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Showing content with the highest reputation on 07/27/20 in all areas

  1. 5 points
    Thanks all for the welcome! It's good to be back. And really great responses guys, thanks - I have to remember that there was nearly a decade of content added since I stopped playing, and a lot of that content was to make the grind for veterans easier to navigate, and provide new and exciting missions for their new characters. The new content is all wonderful, and I appreciate you explaining some of the additions and paths, what happened with Galaxy City, etc. It does make sense that there should be multiple levelling paths to take. I was just a bit bamboozled when I finished an arc and had raced through multiple levels, knowing that there was heaps of juicy content that I was missing out on. I absolutely remembering levelling far far more slowly. Being able to do lots of contact missions, getting together with friends for a Task Force, and still not missing out on areas at the end. Power creep is definitely a big thing I'm noticing, which I'm sure will be helpful on my next character, but does sap some of the excitement from new powers and milestones. Getting a travel power at level 14 was an exciting moment that opened up so much more of the world. Seems like you can get it straight away now, without a prerequisite power... but I get that these are quality of life changes, designed for a player base that isn't discovering things for the first time. There's nothing stopping me from picking Air Superiority at 4, and then Fly at level 14 like the old days. I'll definitely follow some of these unfamiliar arcs, safe in the knowledge that it's just an alternative path to take. And I'll go back over the original content through Flashback. My main issue with Ouroboros is that I remember a lot of the story arcs set up later story arcs, introducing characters and allies and plots etc. What I'm concerned about, is completing a story arc, and then having to 'going back in time' to play through the arc that introduced some of the characters, almost like a prequel. I'd rather do it linearly, but appreciate that's a niche reason - and I'll live with it. Ultimately, I think it comes down to entirely selfish nostalgia and wanting to recreate that original experience as I remember it way-back-when. I'm essentially a new player again, presented with more choices than I know what to do with, and not wanting to miss anything. Most of all, I'm just glad I get the opportunity to fly around Paragon and be a hero again; this game is timeless, and wonderful.
  2. 4 points
    So, in preparation for a sequel to my Melee Primary testing thread using Ranged Sets... I played AR for the first time in years and.... Wow, it doesn't feel right. The damage didn't feel quite there, the speed was incredibly lacking, the lack of a self buff, and the mitigation being mostly RNG combined made for a very underwhelming experience. In order to give the weapon some polish, I think theres some things we can implement to give it some fun new ammo: 1) Full Auto Going in alphabetical order between Archery, AR, and Beam Rifle, I was able to play back-to-back the 3 sets that had the "original free nukes". Of these, both RoA and Overcharge both do over 220 base damage in a proper AoE, compared to Full Auto's 180ish base damage in a narrow cone. While lighting up a whole hallway of enemies is fun, being locked in place to do that for 4 seconds is not. Also, with similar target caps the "circle" AoEs of the other weapon ranged sets just work better. RoA has an identical 4s animation, but you can fire it at a location from safety and let it rain which is much safer than Full Auto, on top of doing more damage! Supposedly, you're able to land a "Lucky Shot" for more damage but I don't think this works (more on that in a bit!). FA just feels far too sluggish for something that should be a show-stopping barrage of... slugs. I would recommend speeding up the animation, adding some sort of mitigation to the move with maybe Terrorize / Knockdown per DoT, or just upping the damage WAY up for the commitment. 2) Ignite AR essentially gives up Aim for this power and... it's ok? Without a means of keeping a foe in the patch, it is incredibly finnicky and with the KB present in the set it sort of fights itself. The sentinel version switches this to an extreme DoT you can just put on somebody which is nice, but you lose a bit of it's soul. Luckily, we have a similar power to draw inspiration from: Enflame. What I would love to see is to turn Ignite into a version of Enflame where you either A: Select a target and Ignite is centered on them, burning them up and any enemies surrounding them. If the foe moves, it moves with them. B: Enemies who are hit by ignite take a strong DoT just for touching the burn patch, with the patch itself having severely reduced damage (I'm thinking like 50/50 split between patch and the applied DoT to have it behave the same as now). I think either idea would be great as IMO the only issue with Ignite is actually leveraging it. It does a TON of damage, but it has a tiny radius. Either keeping it on an enemy or having it just work with 1 touch of the flames would be awesome. Oh, and shaving a second off the animation time wouldn't hurt 😉 Speaking of speed, Flamethrower currently deals it's damage over 7 seconds. Could this be sped up so it actually applies damage competitively? It casts in 2.33 seconds but it also seems to start applying damage after a delay, tightening that up significantly will help AR immensely when compared to other blast sets which can deal cone damage instantly. 3) Lucky Shots/Head Shots Touched upon with Full Auto, a trope missing from AR (notably Sniper Rifle) that is in every FPS ever is the Head Shot for critical damage. Since the set lacks Aim, it should have means of gaining bonus damage like Dual Pistols can, and for the rifle I think the occasional burst of extra lethal damage is fitting. Lets say you have a % chance to deal 30-50% of base damage as a HEAD SHOT: Burst - 20% chance Slug - 30% chance Sniper Rifle FAST - 50% Chance Sniper Rifle SLOW - 100% Chance Full Auto - 25% chance per bullet? Incorporating Bean Bag, maybe the chance increases vs Stunned Targets. Or better yet, increases with ToHit to give it that coveted Targeting Drone synergy! Over time these will add up on top of a more reliable Ignite and Flamethrower to really sell that you are one-hero army that can take down mooks left and right non-stop and give AR a more unique and competitive feel. Actually, speaking of: 4) Unique Ranges More of a "For Fun" idea, but since Savage Leap has tech that is based on range, why not port some of that for AR? Specifically, I'm thinking of two powers. Buckshot: Greatly increased damage, knockback Mag and Knockback chance the CLOSER you are to the target Sniper Rifle: Greatly increased damage, knockback Mag and Knockback chance the FURTHER you are from the target I don't expect these last ones, but given how these weapons tend to work in other media, playing into that trope would be something unique! Thoughts?
  3. 4 points
    Not a quote, but... I was just jumping through St. Martial, and spotted a billboard I swear I've never seen before.
  4. 3 points
    Each of my costumes has to have a second variant, mask on/mask off, cape on/cape off jacket on/jacket off. Sort of like a dress down or dress up of the same look.
  5. 3 points
  6. 3 points
    In the early issues, it was as you remember it. XP was much slower. It was not unheard of to run out of missions. XP debt could also pile up quite high, slowing your levelling even more, as people got used to the game. People died more. There was no Inherent Fitness. There were zero freebie extra attacks like Sands or Mu or Blackwand, etc. There were no IO bonuses. A lot of quality of life changes hadn't happened yet. What you have now is... remember that City of Heroes ran for about eight years... 2004 to 2012. So you have eight years of MMO expansions.... with all the extra content that brings.... but *very* few new zones got added. There are new tutorials, like the Twinshot story arcs. There are events literally DESIGNED to encourage extremely rapid levelling, like DFB. The Positron TF is no longer the heartbraeking nightmare it used to be, and debt barely registers anymore until midgame. And of course all the "Veteran Rewards" powers that used to be only avialable to people who'd played the game for years, are now available to any and all for a pittance of in-game currency at the P2W vendor, many of them outright free. On top of all that, XP gain is boosted. The result is quite a bit of power creep. I know you said Ouro and flashbacks don't really appeal to you from a character development point of view. But... really... I encourage you to find someway to work with it. You will either have to shut down XP very often.... or flashback a fair amount.... or take pains to create a LARGE number of alts and carefully navigate which alts do which missions.... or miss quite a bit of content. Because tehre is an ASTOUNDING amount of content, and not just at endgame. Every level range has a huge number of contacts and story arcs you can do. And then you have the Radio/Newspaper missions and the associated Bank missions. AND the tip missions and the alignment system. Without Ouroborus, I can't imagine anyway to avoid feeling like I'd missed out on a lot.
  7. 3 points
    Knightress. name was free so now i gotta figure out what to do with her. i have too many characters lol
  8. 3 points
    Booker T & the M G 's - Green Onions (Original / HQ audio)
  9. 2 points
    The Good Missions Guide or A heroic journey to 50 without powerleveling The Story is Actually Good Yeah, yeah, I know. It’s easier to powerlevel up to 50, buy IOs and go back through Ouroboros in Flashback missions, but this creates a jumbled storytelling mess. Also, it creates a feeling of character development and your "oh, it's X again" moments become "hey, I remember this! I helped X do Y in Z!" as characters appear and reappear later, giving the whole story a sense of continuity and progression. If you want to experience a version of the story organically and fluidly, here’s a guide to levelling. I’ve tried to cherry pick story arcs that meet the following criteria: Interesting missions (variety of objectives). Missions with unique maps or mechanics. Story flow - introducing characters and ideas that’ll show up again later. Rewards and unlocks, missions with temporary powers (you'll unlock three summons and a very useful resistance buff if you follow along). Things I just think are cool. I do plan on adding to this a bit as there are some points I want to go back to but as it is this will get you to 50 and show you a good time while you get there. Notable omissions are several of the really old story arcs that lack the flair of later arrivals and some "not a story arc BUT" missions (the origin contacts) - I couldn't realistically fit everything in. Also not touched upon are tip or radio missions, although I would say it's worth working through them to unlock your character as a vigilante for a bit more variety (you can cheat with Null the Gull, but the tip missions are all fairly good and so are the alignment shift ones and remember that this is a story guide). I fully admit I've gone for Rule of Cool in a few places, rather than exploring deep lore told only by easily missed contacts. You can still explore that yourself - I encourage it! But that's not what this guide is about. Included below are the names of the contacts, in order, with level bands taken from Paragon Wiki. Suggested Path Tutorial > Atlas Park > The Hollows > Kings Row > Faultline > First Ward & Striga > Night Ward & Croatoa > Peregrine Island > Cimerora & Ritki War Zone There are a few story arcs and task forces along the way that I also suggest, either because they contribute to the overall story or just because I think they're good. A Warning about XP It is very easy to outlevel certain zones and for that reason I recommend you do not use any exp boosts. Other times, you'll get halfway through a zone and not be able to speak to the next contact. Over the course of the game, there was a (near) global XP buff and a reduction in experience debt, so the levelling process is now noticeably quicker than a couple of the early zones were designed for. You’re deliberately taking the scenic route here. The following macro will create a button that will pause and unpause XP gain, allowing you to more easily control your levelling pace. I've indicated in this guide the points at which you should pause your experience gain to get the most from the story - a general rule of thumb is at levels ending in 4 or 9. /macro_image "DayJob_XPBoost" "XP Toggle" "option_toggle noxp" A Note for Kheldian Archetypes Both Peacebringers and Warshades have their own contacts in Sunstorm and Shadowstar respectively, each giving you a unique archetype storyline every five levels, starting at level 5. Each storyline is pretty decent, although they suffer from the slightly monotonous missions that many early game story arcs do. If you pick a Kheldian archetype, follow the story along when it comes up, but be really careful about not outlevelling other contacts while you do it. Levels 1-2: The Tutorials Okay, there really isn’t much here but you do get a couple of enhancements and inspirations for free and a run through of the basics of mission objectives. Outbreak runs you through the basics of your standard door missions. Galaxy City is, in my opinion, less good as a tutorial but more connected to the early story arcs. Your call, really. When you’re finished, you’ll end up in... Atlas Park The temptation here is to skip the early levels by running Death From Below. Do not do this! Believe it or not, the zone actually has a nice little story arc that foreshadows later zones and comes to a decent conclusion. You'll get your levels. Don't fret. There is a good variety to the missions and it really does show you a little bit of everything. All contacts are L1-7. Matthew Habershy > Officer Fields or Sondra Castel > Aaron Thiery Thanks to Roderick and PatientZero for pointing out you can only do one of the middle contacts - both arcs are actually pretty decent, so pick either. They both introduce Aaron Thiery. Next, talk to Twinshot for an *ahem* endearing and light-hearted introduction to some of the further aspects of the game. It’s basically a glorified tour of the introductory areas, but it's not done enormously well. Don't worry - it gets better. The game suggests you go to Kings Row next, and but first I suggest you stop over in a hazard zone. The Hollows A hazard zone is an area that generally has larger spawns, and they generally reflects the game in its very early state where the missions were a bit less distinct and there was a bit more of a focus on the grind, but I think it’d be a shame to miss the Hollows as it has a decent story and unlocks the Cavern of Transcendence trial. Pause your XP gain at level 9 until you have started Flux's arc. David Wincott (5-9) > Flux (5-9) > (see note) >Julius the Troll (10-14) > Talshak the Mystik (12-14) Meg Mason has repeatable non-story missions if you feel like running those. Be careful with the Frostfire mission - you might want help with this one. The level bands are fairly slim, so be very careful about out-levelling them, particularly at the end. Use the no-XP clicky with style and panache. Note: Due to the non-overlapping levels, if you find yourself finished with Flux but not ready for Julius the Troll, now would be a time to go for the Death from Below trial in the sewers with a full team or head over to Kings Row (and come back again). Pause your XP gain at 14 until you have started Talshak the Mystik's arc. Kings Row You won’t stay here long, but it’s certainly worth paying it a visit. Sadly, it looks like this story chain was cut short on a cliffhanger when the game went under, but it’s still well done and worth doing. Shauna Stockwell > Eagle Eye (both 7-20) It’s a short pair of neat arcs ending in a solo mission. When you’ve done this, now would be a good time to do the next part of Twinshot’s next Shining Stars story arc as it introduces a few characters and concepts you’ll see again later as well as having a nice little crossover to a the City of Villains equivalent tutorial. It introduces more than a few characters you see later in tip missions and other content, so it's worth doing for the story element - the final chapter is surprisingly good. Before You Move On Now would be a good time to do Positron 1 and Positron 2, as well as Death From Below, Drowning in Blood and The Cavern of Transcendence if you haven’t already done them. Your goal is to get to to about level 17 or 18 and have a good time doing it. The Positron task forces are very good storytelling and set up the next zone you’ll go to. The trials are all pretty short and sweet with experienced teammates. If you’re still not there, try out the Synapse Task Force. Save your jetpack from the Positron task force if you can - you'll need it much later in the Shadow Shard. Montague Castanella (10-50) in the university in Steel Canyon can provide you access to the exclusive Midnighter Club, which you'll need to be part of much later on. When you're ready, it's time to go to one of my favourite zones. Pause your XP at level 19 until you've started Penelope Yin's Faultline arc. Faultline This zone is, in my opinion, where the "modern" game really begins and we see a clear move from "old" style content. It introduces a number of very important characters to the game's plot, has an interesting and unique map and has a huge variety in the missions it gives you. They are almost all stealthable, which is worth noting. A couple of them are defeat-all missions, but when I did it there were only a handful of enemies so it really won't take long. This zone is excellent. Jim Temblor (15-19) > Penelope Yin (15-19) > Doc Delilah (20-24) > Agent G (20-24) The last mission of this chain will grant you the Ouroboros Portal, which is a handy tool for time-travel and avoiding public transport. Pause your XP at level 24. Before you move on or if you want a break from Fautline, go and speak to Laura Lockheart and then Graham Easton (both 15-24) in Steel Canyon for a couple of memorable story arcs. Graham's arc introduces some enemies who you'll see in L50 content and Laura's arc is just very well written with some unusual moments. The University Now would be a good time to learn to craft some IOs. If you've been careful, you should have a bit of influence saved up by now. Head to the university in the southern end of Steel Canyon and do the short tutorial there by speaking to Admissions Officer Lenk. Now would also be a good time to do the Admiral Sutter Task Force that starts in Independence Port. It's a very story-focussed task force, linking Faultline, Praetoria, RWZ and Incarnate content. Keep your XP paused - 20-24 is busy. Next, there are actually several very good, slightly overlapping zones that I suggest you kind of do in tandem if you're careful. Striga has a storyline that starts off a little slow and ends in one of the cooler early game task forces and is definitely worth doing. First Ward has a very strong story that links to a lot of the later Praetorian content. Because of the contact level ranges, I'd start in Striga, do the first two contacts then head over to First Ward and work through there before finishing off in Striga. Keep your XP gain paused at 24 until you've completed the first two Striga arcs, then pause your XP gain again at level 29 until you've started Skipper LeGrange's arc in Croatoa - levels 20-29 have a lot of good content. First Ward Striga First Ward is a continuation of the Praetorian Going Rogue storyline to some extent, but it's so well done that I genuinely think it would be a shame to miss out. It has memorable characters, cool story interactions and an element of choice that hasn't really been seen up to this point. All contacts for this zone are 20-29 and it starts off by talking to Mistress Eva in Talos. Mistress Eva > The Doorman > Nadia > Palatine > Noble Savage > Katie Douglas > Blind Makwa > Cerulean > Master Midnight > Vanessa DeVore There's the Seed of Hamidon raid boss pootling about in the middle of the zone - you can take it down with eight capable heroes quite easily and it's worth doing. It's done so rarely that getting a team together on the LFG isn't hard. It's a somewhat anticlimactic battle, but you get some badges from it. I think this zone is often overlooked, which is a shame because it ends in a very cool sequence of missions and unlocks a pretty fun task force, as well as giving you a couple of very good temporary powers. The first story arc is arguably a bit boring and generic, but it builds up into something much better. Be very careful with your levels, as always. Stephenie Peebles (20-24) > Long Jack (20-24) > Tobias Hansen (25-29) > Lars Hansen (25-29) You can then do the Ernesto Hess task force as a bit of a glory lap. It's nothing super special, but it has unique maps and is well-paced and enjoyable. There is also the Moonfire task force here, which is part of the Kheldian storyline. Before You Move On If you're a vigilante you should speak to Shauna Braun in Independence Port to check out her new i26 story arc - it really helps progress the idea of your character as operating in shades of grey. Martin Weintraub in Talos Island has the Freaklympics early game story arc, which is pretty neat. It's also work heading over to Ouroboros and speaking to Twilight's Son for his Smoke and Mirrors arc, which was formerly a short task force. It's worth doing just to see the unique scenery, but the story isn't bad either. Then, we can continue on in Praetoria's otherworldly Night Ward and visit the nightmarish magical land of Croatoa. Because of level restrictions, I suggest you start in Croatoa being careful of the level bands, then head over to Night Ward. Pause your XP gain at 34 until you've started Buck Salinger's arc, then pause it at 39. Night Ward Croatoa Carrying on the story from First Ward, we've got the fairly unique zone of Night Ward, full of gaslamp fantasy world-of-the-dead mystery, knights and magic. Start off by talking to Mistress Maria in First Ward for the introduction. All contacts are 30-39. Mistress Maria > Montague Castanella > Ward > Sir Bedwyr > The Magician My only real complaint with Night Ward is that it just sort of stops. A few characters do turn up in later story arcs, though. This somewhat unique zone is, in many ways, similar to Striga. It has a few clunky missions at the start and then when it gets going becomes something fairly memorable with a decent task force unlock and some neat temporary powers. The storyline is good enough and there are some unique maps along the way. Gordon Bower (25-29) > Skipper LeGrange (25-29) > Kelly Nemmers (30>34) > Buck Salinger (30-34). At the end, you'll unlock the Katie Hannon task force, which was historically the quickest task force in the game and has a unique, if slightly unrelenting, first mission. It also has a few giant monsters around, two of which go into battle, which is worth seeing. Before You Move On Now would be an excellent time to stop by Ouroboros and speak to The Pilgrim (25-50) and then Mender Lazarus (30-39) for your introduction to the joys of time-travel and then a short mission chain that has thematic links to Striga and Cimerora. If you're a vigilante you could speak to The Major (35-40) in Brickstown. This mission is unique because it's one of the very, very few where you explicitly don't just "arrest" your enemies. It has some unusual steps and is worth doing, even if I think the whole thing is slightly bad taste. Peregrine Island This is very much the centre of the "old" end game and I consider it something of a right of passage to do the following, as it introduces a lot of archvillains that you'll see again later. Most of this was designed as team content, so now would be a good time to open things up on the LFG if you haven't already been doing so. You can relax on the levelling here, as apart from Tina Macintyre, there's nothing in this guide that you can outlevel any more. Tina Macintyre (40-44) The Anti-Matter Collision / The Instant Army Unai Kemen (45-50) To Save a Thousand Worlds Maria Jenkins (45-50) A Hero's Epic They'll help you get closer to the Portal Jockey accolade, which gives you a very nice permanent boost to health and endurance. Before You Move On Quickly head back to Croatoa and speak to Percy Winkley (30-50) at the University there for a small series of missions that give you some background lore about the world you're in. Now would also be a good time to head over to Atlas Park and talk to the City Representative (20/30-50) in city hall. She has two story arcs that were originally tied to costume unlocks, but they also have some background to later storylines. The Last Stretch Still with me? Glad to hear it. Next up, I'm sending you to two more very well-crafted zones, both with the very relaxed level range. Cimerora is accessed by going through the back door of the Midnighter Mansion accessed through Steel Canyon, Croatoa, or Founders' Falls and touching the crystal in the centre of the hallway. The Ritki War Zone can be accessed by going into one of the Vanguard bases and taking the portal. At this point, you can safely remove the XP pause button entirely; it has served its purpose and we thank it for its service. Most lower level content can still be accessed through the Flashback system in Ouroboros, and the small amount that can't can be got at through teaming with a lowbie. Cimerora Ritki War Zone This zone is notable for just being so stylistically unique and making good use of time travel as a plot device, as well as harking back to some Kheldian lore. As you go in, talk to the Midnighter standing in front of you for further instruction. Personally, I think the story progression is a bit messy, but it's still worth doing if only because the task force is so good. All contacts are L35-50. Midnighter > Senator Decimus Aquila > Marcus Valerius Additionally, there is a Hero-specific contact named Daedelus (40-50) with some missions that send you back to Paragon City and this zone ends with the glorious Imperius task force. I really like the storytelling in this zone. There's a good sense of progression and you meet up with a few characters we met earlier. Levantera (35-50) > Serpent Drummer (40-50) > Gaussian (45-50) > The Dark Watcher (45-50) There are a few task forces here, but for now give the Lady Grey task force a try as it most closely follows the storyline. Your glory lap here is unquestionably the Ritki Mothership Raid. Look for it on the LFG, head on over and join a league. Range and AoE attacks will help you, but if you don't know what you're doing then watch for instructions, follow the crowd and keep spamming those AoE attacks. Nearly there Either the Imperious task force or the Mothership raid should help you get the last few levels out as you approach 50 and they basically hold you down and breathe XP in your face, and are both absolutely worth doing at least once. Now would be a good time to revisit missed task forces and trials and follow up any contacts you might have missed. The Signature Story Arc Who Will Die? is worth doing now, if you want some story-centric content. It happens chronologically before some of the in-game stuff we've covered, so I've sort of left it out for that reason until now. Use Paragon Wiki to help you do them in the right order as it's not very obvious in-game if you're not using the Flashback system, but it's run like a series of solo-friendly story task forces so you might as well do it through Ouroboros as it requires time-travel to make sense if you're being a purist. Task Forces and Trials At this stage, you can access all non-incarnate task forces and trials. Most are pretty popular, although one or two are avoided for being too much of a slog. They're all worth doing, though. The Freedom Phalanx Task Forces Completing these will give you the Task Force Commander accolade. They vary between old-skool grindfests and newly refurbished storytelling episodes. Positron 1 & 2 (10/11-15/16) Rule of Three & Dam Hero - good storytelling with a free jetpack Synapse (15-20) Fall of the Clockwork King - a bit repetitive with a stronger ending Penelope Yin (20-25) A Clamor for the People - short and sweet Citadel (25-30) Citadel's Children - a bit grindy and repetitive Manticore (30-35) Following Countess Crey - a bit travel-heavy but there's a memorable battle at the end Numina (35-40) Soul of the Woodsman - use a guide for this one as there are 16 (fairly easy) hunt missions in a row that work best when your whole team is spread out over the relevant zones The Shadow Shard The four Shadow Shard task forces are, to put it mildly, a thankless grind through repetitive missions with enemies that debuff defence hard and often resist control effects, ending in a moderately cool final battle after hours and hours and hours and I think they're great. For crying out loud, don't do them more that once, but they're a true right of passage for any high level character. They involve a huge amount of travel, which is nightmarish for non-fliers or teleporters. If you can, grab the mission teleporters from the P2W vendor and coordinate who uses them, as well as the Ouroborous portal and maybe a jetpack temporary power. The scenery, however, is amazing. They sort of form one giant task force, and they suffer "a little bit" from pacing issues. Find a friendly group you can have a laugh with, put on some music and just surrender yourself to the grind. Dr. Quarterfield (40-44) > Sara Moore (40-50) > Justin Augustine (44-50) > Faathim the Kind (44-50) The Best of the Rest I'm not going to list all of them - use Paragon Wiki or the LFG for that, but here are the ones I think are especially worth doing: Moonfire (23-28) The Kheldian War - nothing too special about this one, but it links to later content in Dark Astoria, Ouroboros and Cimerora meaning the lore in those areas won't entirely drop on you out of nowhere. Katie Hannon (30-24) A Tangled Plot - Croatoa is a strange zone with unique enemies and a unique task force. The first mission is a bossfight marathon and the rest are a short tour of unique and unusual maps. Imperius (35-50) Time's Arrow - excellently paced and fairly varied in its objectives, this task force is a cathartic end to the Cimerora arc with some awesome set pieces and basically the best task force for hitting 50 quickly. Dr Khan (45-50) Return of the Reichsman - a decent task force with an interesting final battle with unique mechanics. Lady Grey (45-50) - the final chapter of the excellent Ritki War Zone arcs and worth doing for the lore and the gameplay. Ms Liberty (45-50) - often considered the most difficult task force in the game due to the final mission - started in Independence Port, not Atlas Park! Trials Trials are kind of short task forces and all are worth doing at least once. They vary between "that was it?" and genuine challenge, even for end-game built players. Death From Below is infamous for helping new characters get a few levels done nice and quickly at the start and therefore not realising that Atlas Park even has story arcs. Drowning in Blood is mechanically a bit more interesting and has a nice change of scenery if you're used to Paragon City. The three Terra Volta trials are the old blueside respec trials and are worth doing. The Abandoned Sewers Trial is surprisingly difficult with a unique vertical map, requiring more team coordination than you might expect at first glance. Eden is unique in its layout and the Cavern of Transcendence was, in my opinion, slightly ruined by the decision to make it soloable meaning one of the most challenging elements has been trivialised. What's next? Well, it's time for some incarnate-level content, but that's outside of the remit of this guide. Any comments, let me know! I'm a big fan of missions and story arcs and think there's a lot of really great content there that goes almost unplayed due to the "must get moar levelz" mentality, which is fine but not for me. Thanks!
  10. 2 points
    Everyone should have a Hamikini costume.
  11. 2 points
    I must wear clothes at all times in missions, even if it would be to my advantage to shuck them off. Just not fair, but it is a burden I must carry.
  12. 2 points
    Vigilance has long been incongruent in terms of function and playstyle, inconsistent in usefulness between Power Sets, and further diminished in effectiveness during team play now that IO Set Bonuses and Incarnate Powers do what they do. The counter argument is, of course, that Defenders are such massive force multipliers as it is that their Inherent can't be any good, lest it turn the Archetype in to an absolute monster. Containment is irksome to me, especially with Domination making Dominators better Controllers than Controllers are themselves. I would much prefer something to improve the Controller's potency in their given role. Of course, there are all those standing complaints regarding Control just not being that useful when everything is melted by high damage. Scourge is neat on paper, but really only comes up in practice against hardened targets with large health pits. It would be neat if Scourge might have a random chance to Proc in addition to its current behaviour. Conditioning is kind of the other way around; boring on paper, but surprising effective when you start to stack some Set Bonuses in to a build. I don't play Kheldians enough to really get a feeling for how their Inherent plays out, but I've heard many people have concerns, criticisms, and complaints there. And, of course, the Sentinel Inherent of Opportunity is already getting "looked at," according to Captain Powerhouse. Would be nice if it became a Toggle, allowing players to choose the effect without -having- to take either the Tier 1 or Tier 2 Attack to get the specific function. All the other Archetype Inherents seem to be a good place to me. Although, more use of Bars to fill to make the Frenzy Power more enticing could be handy. I already make extensive use of it on my Brutes to jump-start their Fury. In terms of things like Brawl, Rest, and Sprint and all the other variations of it, it might be interesting to introduce "Inherent ATOs" which could open the door for some +/- effects. ie: +10% Recharge and +10% Endurance Discount, at the cost of -25% Damage. or +15% Control Duration and +10% Control Magnitude, at the cost of -5% Defense, -10% Resistance, and -15% Regeneration. Thus giving players the opportunity to personalize their characters on any Archetype, since every Archetype has access to those core Inherent Powers. If something like that is implemented, I would strongly recommend avoiding anything that gives +Damage, or to make sure that anything that does has a suitably steep penalty to balance it out.
  13. 2 points
    Blue side has the same thing. Once you defeat 25 named villains there is a contact in Steel Canyon that allows access to any of the safeguard missions. I forget the name and can't look at the moment.
  14. 2 points
    Hasten Hands MUST be removed immediately. Also, I don’t allow myself to play a character until it’s attuned IO build is ready to go from the start.
  15. 2 points
    Godzilla Blue Oyster Cult Music Video HD
  16. 2 points
    I like using the AE as a danger room to test out my builds and see what they are capable of. As I mostly play tanks, I like testing out the limits of each armour set. To that end, I'd love it if we could add the following to the AE: -Hamidon (with mitos) -Tyrant from the itrial (with light buffs) -Lord Recluse (with tower buffs) -The Crimson Prototype -All itrial AVs/GMs -All of the Freedom Phalanx spawning in one location. (This may already be possible. Not sure.) I know some of these may be difficult (the spawn points for each individual Hamidon mito, for example, are hard coded into specific points in The Hive / The Abyss, Recluse requires the towers, Tyrant requires the lights, etc) but it would be great to have a way to test out endgame builds against the biggest threats. (Even if it was just a set map with a fixed spawnpoint for them/their supports.)
  17. 2 points
    Alas, I'm also a sucker for badges! And in fairness, some of these new arcs are genuinely pretty well written, and feel like a move away from some of the more grindier arcs of the past, so I'm happy to give them a go. It just feels like so much of the achievement milestones have been done away with. Such as taking a while to level up. Obtaining a travel power at level 14 after a prerequisite power. Getting a cape, or an aura at higher levels after doing a story mission. It feels like everything is served up straight away. Even little things like not having to cross Steel Canyon to switch monorail lines. I completely get why that's the case - and I'm not complaining about it. These things are great when you're a new player on your first toon like I effectively am, experiencing zones and missions for the first time. But when you're on your 10th character, it's tedious to have to go through all that faff when you just want to make costumes and try out power sets at higher levels. And spending ages having to switch between monorail lines or rely on Sprint until level 14 probably becomes a bore. But still... there's just a little bit of charm lost in the process of adding these quality of life additions - including making it really easy to fly through content - for me.
  18. 2 points
    Many times while I'm playing and forming a Task Force or other group event, there sometimes is a new (or newly-returned) player that may not know about the LFG tool, nor that tool's ability to move character across zones. For many veterans, we all know and love the LFG-TP "trick" - and it's only called a "trick" because not everyone knows about it. So, while walking through a very new player on how to get to Cimeroa (yes, they needed the badge, too); I remembered that I was going to write up a graphical guide and create a tiny url ( tinyurl.com/LFGtp ) so it might be easier to explain. Step 0: Make sure you are SOLO, and not teamed. If you are teamed, everyone has to be in the same zone, and they all better want to go wherever you're trying to get to. So if you got invited to an ITF (as an example) and you don't know how to best get to Cimeroa, please: Let the team know you're going to temporarily drop team so you can LFG-TP there. They will understand. Step 1: Click the LFG along the top of the chat window: Step 2: Click the appropriate tab along the top of the LFG window: Step 3: Click the Task Force (or event) that you want to go to: Step 4: Click the "Lock the event for your group" button (this is the step that often gets over-looked): Step 5: Click the Queue button: Step 6: Click the Enter button on the pop-up window: You will then be transported to the event's contact (in the ITF's case, that's Imperious all the way back in Ancient Rome!). Congratulations, you saved your team some wait time! Just remember while SOLO: Task Force→Lock→Queue (it soon becomes second-nature) And if you want to direct someone to this guide while in-game: tinyurl.com/LFGtp NOTE: a "Guide" to people over 40: Written. a "Guide" to people under 40: Video. Therefore, assuming you want the written guide, I'll assume your eyesight isn't the best, so I'll use big fonts!
  19. 2 points
    Hero 1 is an Invul/Energy Melee Tanker, since he can be observed using powers from both sets. Scrappers don't have Energy Melee, and he's a hero character that predates side-switching. Thus, Tanker. Sister Psyche is a Mind/Force Field Controller. The purple energy blasts are her signature powers.
  20. 2 points
    I'm just posting this because... something or other reason...
  21. 2 points
    Altitis. Welcome back and enjoy your new addiction. There are so many arcs and contacts and such, I take different characters on different journeys. Happy hunting!
  22. 2 points
    Welcome back to Paragon City and the Rogue Isles! If you play blue side, a lot of the early leveling experience has changed. Galaxy City was sadly destroyed by a Shivan meteor in Issue 21. Atlas Park is the one and only blue side starting zone now, unfortunately. With the destruction of Galaxy City came a revamp of the blue side lowbie experience. Because there were so many people leveling blue side lowbie alts over and over and over again over the years, people got tired of the same old thing. So now there are multiple ways to level blue side. You have the Shining Stars story arcs with Twinshot, followed by Shauna Stockwell in Kings Row, then you can do the Faultine mission arcs (which I strongly recommend). Or you can do it the old school way with the Hollows, etc. It's up to you. Like Ukase said, there was a new system added around Issue 13, called the Ouroboros Flashback system. It allows you to "flashback" and play low level story arcs via in-game time travel. It essentially acts like your own task force, where you can play the vast majority of the game's story arcs. So you can certainly pause XP like you've been doing, or continue to level and then go back and experience the story arcs by "flashing back" to them via Ouroboros.
  23. 2 points
    Juzzie Smith - Introducing his One Man Band
  24. 2 points
    Welcome back. Have you learned/relearned about Ouroboros? No need to stop XP, you can revisit pretty much 99% of that content through Ouroboros. If you're not familiar with it, simply ask someone in the help channel, they'll break it down for you. In short, it's a zone where there are several crystals, contacts, where you can click on them, go in tf mode, solo or teamed, and be automatically exemped to the cap of that contact's arc. You can get there via someone else's ouroboros portal (temp power), Echo:Galaxy City, (via SG beacon) Echo:Dark Astoria (also via SG beacon). For those with villains, you can only access through Echo:Dark Astoria. You can get there on HC server at level 1, but can't do any content within until level 15. (on live, you had to be level 14 to make the trip.) But you can get there on HC, as stated, at level 1, and work on day job badge if you like. You can also go via someone else's portal and get the exploration badge on top of that arch, which "entrusts you with the secret", and gives you the portal. There's also a few missions that will give you the portal upon completion, but the only one I know on top of my head is the initial contact out of Faultline, Jim Temblor.
  25. 2 points
    Fiend Machine, TW/Bio Zombie Cyborg. Once a costumed crimefighter, he was killed, reanimated and remote controlled by his arch nemesis now.
  26. 2 points
    RedSide....accidentally clicked on an NPC walking by: [NPC]"There are two kinds of villains in the Isles. The successful kind. And you."
  27. 2 points
    On both male and female characters, Hostile faces with Clown makeup are golden. The less assuming they are, the more versatile the pieces. Nothing particularly sciencey or comical about this fellow. . I am always on the lookout for pieces that can be repurposed. Pay no attention to the names; this is one of the samurai chest details given a different recoloring to match the blue jeans, and behold, you have overalls. This too can be done for male characters and works just as well. I think the Roman 'toga', more like a tunic, is a bit too short for an actual Greco-Roman themed character. On female characters I usually augment it with the Talons skirt, which has a compatible draped effect. Colored rthe same, they mesh fairly well. The Talons skirt is also a good foundation for slightly more formal and textile looks, espeecially when confined with Gunslinger or Steampunk parts:
  28. 2 points
    Black Scorpion's mission to check out an Arachnos base that went quiet. You get some great dialogue from some totally normal Arachnos agents. "How's the evil going? My dark soul is a morass of vileness, thanks." "Blindly following orders is why we wear these helmets." "I love my nice black uniform." "Arachnos flyers are shiny and neat." "Bullying those weaker than me improves my sense of self-worth."
  29. 2 points
    Because I thought of it, and therefore I had to do it . . . I give you . . . MAULRAT! . . . I am far prouder of this pun than I have any right to be . . .
  30. 2 points
    Abba - Take A Chance On Me (Official Video)
  31. 2 points
    I can only speak on behalf of myself, but thank you! I've helped out on all the Derek's events on the various shards, and I'll be there tomorrow for the one on Reunion. They have been a lot of fun! But, like you guys, we are here because we love this game, and we want it to be fun for everyone who plays here. So, we do it all for you!
  32. 2 points
    Tracy Chapman & Eric Clapton - Give Me One Reason
  33. 2 points
    Squirrel Nut Zipper - Ghost of Steven Foster
  34. 1 point
    I try to play the game with the limitations that existed on live. I'm grateful for Homecoming, I really am, but sometimes I feel like the Homecoming GM's are a little bit too generous with what they've given us. I don't give myself capes until I've completed the cape mission at level 20. Same goes for Auras. No Auras until level 30 and completing the Aura mission. A more recent restriction for myself is not sending money from my main to new alts. My new character all have to earn their own INF and buy their own enhancements. I very rarely use Double EXP boosters. Less so for restriction reasons, I just like to take my time and enjoy the scenery, and that's really hard to do when you've outgrown your contacts within the first two missions. No farming. I refuse to join level 50 teams running +4/x8 content until I'm within the level 40-50 range. I have no issue with allowing lower levels joining my own teams, but when I run my groups, we're going through and smashing everything in our way, and you're expected to contribute. That's about it. I honestly enjoy playing the game the old fashioned way.
  35. 1 point
    +11 to everything just said by Frosticus. The key take away is team play, stacking Leadership is extremely potent for the team. For example 8 Maneuvers enhanced and everyone with no other effort is now at or exceeding the defense softcap. Similar benefits to Tactics and Assault (8 of each is like everyone with Build Up and then some running 24-7). And defenders get the largest buffs from the pool. But it does require everyone to take it for the team to reap the benefit. A couple members is nice, 8 doing so is going to shred most content.
  36. 1 point
    Heh, im sceptical. Perceptual bias is a fiendishly enigmatic little trickster. Please provide a sample data set that may be analyzed for information regarding drop rate, XP and inf gain.
  37. 1 point
    His AT is B R I T I S H. Some consider this a Super Power unto itself, I however am from Ohio, and believe it to be an AT as it effects many aspects of the Bearer.
  38. 1 point
    i'd like Brawl to be better something that wouldn't be unreasonable to use from lvl 1 to 50
  39. 1 point
  40. 1 point
    I think you are describing such a limited cross section of play that IMO it wouldn't be worth sacrificing any mitigation numbers for exemplared content because at worst you would be fine hitting at combo level 2 for the small amount of time you wouldn't have hasten up. A tanks main job is to hold agro and survive it. Attacking is secondary, and you are describing what would be a very small cross section of time it would even apply. But, if you had to take it from anywhere take one of the slots out of unbreakable guard in any of the powers that have that slotted. and you can move it to initial strike, but that's a huge sacrifice for such a limited scope of gain. Hope that helps.
  41. 1 point
    Just comparing the numbers to my Sentinel DP/SR Build and numerically we are almost the same.. That being said I am doing 3/8 out of the box without incarnates on my build.. Posted here for comparison
  42. 1 point
  43. 1 point
    During Operative Wellman's mission "Destroy Statues in Steel Canyon" there's a random Tsoo boss hanging around the map berating his lackeys. [NPC] Dragon Fly: You fools! What do you mean you could not get protection money from Icon?
  44. 1 point
    I created this page on the wiki to assist with that endeavor: https://hcwiki.cityofheroes.dev/wiki/Costume_Color_Schemes
  45. 1 point
    Revision History: 2020 July 24: Initial Document 2020 August 1: Minor updates to some of the tools Corrected Formatting on Cancel-On-Miss to better handle 100% probability to tick. Also extended max ticks from 30 to 75. Corrected a bug in Recharge Calculator that would result in a broken formula if there are no Temporary Buffs. Should be working now. 2020 August 3: Added chart to Proc Probability Calculator (PPM) to show damage for Regular and Epic Damage Procs from levels 1-50. 2020 August 8: Added new calculator to PPM. The Proc or DMG Enhancement calculator will calculate the equivalent amount of added damage a proc provides to help you determine if it's more optimal to slot the proc or to slot a damage enhancement. Thanks @Replacement for the addition.
  46. 1 point
    It seems like we're getting not just people who played CoH years ago but some new folks putting on the cape. Welcome! One of the first, and most important things, to know about City of Heroes is that a lot of the balance numbers in the game...aren't. Meaning in another game you might find a BIG damage buff being +15%. In CoH that's less than the buff one of the minor starter attacks gives. Q: Why's that so important? Simple, with buffs and debuffs being so incredibly powerful in the game, it means that "healing" does not have the same spot that it does in a lot of other MMOs. If someone is "Looking for Healer" they are asking for the wrong thing. To put it even more clearly: YOU DO NOT NEED HEALING. What you need, or rather what all teams benefit from, is support, and Defenders have some of the best support options in the game. (As a side note: no teams actually need support - back when the game was live all sorts of crazy teams did all sorts of crazy things, from 8x blasters taking on the Statesman TF to 8x defender teams absolutely trivializing Giant Monster encounters - in CoH, you can make almost anything work if you know what you're doing). Q: Ok, so what's the BEST Defender then? The ones that you have on your team. Q: That's not helpful. What should I play? Whatever you want! Q: Still not helpful! Why should I play any of these! Ok, now there's a question we can answer. One reason to pick a powerset is "because I haven't played it before". Another is "because it fits this concept that I have". What's good to know in either case is what the set excels at and what it's going to be leaning on in the long run and at max level. Defender Primary Sets and Where They Excel Cold Domination Cold's versatile. If provided some solid defense buffs which prevent damage by making attacks miss more often. For targets without native defense, this will noticeably decrease the damage they take and for targets with a fair bit of defense to start with it will put them in demi-god mode. Defense has a few weaknesses though, notably that attacks can still get lucky, and some mobs have attacks which also reduce defense, and when I say reduce, I don't mean by a little. Fortunately, Cold brings more to the table than that. Their +Max HP power helps take the edge off the hits that do get through, their slows mean mobs have less chances to sneak a lucky attack in and their later powers absolutely wreck mobs in terms of reducing the damage they do, reducing their resistance to damage (which massively amplifies the damage they take, and reducing their regeneration (which is critical in fighting high level arch-villains) Dark Miasma Dark's got a nice grab bag of tricks too, with a heavy theme of reducing a mobs accuracy on the side. -Acc powers are great against most mobs, since they're effectively defense for everyone, but some mobs, like AVs are very resistant to the effect and will still hit you just fine. Dark has one of the better heals in the game in terms of raw strength, but it's tied to a to hit check, so can be problematic on some highly defensive mobs (or when the Dark def themselves are debuffed). Another noteworthy trick they have is that Dark is the one powerset in the game which gets a multi-target Ressurect power. Meaning you target one mob and ressurect everyone who's dead nearby. This can absolutely turn around a team fight that's going south and is invaluable for some content. Apart from that they have a variety of control powers, which are nice but not best-in-class. They also get a pet which is unusual for defenders. Empathy I'm an Empathy main. My first 50 on live was an Empath and my first 50 here will be one too. I love Empathy. But Empathy Defenders are not the best. They are what the clueless will ask for, they are what people from other games think all Defenders are, but they are not the best defenders. Honestly I wouldn't even put them in the top half of the list. Why? Well they have some of the strongest and most reliable heals, but in CoH avoiding and preventing damage is exponentially more powerful than trying to heal it. That said, Empathy is still a fun and powerful set. It's heals are close to top tier and are absolutely the most reliable ones around. No to hit checks, no mobs needed. Fire it off and the target will be healed. End of story. Empathy's most important powers aren't it's heals though. With Fortitude, you can increase the Defense, Damage, and To Hit of other heroes, boosting them well beyond their normal limits. With Clear Mind you can ward off even the strongest mezzes from people who are otherwise helpless against crowd control. With Recovery Aura you can offer the team bursts of near inexhaustible Endurance, and Adrenalin Boost is just absurd in terms of the buffs it provides. Force Field A classic of the super hero genre, Force Field brings a whole lot of defense to the table. Of all the Defender sets, FF is probably one of the weaker ones, but to give a sense of what that means, with just it's bubble powers, FF can reduce a mobs chance to hit to less than half it's normal rate. And that's for heroes without any defense. Stack bubbles on someone with defense already and the chance to hit them plummets even further. Force Field is held back by a lot of their powers causing Knockback, which is generally inconvenient, but something that can be fun and can be worked around to some extent. It's also held back because it doesn't provide much in terms of critical debuffs for hard targets, which is where a lot of other defenders shine. Kinetics Okay, I lied. There is a best Defender set. It's Kinetics. Fight me. I might possibly be biased here, I'll admit, but Kinetics is my drug of choice. It's powers are just fantastic for letting you go Go GO!!! From Transfusion which is one of the strongest heals in the game, to Siphon Power which gives a nice damage buff, to Siphon Speed so you go faster and they go slower, to Increased Density which grants mezz protection and Knockback protection (one of the few methods of getting that in the game if your powerset doesn't supply it), to the glory that is Speed Boost*, the endless Endurance which Transference brings and the absolutely absurd "Say Hello to the Damage Cap" that is Fulcrum Shift. Basically, if you need a buff, Kinetics has it, and will give you more of it than you can imagine. *Technically this can be a problem with Speed Boost, where the constantly-on Super Speed it gives you can be more than some players can handle driving around with. Fortunately the devs added a method of declining the movement speed buff portion of the power, and keeping the Endurance Recovery buff which means it is firmly in the god tier of buffs where it belongs. Nature Affinity One of the later additions to the game, Nature is a balanced set that offers a wide array of options. Nature's claim to fame is having a well balanced helping of almost everything that you'd want. It's not best-in-class for any one buff or debuff, but it makes a solid showing in a lot of important ones like -Resistance, -Damage, -Regen. In a sense, Nature is Empathy's more well rounded sibling and tends to play better with other defenders since it can augment a lot of different niches like a generalist should. Radiation Emission If someone did something stupidly difficult in City of Heroes when the servers were live, chances are they were using Radiation Emission. Rad has a few drawbacks to it. It's vulnerable to idiots teammates who don't understand how to keep mobs grouped up. The Rad defender needs to pay attention or their target may run off with a debuff and drag in a lot more aggro than is desired. And the Rad isn't mezz proof and a mezzed Rad is one whose powers all shutoff. Why in Statesman's name would you want to play such a character? Because their powers are so damn strong that it's worth it. Rad defenders have a heal. If they ever need to use it, they are doing something wrong. Between Rad Infection and Enervating Field, a Rad Defender can turn spawns into helpless kittens. Themobs can't hit you, they can't hurt you, they have no defense so you don't miss them, and they have no resistance so you do a stupid amount of damage to them. The devs made Rad before they understood how math worked I would guess, and then regretted it ever after. Oh, but wait, there's more! Lingering Radiation is so strong that it shuts off even the most powerful AVs regeneration, Fallout turns a dead body into a deadly weapon (granted this is mostly a toy), and Mutation is a better rez than what Empathy gets since you come back stronger than when you died, and then there's Accelerate Metabolism, which buffs Recharge, Recovery, Damage and Resistance to Mezzing. I said Kinetics got the best buffs? Accelerate Metabolism is climbing into the ring with a real mean look in its eyes and I'm kind of afraid. Sonic Resonance Force Field bubbles give defense and make you harder to hit. Sonic Resonance bubbles give Damage Resistance and let you take less damage when you are hit. Put them both together and watch mobs regret every life choice they ever made. But Sonic is a lot more than the Resistance bubbles. Sonic also offers -Resistance on Foes, which is critical for defeating tough opponents since it's effectively a damage buff for everyone, even people at the damage buff cap. Sonic gets some other tricks as well, but the shields and the -Res are the big ticket items they bring to a party. Storm Summoning Because Rad defenders need someone to hate. Storm is a really potent powerset, but it can play really poorly with others in the wrong hands. This is because Storm has a lot of Knockback, which tends to scatter mobs, which in turn means AoEs do a lot less damage and people like Rad defenders who have area based debuffs get really grumpy. Smart Storm users can use their Knockback to push people *into* the debuffs and AoEs, but its pretty fun to just go full on Chaos mode and wreck stuff without worrying about that. Big powers for Storm include Snow Storm (which slows mobs in a wide area and helps keep them together), Steamy Mist (which grants Stealth to everyone party member nearby), Freezing Rain (more slows + a very useful -Def and -Res for mobs in a wide area), Hurricane (for a -ToHit deubff as strong as Rad's), and Lightning Storm (for just random zappy fun). Thermal Radiation Or, as it was originally setup, "the Villain's version of Empathy". Thermal's got a similar healing focus to Empathy, but it's weaker at that in exchange for some highly useful buffs and debuffs in. Buffs include Thermal and Plasma Shield for +Dmg Resistance (like Sonic) and Thaw (which is similar to Clear Mind), and Forge (which is similar to Fortitude but with more damage and no defense). With Heat Exhaustion and Melt Armor they've got access to debuffs for Resistance, Regeneration and Damage...except that the cooldown is so long that those can't be made permanent like a Rad defenders are out of the box. Still good mind you, just not best in class. Time Manipulation Time Manipulation has a variety of good powers, though some of the best suffer the same issue of having significantly longer cool downs than their duration. Still there's some good stuff here. Chrono Shift gives everyone Recharge and Recovery, Slowed Response inflicts -Def and -Res, Temporal Selection is Time's version of Fortitude but arguably better since it gives +Damage, +Recharge and +Regen and Time's Juncture is like a weaker version of the Radiation clouds except it's centered on the Time defender so it can't run away and aggro other groups (unless the defender wants to do that). Traps With no direct healing, a quick view of traps would suggest that it offers little defensively to the team. In practice though a well played (and worked with) Traps defender can keep a team very safe and rolling along quite well. Web Grenade and Caltrops provide some indirect damage reduction since they keep the mobs out of melee. Triage Beacon is a strong +Regen, Acid Mortar offers -Def and -Res, Forcefield Generator offers +Defense in a wide area, Posion Trap offers as much-Regen as Rad's strongest power, Seeker drones give -ToHit and -Dmg and Trip Mine and Time bomb both deal quite a lot of damage. In terms of tool kits, Traps has it all, but it does take a while to mature and it does require thoughtful play in terms of where things are places and when they're used. Trick Arrow The original answer to "Defenders are not healers". Trick Arrow is all about debuffs and offers essentially nothing in terms of defensive abilities or heals. That's not a problem at all, though Trick Arrow does lag a bit overall since it's best debuffs come later on and it doesn't include -Regen which many of the other debuffing sets supply. That said, Poison Gas Arrow, Acid Arrow and Disruption Arrow will certainly help with wrecking a mobs day and Oil Slick Arrow is both good fun and one of the few abilities that can combo with another player (anyone with a fire attack can light it on fire to do damage in a wide area). --------- Q: Wow that's a lot to pick from...and a lot to read...what powerset should I pick again? All of them. This is City of Heroes, we've got 1,000 slots per server, use 'em! Q: What About the Secondary powers? Seriously? This wasn't long enough? Ok, short notes on the secondaries. First: Take them. Use Them. Even if you're an Empathy heal bot. Your damage is a lot less than a serious damage dealer but its still something and with all the buffs and debuffs flying around its still super useful to have. Archery: Lethal damage mostly, overall good, Rain of Arrows is excellent, downside is no secondary effect to speak of. Assault Rifle: Honestly a bit disappointing, Flame Thrower is good, Full Auto is also good, downside is it hits a bit weak and doesn't have a good attack chain. Was unhappy with it on live, but some people loved it. Decide for yourself if it fits your concept. Beam Rifle: New set, -Res and -Def sound interesting and defenders are all about the side effects. Would suggest this over Assault Rifle, but don't have the experience to back it up. Dark Blast: -To hit as a secondary is nice and the Tentacles are a great immob for keeping mobs in place. Dual Pistols: So you want to be a Gun-fu fighter? Here ya go. AoEs are good, secondary effects include -Def and -Res which is nice. Electrical Blast: A bit disappointing. Damage is somewhat low and the secondary effect of End drain is a trap of uselessness without a build designed around it. Energy Blast: Pretty and fun, but the secondary is Knockback which can be a great evil in the wrong hands and does little to help with hard content. Fire Blast: Would you like some damage to go with your damage? Then fire is for you. Of course, defenders don't get the damage Blasters do so it'll be a bit less impressive and there's no secondary to benefit from the defender's higher values. Ice Blast: Like Fire but substitute "slows" for extra damage. Upside, defender slows are as good as they get. Psychic Blast: Psychic damage isn't widely resisted but it's also on the low end, so that's nice, also has a good AoE and mezz options. Radiation Blast: Rad gets all the good toys, including solid attacks which do -Def and make hitting easier for everyone. Sonic Attack: The attacks don't have the best damage, but they inflict -Res which means everyone (including you) hit for more. Also a good sleep in Siren's Song. Water Blast: Some neat mechanics and some decent debuffs. ------ Hope this all helps!
  47. 1 point
    The song that let me throw an ill-fated job interview with style and dignity. ...well, maybe not dignity. Tommy Dorsey - The Music Goes Round and Round
  48. 1 point
    I'm curious if you've spent any time playing this build and how well it worked for you? I'm looking at building a EM/SD toon as my main brute, already got my Rad/Fire Brute built for farming runs so am looking for something to handle everything else.
  49. 1 point
    With a PB, modest Defense and maxed Resists should give you the Tanky heft you want, without sacrificing Recharge or damage output.
  50. 1 point
    From an earlier time I made this note for myself: I believe the other KBtoKD works, but my memory isn't worth a damn so don't take my word for it.
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