means to have enemies defeated faster, this means you'll have more downtime on EF, whereas with Disruption this is not the case. Also, it creates personal rage when players aim for your EF anchor right away pretty much ruining the entire purpose of the power. This is the difference.

    In other words, Disrupt will be debuffing a lot more overall than Enervating.

    I know you made reference to this in your post, but it sounds like you don't think its a big deal. Just think of how much better Darkest Night would be if you could drop it on an ally instead of an enemy.
  16. I am aware that I'm in the extreme minority on this one, but here goes...

    So I'm currently playing a level 30 sonic/sonic defender and took Repulsion Field as more of a joke power just to check it out and have some fun messing around with my friend I usually duo with. I'm a big fan of Repel on kins so I gave Repulsion a shot eventhough I knew that relying on someone else as a KB anchor sounded like a horrible idea.

    The past few nights I've found myself using Repulsion a good amount, believe it or not. It works well for the back line squishy who seems to attract a whole lot of aggro. You have to realize that every team will not be that perfect steamrolling team who mows through +4s with perfect aggro control and no deaths. Just last night I was on a level 39 team with the only melee being my BS/Regen buddy who has absolutely no aggro control. The rest of the team was blasters, and a few defs/controllers. The scrapper took the alpha and from there the controller(s) were doing a good job of trying to keep everything in line. Aside from that though, the backline was constantly being rushed by stray freak tanks/warwolves who were having their way with those squishies.

    Once I saw this I decided to put up the Repulse turning those tanks/wolves in to helpless fish flopping around while being picked off by the blasters, all the while I could continue my focus applying shields to the team and assisting the scrapper with -res attacks. Considering that this is an auto-hit, unlike other KB mitigation powers, this is now a fire and forget power for that skirmish. At certain points, I would pop it on the empath and the backline would turtle around him for healing aura for incoming ranged damage and kb for incoming melee attackers. It worked out great.

    One nice thing to note about repulsion also is that enemies will repel away from the caster (Me), not the anchor, so you know which direction the enemies will fling towards giving you some control with this ability. This is really a unique ability and works well as long as you realize that this power takes a good amount of awareness, but if you're playing a defender you really need to be aware of the battlefield and your team's positioning anyway. My main gripe with the ability is that it can drain your endurance in a couple of seconds at times, but it's an auto-hit safeguard so it kind of makes sense.

    I think a lot of the negativity in general has to do with the way that the game is expected to play out. Tanks/scraps herd, everyone else smash enemies in the small contained area. Rinse/repeat for optimal xp. This isn't always the case though. Mistakes happen, you don't always have full aggro control, you don't always have a team with 4 elec/shield scrappers to clear the map while everyone else pretends to do something.

    I know my positive experiences with one power won't change everyone (or anyone's) opinion, but I thought I'd drop in my own 2 inf.
  17. It also has horrible uses as well. Like the anonymous troll on Virtue who thinks its funny to black hole the Rikti Pylons while there's 30+ players trying to take it down. Yeah, not cool.
  18. The biggest problem I encountered with spines/elec is enemies running away when they're low health. I picked up Provoke from the presence pool and it has helped out tremendously. It's also nice to be able to help out aggro-happy squishies.
  19. I would like to see more powers like DP's Piercing Rounds. Long, very very narrow cone, that can hit 3 targets so it seems like you're piercing through multiple enemies lined up. I think something like that in rifle form would work out nicely for this proposed set.
  20. I love repel and never once thought it was useless. Of course, you don't always want to run it, but when things go downhill it's been a lifesaver many times. Since kin isn't a slot heavy powerset I find it easy to 6 slot it with Kinetic Crash (awesome bonuses and won't cause an arm and a leg). Kinetic Crash gets you 7.5 recharge and KB protection, plus you end up with massive kb and good end reduction in repel.

    I understand how crazy it may sound to 6 slot repel, but Kinetic Crash makes it very appealing.
  21. Could I get some clarification on this -

    The secondary effects of swap ammo, they're still a 'chance to' and not 'automatic' correct? Stacking these effects sounds awesome but when you consider that it's not certain it kinda loses it's pizazz.

    It's been a while since I played my DP though so I may be wrong.
  22. I really like this idea. The game offers a Natural origin for characters yet not every AT has a powerset that would suit it properly.
  23. blueruckus

    /kin advice?

    AR/Kin is nice.

    Lot's of AoE (5 powers total, counting ignite) and mitigation in KB. I can keep enemies juggled with buckshot, slug, grenade. Plus, AR's snipe is the most gratifying especially when you get 1 shot kills with fulcrum. Also, if you pick up any immobilize patron powers, a fulcrum'd Ignite patch deals some insane damage.

    I know Fire receives a lot of praise for being the AoE/Damage king, but I'm, personally, putting in my vote for AR.

    One more thing, with all the KB in the set, you can cheaply 6-slot for Kinetic Crash which give +7.5% recharge and 3(4?, dont recall) points of KB reduction.
  24. Got a Hecatomb drop this morning. Looking to trade/sell for a LotG recharge. PM me or email me in game. @blueruckus

    Thanks.

    Edit: This is for Redside.