dugfromthearth

Legend
  • Posts

    2012
  • Joined

  1. [ QUOTE ]
    [ QUOTE ]
    It seems you can't make basic mission objectives trigger from something happening - like having a find object objective trigger when you find another object (going from clue to clue).

    Is there a way to do this, or can we just not do it?

    [/ QUOTE ]
    You can do this. Once you make your objectives, you can edit them to occur when certain conditions apply. For example, you can create an ambush to occur when a particular boss reaches 50% HP. Or, in order for that boss to appear at all, you can have him spawn when a certain click object in the mission is activated. Or have another clue spawn when the first clue is clicked.

    The key is to create objectives in the mission first. Once they're set, you can go to the drop-down menu (can't remember the specific one off the top of my head), where you'll be able to select from other objectives, in order to create an event chain.

    Two tips: try not to use chaining in every mission, and be careful how you use chaining. For example, it might be good to chain a clue near the front of the mission to spawn another clue near the middle or back, especially on bigger maps. No team wants to clear a map or ghost to a clue only to have to backtrack several times as each clue is clicked. Unless you like torturing players and/ or want low ratings

    [/ QUOTE ]

    do you create the event chain under each event - or someplace else?

    I was able to chain some events but not others - I don't know why.
  2. It seems you can't make basic mission objectives trigger from something happening - like having a find object objective trigger when you find another object (going from clue to clue).

    Is there a way to do this, or can we just not do it?
  3. This is a guide for what powers to take and when while leveling an ill/rad. It is not a pvp or end game guide.

    Illusion/radiation is a very powerful character build with great synergy between the two sets. Its main strengths are in its area of effect debuffs and its aggro holding pets. Its main weakness is its low damage. It is a build ideal for teaming. Even at low levels if you have its two main debuffs you can be a valuable contributor sidekicked up on teams tens of levels higher. So if you wish to play an ill/rad you should be teaming as much as possible with anyone you can. Put ill/rad in your looking for team window and people will seek you out.

    But teams are not always avaliable or maybe you just like to solo. So this guide is how to select your powers and how to use those powers to solo an ill/rad through the levels. It assumes you do not have veteran powers or the influence to get massive IO set benefits. This does assume you get the jet pack and jump pack temporary powers so you can delay getting your travel power until level 22. This guide does not cover all powers or slotting. You can use a general ill/rad guide for that.

    Level 1: Choose Blind. It holds your foe so they cannot attack you back, sets up containment which means you do double damage to that target, and does damage. It really does not matter whether you choose this or Spectral Wounds as your first level should be very easy, so you may as well choose this. Fighting is simple, Blind a foe, then use Blind and your other attacks to finish them off.

    Level 2: Choose Spectral Wounds. This is your main damage power. Fighting is still simple, Blind a foe then use Spectral Wounds and your other attacks to finish them off. Use Blind not to damage but to hold other foes so that they cannot attack you. If you have only one foe left use Blind as an attack as well to finish them off faster.

    Level 4: Choose Deceive. This power causes a foe to attack their allies instead of you. This is primarily a defensive power since they are not attacking you. It also does damage to the other enemies. Note that you do not get XP if a deceived foe defeats another by themself, make sure that you damage all enemies. Deceive does not trigger the enemies to attack you if you use it successfully (and usually not even if you fail). So start fights by deceiving a foe. Then use Blind and your attacks to defeat the others. Deceive has a long duration and a short recharge so you may deceive multiple foes during a fight.

    Level 6: Choose Air Superiority (from Flight Power Pool). This power is a great attack which knocks a foe down. Use it as part of your attacks.

    Level 8: Choose Radiant Infection. This debuff helps you hit foes and makes it harder for them to hit you. You do not need the to hit bonus at lower levels and soloing you should not need the defense. However this power is very good if you get on a team, and the recharge on AM is so long that you will not get much use out of it until you can use better enhancements. This debuff is targetted on one enemy and affects those around them. If you are going to use this, place it on the foe that you Deceive. You can leave them to defeat last as once the foe with this is defeated the power and debuff ends.

    Level 10: Choose Enervating Field. This debuff makes foes hit you for less damage and you hit them for more damage. This is especially good for teaming but is also good soloing. Since doing damage is your problem, use this on Lieutenants and bosses before you attack them so you can defeat them faster. If endurance is a problem for you do not bother using this on minions. Combat should be: deceive an Lt (if any) or a minion, then Blind another foe. Drop Enervating Field on the foe you have deceived. Use your attacks to defeat the blinded foe, Blind to hold any other foes. Save the deceived foe with Enervating Field for last.

    Level 12: Choose Swiftness (from Fitness Pool). This makes you run faster. It is not that useful but you need it for Stamina at 20.

    Level 14: Choose Health (from Fitness Pool). This makes you recover health faster. It is not that useful but you need it for Stamina at 20.

    Level 16: Choose Hasten. This makes powers recharge much faster while it is up. You want this for Phantom Army at level 18. Use it now so you can attack faster.

    Level 18: Choose Phantom Army. Phantom Army phantoms do damage and can be attacked by your foes but the army cannot take any damage. They are the best power in the Illusion set. Slot it as fast as you can - first recharge, then accuracy, then damage. You are going to rely on Radiation Infection to reduce the defense of mobs so your Phantom Army can hit them. What you need is your PA to be up as often as possible. Slot it for recharge until it hits 95% with whatever enhancements you have available. Do not save this power just for big fights, you want to use it as often as you can. For combat Deceive a foe, then summon Phantom Army in the middle of your foes to draw their attention, then start your Blind, Enervating Field, and attacks.

    Level 20: Choose Stamina. This power makes you recover endurance faster, very helpful so you can run Enervating Field and Radiant Infection while attacking.

    Level 22: Choose Flight or Superspeed. You meet the requirements for both since you have Hasten and Air Superiority. So choose the one you like best.

    Level 24: Your choice

    Level 26: Choose Spectral Terror. This suppons a terror that causes fear to all foes in an area. It offers good control and recharges so quickly you can have it available at all times. This power is especially good for teaming but is so handy even a soloer should have it.

    Level 28, 30: Your choice

    Level 32: Choose Phantasm. This is a pet you can have up all of the time. It does damage and draws aggro from you. You want this out all of the time.
  4. that looks very cool.

    the gauntlets and shoulder pieces go great together - and with the vanguard chin piece.
  5. I can up with the name Weld Read and the idea of a scientists (bookworm type) who built himself a cybernetic or armored body. He is a fire/mind blaster. The name is a play on Well Read, Weld (made of metal), and Red (his primary color).

    any costume ideas?
  6. [ QUOTE ]
    So did I pick a really bad combo? I have been playing a Invuln/Mace Tanker. Only for a little bit, but I find absolutely not one guide to this, which I find amazing. It's like folks don't acknowledge that this combo could exist.

    [/ QUOTE ]

    it isn't the combo that's bad, it's just mace that's bad - or thought to be bad.
  7. Very good in general, I have a few differing opinions:

    I did not like Frost Breath and respec'd out of it. The problem is placing. I want to open a fight with a freeze ray or some big attacks to take someone out - which means melee for my /nrg. Frost Breath requires you to be on the side of a cone and is slow. Just did not work with the blapper style.

    Ice Storm - not used for most solo play, but the fear effect I find handy pre-blizzard. If I run into a group of 5 foes, drop the ice storm and they scatter. Pick off them off in bite sized pieces. I never use it on a normal group of 3. Also very easy to use in teams. And worth dropping before Blizzard since Blizzard is going to drain all your End anyway.

    Power Thrust - interesting that you comment on freeze ray being your only defense and then reject power thrust which is a great defense with its knockback. Do not slot it for damage, but definitely take advantage of the knockback.

    Total Focus - I almost never use it solo. It just takes so long to activate a boss will eat me alive before it goes off. I do use it in teams when the bosses aren't focused on me and I have a bit more time. I don't know that I'd take it again.
  8. dugfromthearth

    15 People

    15 characters sure

    but how many of those are alts?
  9. very cool change to be able to choose the costume set

    the detailed info I don't care about but won't hurt me
  10. great story.

    you are a very good writer. description is easy but you work dialog and thoughts very well. It flows and has character
  11. Lab Brat is a cybernetic rat, robot/hamsterball mastermind

    His initial look is cybernetic rat with body armor. I had done a look with a lab coat, it was kind of bland. He doesn't have to keep the cybernetic feet and hands for his other looks, he could clone more paws.

    He talks like a warhammer skaven btw. Kill dead, quick fast.

    Any ideas?

    The Lab Brat
    More Lab Brat
    Lab Brat more
  12. now I need to try and drop by it
  13. dugfromthearth

    Cryptic article.

    I get the impression people don't know how these companies work.

    Cryptic isn't funding MUO, someone else is. Cryptic is making it. They have a ton of money for MUO because someone is paying them to make it. (Turbine had the same thing with DDO and LOTRO, they didn't take resources from AC, they got more resources).

    If a wonder talent is interviewed by a group, that group hires them. I've never seen a company where managers offer up great hires to other parts of the company. Managers hire, companies don't.
  14. [ QUOTE ]
    You both have good ideas and presentation, but I think I'm going to have to side with Arcanaville on this one. IF the current situation is a problem (I would cast it as a 'sleeper' problem. It could explode into a full blown issue at any moment, but right now, too few regular players exploit it for it to be an issue) then having each buff have the same effect would be the best solution.

    [/ QUOTE ]


    read how people do STF and you will see the problem. Get 8 /rad controllers and the tf takes 45 minutes. Get a team with no controllers and defenders and you probably can't do the tf at all.
  15. adding a single defender will do more.

    adding 8 defenders will do less.

    so instead of wanting 8 defenders on a team they may want a scrapper, blaster, etc.

    Right now a team of 8 controllers/defenders is the best. So right now we have the situation you described, but for all of the other AT's except controller/defender. Who wants a 3rd tanker? Or a 3rd scrapper?
  16. Here are some facts, since people seem to be good at ignoring them:

    1. Well over half of all MMO players worldwide are playing on a server with open non-consensual PvP.

    -- so what? On that basis CoH should shut down because more people are playing WoW so obviously WoW is what people like and CoH isn't. Or you could conclude that CoH is not WoW or any other game and doesn't need to try to include their features.

    2. Well over 90% of all MMO players are playing a game that allows PvP.

    -- Great, I bet 99% of all MMO players are playing a game that alows PvE. So pve wins. Thank you, tip your waiter.

    3. There are more players playing pure PvP games (including FPS and RTS games) than all MMO's combined.

    -- great, so there is no need for pvp in mmo's. The other games exist, do it better and have the audiences for them. Trying to recreate the wheel as an oval is pretty dumb.



    thank you for pointing out that pve is more popular than pvp, that pvp is already provided in games for any who want to play it, and that CoH either needs to provide a different experience than WoW or simply close shop.
  17. I read the OP. I'm not reviving a dead thread as this is the first thread in the forum.

    PvP is great. There are many, many games designed around pvp which are doing very well. MMORPGs are a terrible platform for pvp. Design and develop your character is terrible for pvp.

    Counterstrike = great pvp
    CoH = bad pvp

    That said I may still pvp. But claiming that pvp is what makes games successful is just laughable. It is a big world of games out there. Pinball has been successful for decades with no pvp.
  18. the best player generated content is better than the dev generated content. Because players spend a ton more time on the content and because 1,000 monkeys banging away by chance will produce something more interesting than 2.

    Players are good at filtering content for both bugs and balance. The key is it isn't a democracy. Players in CoH tend to play the overpowered sets. So devs can look at the most played sets on that basis. The players see that sets are overpowered, they don't necessarily ask the devs to fix it.

    They would have to have a test server just for player content. Let other players try it out and give feedback. Then the best player content would be reviewed by the devs for inclusion in the game.

    CoH is ideal for this. Spawns are largely pre-defines (a boss, or lt and minion, or 3 minions), loot is random, and xp is for mobs.

    So players would design maps and story arcs but wouldn't be able to alter the basic dynamics of risk/reward.
  19. I've tried making scarecrows and am not happy with the results. The pics turned out even worse.

    scarecrow pics

    one thing I learned since that attempt was that a flat yellow instead of black inside a pumpkin head looks like a glow if the pumpkin orange is dark.

    It's a good excuse for lots of barbed wire, patched pants, etc.

    So please try your hand at a scarecrow and post the results.
  20. [ QUOTE ]
    [ QUOTE ]
    For what it's worth I'm personally not opposed to this idea in principle and I do think it probably should have been this way from the start.

    However I'm not in favour of it being changed to this now as I don't think the increase in fun it would bring - whether directly or in the form of superior future content design - are proportionate with the resources required to make the change at this stage. (Course, as a humble player I realise I actually have no idea what the resources required are, but as a forum dweller I'm still gonna have that opinion )

    [/ QUOTE ]

    I think three years in, there's no chance they'll do this. It rips out the powers systems and puts a new one in, in a lot of ways.

    [/ QUOTE ]

    I agree it is very unlikely. However once you decide it's too late to fix the core of problems and just try to paper over them you are deliberately deciding to let the game start to die.
  21. [ QUOTE ]


    Unfortunately, its not going to quite *that* simple for defense, because unlike resistance, defense has a "sliding scale" of mitigation intrinsic in the fact that tohit buffs can change the mitigative/admittive meaning of defense numbers. But then again, how many people can actually correctly calculate their defensive mitigation currently? They can certainly add up their defense numbers, but that sum alone doesn't necessarily mean anything without properly taking into account tohit buffs/debuffs and accuracy.

    But in the absence of all such factors, defense would follow a similar rule as resistance: you'd calculate admittance based on, say 50% tohit, then multiply them up, then convert back into defense. Or not: if you know what percentage of attacks are going to hit you, do you really even need to convert that back into defense numbers, since that's actually what most people want to know anyway?

    [/ QUOTE ]

    Right, defense would function just like damage with a die roll to see if it actually then happened.

    Base to hit chance is 75%. Aim doubles hit chance so X 2 (instead of +100%). So they would have a 150% chance to hit.

    An ice tanker might have a base -50% chance to be hit which would halve the to hit chance. It would be 150 X 1/2 = 75% chance to hit.

    Note that this is vastly better defense against aim than it provides now where aims is +100% and a -50% would add up to a 125% chance to hit.

    Throw on a defender buff that gives 33% defense and the to hit is 75 x 2/3 = 50% chance to hit.

    After all of the to hit and defense multipliers you then still do the random calculation if it hits, unlike damage. But the mechanics are the same.
  22. [ QUOTE ]
    [ QUOTE ]
    There are no arguments here being put forth by anyone opposed to making buffs fair. There are just a lot of people who play buff/debuff sets who don't think what's good for the goose is good for the gander.

    [/ QUOTE ]

    Whereas you, of course, deeply care about what's "fair", and aren't out to punish buff/debuff sets becuase you think "what's good for the goose is good for the gander".

    [/ QUOTE ]

    The obtuseness of people on these boards is amazing.

    I was an invuln tanker who argued in favor of the invuln nerf. Invuln was godmode and it was boring. I quit playing because it was so boring.

    This is not a punishment. This is not a nerf to buffers. This is a nerf to a broken mechanic which rewards stacking the same buffs in large teams.

    This is a boost to buffers in small teams. This is a boost to people with different buffs trying to find teams.

    As has been stated - There is no counter argument to this, just whining and facetious claims about nerfing damage. If anyone opposed to this has a legitimate argument I would love them to post it. They have not. So I conclude that there is none.

    And I further note that any posts about "nerf everything to brawl damage" or "he posted about tankers he must be evil" are simply admissions that you have no leg to stand on and are just trying to confuse the issue. Please continue to go on record as having no valid argument if you wish. It only weakens your side and demonstrates your lack of a case.
  23. [ QUOTE ]

    Err, wouldn't such a system essentially be going back to the Pre-ED "no one really needs buffs" situation that ED and the GDN were partially intended to fix?

    [/ QUOTE ]


    no.

    The problem is that when the buffs stack mechanically the effects don't.

    If I have 80% resistance and get +10% resistance I go from taking 20 dmg from that attack to 10 dmg. That +10% resistance means I can twice as many attacks before I go down. A tanker with 80% resistance on their own is twice as powerful with a +10% resistance buff from a defender.

    But a blaster with 0% resistance on their own with +10% from a defender is only 10% more resistant. The buff is useless to them.

    So with the current system a buff can be both overpowered and useless depending upon who gets buffed.

    With diminishing returns you could make it so the buff reduced damage for anyone by 50%. So a blaster would take 50 dmg instead of 100, and the tanker would take 10 dmg instead of 20. Everyone wants the buff. It is useful for everyone but overpowered for no one.