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PaxArcana

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Everything posted by PaxArcana

  1. Just about all of the 1-20 stuff, and a large chunk of the 21-30 stuff, I've already done multiple times. I've only had one 50, on redside, and that was before Incarnate stuff (I left just as i14 was about to hit). ... I'd really like to get back there, with a similar build, so I can experience what that character missed. The only reason I'm not rushing/farming/PLing there, is because this time I'm playing him on Blueside. (Where I've seen none of the 40+ content yet, also.)
  2. What I have: a simple, basic Logitech G550 (wired) 5-button mouse. What I'm thinking of getting: a Logitech G600 (wired) 20-button gaming mouse [[ https://smile.amazon.com/dp/B0086UK7IQ/ ]] What I lust for: Razer Naga Trinity 7+2/7/12 (wired) button gaming mouse [[ https://smile.amazon.com/dp/B0788MCRGC/ ]]
  3. The thing is, it's all a zero-sum game. The AT can't be designed, ground-up, as a "godmode" sort of thing. It has to fit in with the other ATs - it can't just be "the best of the best" as a design principle. The more DPS the pets have, the less the WL is allowed to have. Same for durability. So if you want the WL to be the one busting heads and taking names, then the pets aren't going to be combat heavies.
  4. There's that, too. Back on Live, I was once on a Strikeforce with six other Masterminds (and one other - I think he a Stalker). Respec Trial, very first one. SWEET BABY JESUS, we went through that like shit through a goose. And that was without being able to set six MMs worth of Minions to Bodyguard-ing the same single character.
  5. MM Pets don't do much support work - a little, but not a lot. They're mostly there for the DPS. Hence, figuring on Warlord pets getting buff, debuff, and even a bit of control as their chief raison d'etre.
  6. Gonna say no, to this one. First off, Bodyguard is a very specific part of the Mastermind Inherent. No-one else can "lend" half of their inherent out to other players like that. Second, sometimes I want my pets to go after whoever someone else - typically the tank - is targeting. Your suggestion would preclude doing that. If you want to help the tank (etc) ...? Your secondary has buffs and/or debuffs in it. Use those. :)
  7. It's been working fine for tens of thousands of people. ... On the master forum index, see the Getting Started forum? Go there. Then, you should see Game Account Creation & Management ... click that, and there is where you create the in-game account you use to sign in and play. (Note, that is not the same as a Forum account!) As for asking for a folder ... eh. Mine never did either, but it still works, and I can still play the game.
  8. Just remove Brawl from ranged-preferred minions. To compensate, speed up the recharge of their default, no-upgrades attack slightly (like, 20%).
  9. Do look at the powers I assigned to the Revenants and Champions, though. Their default powers are still attacks. With the first upgrades, your T1s would get a PBAoE heal (a very, very minor one, since they're likely to spam it, and there are THREE of them), while your T2s get an Immobilize. The second upgrade, I picked Fear/Hold effects for all the minions (the "stand still and cower" sort of fear, is what I had in mind). :)
  10. That would depend on a lot, a LOT, of variables. A big one is, "what actual powers do I have - if any?" Another one would be, "how old am I, when I get noticed by those recruiters?" For example, a 14-year-old is more likely to be actively recruited by a gang like the Hellions, than a paramilitary outfit like Arachnos (unless said 14-year-old has some pretty astounding power(s) ...). Mostly because those street gangs would be more likely to give a kid the chance to prove himself or herself, whereas an organization like Arachnos, or the Sky Raiders is more likely to prefer waiting until someone is 18 or 19 - 16 at the very absolute least - regardless of power/skill level. On the other hand, a super-skilled computer nerd isn't going to fare well in a violent street gang. On the gripping hand, regardless of age, if you have an astounding talent for magic, the Circle of Thorns may not care if you're 14, or 12, or 10 ... or 114, for that matter.
  11. Any Archetype with a Defense primary or secondary - Scrapper, Sentinel, Brute, Stalker, Tank - is going to be very, very solo-able. Masterminds, also, because you can usually avoid being in personal danger (until all your pets die, but, well, nothings perfect). Once you learn the gameplay a little better, you'll find that almost any archetype can be played solo - some are just a bit slower, and need to be played a bit more cautious, than others. ... OTOH, it's not hard to find teams. This MMO does not cater to the Holy Trinity; you can have a team of nothing but Scrappers, and succeed. A team of nothing but Defenders, and succeed. A team of nothing but Masterminds, and suc- ... well, okay, for that you need a pretty good computer to not crash to desktop, but if you have that, you can succeed. :D :D But seriously, any number of characters of any class can group up and do most content very well.
  12. .... you do realize, if they add more damage to the "you hit a wall" thing, they have to take away some of the base damage, to keep the powers balanced ... right?
  13. I'm not sure what the rest of that means. Leftmost column: character Level Middle column: Masterminds Rightmost column: Warlord A or a: Tier 1 pet B or b: Tier 2 pet C, c, or ?: Tier 3 pet (I used ? for Warlords because, as I said, I'm torn as to whether they should get one at all). Capital indicates a new pet gained at that level I figure most Warlord pet attacks would be of the Defender/Corruptor variety, with a Buff or Debuff element. MAybe Defender scale damage, or perhaps less, and somewhat less Buff or Debuff than any existing AT (since you'll be bringing a bunch of them to the table, eventually). And yes, I figure the Warlord, with the Sentine's 0.95 damage scale, would definitely be doing most of the actual damage. It might even need it's personal attacks scaled back even further than that. (0.85 or 0.80, maybe?)
  14. I suppose that's a possibility too. But from my POV as an MM player ... that last upgrade is really somewhat needed, especially when you hit 40+. Also, I very specifically want other pet classes to have less than MMs do. So, I'm quite torn on that one. (Originally, I omitted both, but then rethought things when I recalled how needed the second upgrade is, in that last 10 level stretch.) Here's a quick comparison of the progression of each, WRT pet summons. The third tier for WL is a ?, to show "maybe this, or maybe second upgrade": LV // MM...... // WL...... -- // -------- // -------- 01 // A..-..-. // A..-..-. 02 // a..-..-. // a..-..-. 03 // a..-..-. // a..-..-. 04 // a..-..-. // a..-..-. 05 // a..-..-. // a..-..-. 06 // aA.-..-. // a..-..-. 07 // aa.-..-. // a..-..-. 08 // aa.-..-. // a..-..-. 09 // aa.-..-. // a..-..-. 10 // aa.-..-. // aA.-..-. 11 // aa.-..-. // aa.-..-. 12 // aa.-B.-. // aa.-..-. 13 // aa.-b.-. // aa.-..-. 14 // aa.-b.-. // aa.-..-. 15 // aa.-b.-. // aa.-..-. 16 // aa.-b.-. // aa.-B.-. 17 // aa.-b.-. // aa.-b.-. 18 // aaA-b.-. // aa.-b.-. 19 // aaa-b.-. // aa.-b.-. 20 // aaa-b.-. // aaA-b.-. 21 // aaa-b.-. // aaa-b.-. 22 // aaa-b.-. // aaa-b.-. 23 // aaa-b.-. // aaa-b.-. 24 // aaa-bB-. // aaa-b.-. 25 // aaa-bb-. // aaa-b.-. 26 // aaa-bb-C // aaa-b.-. 27 // aaa-bb-c // aaa-b.-. 28 // aaa-bb-c // aaa-b.-. 29 // aaa-bb-c // aaa-b.-. 30 // aaa-bb-c // aaa-bB-. 31 // aaa-bb-c // aaa-bb-. 32 // aaa-bb-c // aaa-bb-. 33 // aaa-bb-c // aaa-bb-. 34 // aaa-bb-c // aaa-bb-. 35 // aaa-bb-c // aaa-bb-. 36 // aaa-bb-c // aaa-bb-. 37 // aaa-bb-c // aaa-bb-. 38 // aaa-bb-c // aaa-bb-? 39 // aaa-bb-c // aaa-bb-? 40 // aaa-bb-c // aaa-bb-? 41 // aaa-bb-c // aaa-bb-? 42 // aaa-bb-c // aaa-bb-? 43 // aaa-bb-c // aaa-bb-? 44 // aaa-bb-c // aaa-bb-? 45 // aaa-bb-c // aaa-bb-? 46 // aaa-bb-c // aaa-bb-? 47 // aaa-bb-c // aaa-bb-? 48 // aaa-bb-c // aaa-bb-? 49 // aaa-bb-c // aaa-bb-? 50 // aaa-bb-c // aaa-bb-?
  15. I play Masterminds. So far, I have three of them. So far. And I would be absolutely incensed if they were invalidated by another AT that not only did pets as well as MMs did, but also got to wade into combat as well as (or nearly) a Scrapper or Tanker. Like, if this were a paying MMO, I'd unsubscribe, uninstall, and badmouth it all over social media. That ticked off. Which is not to say that a topsy-turvy version of the class couldn't work - see my above counter-proposal. But the Inherent needs some work, still - I didn't touch it, because I'm not sure I can come up with a good alternative. But it definitely is (potentially) too strong in your original proposal.
  16. Why is this a concern? No one worried about invalidating tankers when brutes were designed. Why should it matter here? No-one worried about invalidating Tankers when Brutes were designed, because originally the only place to play Brutes, was where Tankers did not exist. You couldn't start a Level 1 Brute off as a Hero; if you wanted to play the damage-absorbing brick on Blueside, Brute effectively did not exist as an option. It was literally impossible for Brutes to invalidate Tankers, because they were never in direct competition. There weren't even Co-Op zones, SF/TF, Trials, etc when Brute was designed. ... That does not hold true today. Right now, because any AT can start on any "side" ... if Brute did not yet exist, I would argue against it, on the grounds of it invalidating both Scrappers and Tanks.
  17. No, no, better: make the pet sets SECONDARIES ... a mix of defense, and pets. And, to keep the pets weaker than MMs, they don't get a Tier 3 pet. At all. Finally, the pets are more support-oriented - like having your own crew of pseudo-Defenders/Corruptors at your back, that you tank for. So, working with the theme you chose for an example, consider this ... numbers in parentheses being the level you gain access to them at: T1 (1): Dark Embrace >> Toggle; Self Resist Smash, Lethal, Negative, Toxic; Fear T2 (2): Summon Revenants >> Like Summon Zombie Horde, but tjhese minions are ranged/support instead of melee - probably via Debuffs. >> ((Dark Blast, Gloom)) >> Second pet at 10, third at 20. T3 (4): Obsidian Shield >> Toggle; Self Resist Psionic, Cold, Fire; Sleep, Hold, Disorient T4 (10): Enchant Undead >> Revenants gain: Dark Gift (PBAoE, Minor Ally Heal) >> Dark Champions gain: Tenebrous Tentacles T5 (16): Dark Champion >> Like Grave Knights, but again, Ranged/Support instead of Melee >> ((Dark Blast, Abyssal Gaze )) >> Second pet at 30 T6 (20): Cloak of Darkness >> Same as the Scrapper/Sentinel power T7 (28): Shroud of Fear >> Toggle; PBAoE Fear, minor Negative DoT, -ToHit T8 (25): Soul Transfer Absorption >> When you get this power, you get an Autopower that, if you are defeated, applies >> charges of a buff to you based on the number (and tier) of minions you had active >> when you were defeated. Those charges then determine the total effect of the >> self-Rez of Soul Transfer, rather than number of nearby enemies. The minions, >> of course, are all consumed by this. These buffs last 90 seconds, or until used; >> this is not a class that will want to self-rez right in melee range of the enemy, >> thus, the mechanics that allow for a non-infinite delay in activation. T9 (38): Dark Empowerment >> Revenants gain: Fearsome Stare >> Dark Champions gain: Petrifying Gaze With the slower rate of gaining additional pets, this archetype would not trod too heavily on MM's toes (important to me, as MM is my favorite archetype). From level 1-9, they will have: Revenant (x1) From level 10-15, they will have: Revenant (x2) From level 16-19, they will have: Revenant (x2), Champion (x1) From level 20-29, they will have: Revenant (x3), Champion (x1) From level 30-50, they will have: Revenant (x3), Champion (x2) ... the first upgrade is available at level 10 (5 levels later) ... the second upgrade is available at level 38 (6 levels later) Compare that to a Zombie/ MM: From level 1-5, they will have: Zombie (x1) From level 6-11, they will have: Zombie (x2) From level 12-17, they will have: Zombie (x2), Knight (x1) From level 18-23, they will have: Zombie (x3), Knight (x1) From level 24-25, they will have: Zombie (x3), Knight (x2) From level 26-50, they will have: Zombie (x3), Knight (x2), Lich (x1) ... the first upgrade is available at level 5 ... the second upgrade is available at level 32 Conversely, make the melee damage their primary. Give them Sentinel-scale damage (so, slightly less than Scrappers or Stalkers): they're not a first-string combatant on their own, that's partly why they bring pets to the table.
  18. Go to Tools & Utilities, here in the forums (between General and the Archetype subforums). Get the Homecoming Hero Designer. It has all those numbers in it. Power by power, archetype by archetype. :)
  19. ... be standing next to those six Dark defenders. Which means, his +Defense acts multiplicatively with their -ToHit. Or, alternately, the Tank/Brute keeping the AV's aggro could be using a +Defense set, in which case the /Forcefield Defender is functionally useless, because said Tank or Brute is almost certainly soft-capped, and then some, on Defense already.
  20. For DeBuffs against AV's, there is a simple rule that applies: Maxim 37: There is no "overkill." There is only "open fire" and "reload." ... meaning, "there is no such thing as enough". The more you can pile on, the better.
  21. Just one caveat .... I'm not a PvPer myself, but in PvP? Stalkers really do need to rely on being actually invisible to other players, at least mostly, and at least some of the time. So in PvP zones, I think the current graphics would have to remain the same.
  22. There is also the "Brain in a Jar" head .... where you have the option for the tank to be EMPTY. Just a big, somewhat squared-off glass fishtank with nothing in it. EDIT TO NOTE: I 'd love a version, with or without the brain, for some actual FISH swimming around in the tank. Even if it was a costume-piece specific "aura" ...
  23. An NPC near the Starting Zone trainer for each "side', where youc an acquire all the things that, when CoX had gone free-to-play for a while, used to be in the cash shop or only acquirable by purchasing specific editions of the game. Nothing costs real-world money. Tons of the things the P2W vendor has are free, the rest cost Influence/Infamy. Sometimes a godawful LOT of INF, but still, just INF. Invention Origin enhancement. You craft them from recipes and salvage that drop, naturally, while defeating enemies. Unlike the original TO, DO, or SO enhancements they never "go stale", and their bonus is directly related to their level. A level 20 IO is still worth the same benefit when you're 50, as it was when you were 20. [quot]3. [...]I'm a pretty casual gamer in general, but I figure if I want to have any chance of actually seeing all the content I missed, I do have to sort of plan to play their way instead of my way so to speak. Any AT, any powersets, (almost) all content. The worst you will have to do is find a team for the Task Forces/Strike Forces and similar content that most cannot do solo. Those groups were morons. Elitist morons who did not understand the true spirit and intent of CoX. Go on, play your Ice/Dark Corruptor. You won't miss any content worth worrying about due to your build. I haven't done it yet myself, but apparently Vigilantes and Rogues can actually play both sides, at the same time (except in PvP, where Vigilantes are Heroes, and Rogues are Villains). As much as I love Redside, I must admit that it's far easier to find a team on Blueside (due to relative population levels). If that doesn't matter to you .... :)
  24. This is a lot less necessary than the salvage, though - you can buy the common, basic IO recipes right through the crafting table UI. Not so much with the Salvage, though.
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