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Frozen Burn

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Everything posted by Frozen Burn

  1. Love the concept! And yes, 5 Missions to an arc. I could certainly see a player having to do 5 different missions all over the world in 1 arc. Or, if one geographic area is particularly "troublesome," do a couple missions in a row at that locale before moving onto the next (maybe, 3 separate locations in 1 arc). And then arc 2 can be "phase 2" of the plan... or maybe, doing the covert op work in arc 1 to set up the invasion in arc 2. ....just some thoughts. Anyway... You are spot on with St. Martial and Mercy - they are perfect for those Euro city looks. There are some Nerva maps that give a good "jungle" feel that could be for Pacific theatre. There's an Aracnos Submarine Base map that has an underground submarine port - that could be cool to use. There's an outdoor Grandville map that could be used for a beachhead invasion. Numerous cargo ship maps that can be used There are different outdoor factory maps (Mercy, Sharkhead, Cap Au) that could be used "blow up munitions factory" or etc Cimerora maps are perfect for Sicily / Italy. Croatoa maps could be used for Western Euro farmland battlgrounds And of course, there are the usual outdoor wooded maps (also burning) as mentioned above that could be used. Manticore's Mansion map has a nice euro / castle feel. The tech back room may be a little too modern, though. Cap Au WSPDR map also looks European and there could be potential for the radio building - save or sabotage? Older outdoor city maps could be useful - the ones with the brick buildings. There is also 1 with carnie tents that could be used for Eastern Euro "gypsies." Faultline and Echo: Faultline maps could be useful. Bomb or save the dam! Port Oakes Ship Yard map - Destroy the new Axis Freighter! ... or Save the Allied ship building yard! So many good options to use! Unfortunately, nothing really suits North Africa theatre. But maybe you could to a cargo ship "off the coast of North Africa" to satisfy that? Good luck! Please post when you have them up and completed - I'd love to play through it.
  2. Just a simple costume... Hot pants, Hot body, Fiery woman.... Miss Blazepassion (Fire/Fire Dominator) "Burn it. Burn it all."
  3. Lores shouldn't be used to "fill in" any holes given the long recharge times. So to Compliment what you have you're already there... Storm Elementals - I actually like the Storm Elementals, both Core and Radial. Good damage, end drain, and buffs can be good. Rularuu are great, especially with the -Def the do. Also are "other worldly" so it fits the summoning "demons' from another plane concept. Banished Pantheon are also great, but EVERYBODY seems to take because of the Sleet debuff they do - can't go wrong there, but I hate being a lemming and following the crowd (That's just me, though - no judgment if you take them! I have them on a character too). (Longbow, mentioned above is similar to BP in that Lots of people take it too because of the healing aura and the Cataphract does really good damage, but they are boring and don't fit your concept.) Talons of Vengeance - Radial has the best buff of the Lores (+Def to all, +Res to all, +Recov, + Rech, and Heal over time), but it's not a perma buff, though. They also do good damage. Also fits the concept of summoning creatures from a different plane. Knives of Vengeance - also have great buffs to consider as well and deal good damage. Concept-wise, might be more like summoning Angles to go with your demons? Or maybe you might think they're demons too? Carnies - you get a Seneschal that sits fire that could fit thematically, if you wanted. Maybe they're clowns from hell?! 🙂 Demons - are ok and could fit thematically-wise. As above mentioned, they are "meh," in my opinion. But could be viable. These are some that I think might go well.
  4. Correct, you should only have to run HT's and DD's arcs... NOT all of them inbetween. Although, since you have progress towards it... you MIGHT be able to just run DD's arc and get it. But if not, then you'd have to go back and run both.
  5. Ooo, I hate it when that happens. The only way to get it would be to run the arcs again through Ouro. But sometimes badges award without it being flashed on the screen. And I think that badge just appears when you complete the arc/mission - not when you rescue him (I can't remember). But before you spend all that time re-running arcs... take a few mins to Triple Check your badge list: Buddy Cop is an Achievement (not an Accolade or Accomplishment as some people might think). It's about halfway down the list (if you have a lot). It's between "Lone Wolf" and "Incarnate Rival" which are right before the Apex / Tin Mage / Incarnate trial badges. If it's not there, you'll have to re-run the arcs, sadly. (And then you should post this issue in the Bug Report section.) Good luck!
  6. Well, I guess I'm gonna be "that' guy... Regeneration is basically okay, but it could use some tweaking... First, It's not Clicky. Yes, there are clicks, but there is only 1 that you click often: Reconstruction - a straight up heal like Healing Flames or Dark Regen that you use when needed. Yes, you click it every now and again like DA & FA. This is the only "clicky" power. Dull Pain - this is where most people use it wrong. Most people wait until they are in the middle of battle to click it and use it as a heal - yes, that makes it "clicky." But the more HPs you have, the more you regen. So going into battle without DP already up, is like any other set going in with one of their armor toggles off, then stopping their attack chain to turn on that armor - that's just stoopud. Also, DP can easily be made perma - so it can be on autofire every 2 mins. And there are binds you can use to make multiple powers on auto-fire (like Hasten + DP), if you're concerned about that. But even if not on auto-fire - it's a 2 min recharge! So this really isn't "clicky." Instant Healing - similar to DP in that it has a long a recharge but can typically get it down to 3-3.5 mins. So, currently NOT "clicky" either. I believe this recharge is WAY too long and should be cut down 1.5 to 2 mins. Also the base regen rate needs to be increased if it's going to be a click power. (I would vote to make this a toggle again.) Moment of Glory - The recharge on this can be gotten down to ~2mins recharge. That's not "clicky." The duration of this needs to be boosted or the recharge lowered for this power to be viable. That's 4 powers and 3 of them have recharges of 2-3.5 mins. How is that "clicky?" I click more on most other powersets and ATs than I do regen. If you really want to talk about "clicky" - try Electrical Affinity! With IO Sets and Bonuses you can still get decent resistance and defense bonuses to make your regen similar (not identical - but similar) to Willpower. And obviously, these bonuses let you regen more. Making Regen weak to KB or mezzing is... no, just no. It already sucks that FA and DA are weak to KB and we have to waste valuable slotting on special IOs or sets to overcome that. That's not giving a set an "Achilles' heel" (which I am ALL for), it's forcing the player to ruin ideal slotting to get the protection they already should have. And in the example of Wolverine vs Magneto - Wolvy was held from the Metal skeleton he had - not because there was a weakness to his regen. I doubt Magneto could hold Deadpool. Also, something that most people don't do with their regens, is kite or runaway a few secs so they can regen. I see most regens stand their ground and try to take all the incoming damage that is being dealt - and that's a recipe for disaster - and then they die. Regen now is not like it was back when the game first came out and you could do that. This version of regen's weakness: you can't stand and take all incoming damage and survive like that... you have to work to slow the rate of incoming damage down so you can regen faster than it. So click an occasional button (like other sets), KB/KD your foes to give you a few secs (that's part of why Claws/Regen is so great - for the KB/KD), eat some inspires (like anyone else would), or duck around a corner for a few secs. Deadpool, would get an arm cut off, run away, let it grow back, and then go fight some more. So, some tweaks to IH and MoG, and the set would be fine - in my opinion, of course. 🙂
  7. Oh, there are SO many that you would want. Aggressive, Defensive, Passive, Goto, Stay, Follow, and many many more. You'll want them for each minion, group of minions, and all of them. The thread in the link below is just a GLIMPSE into what a Mastermind's trays might be like. Search for other Mastermind guides and command lists and you'll find how involved and complicated it can get - to properly play one, that is. 🙂
  8. Welcome to City of Heroes!! Yes, Blasters generally have a lot. You have your primary for attacks and your secondary is more attacks & utility powers to help keep you somewhat alive. Strong offense is best defense!! But still, a properly played Mastermind would have even more buttons (in addition to Primary/secondary/pool powers) with all the command macros you would want to make for proper command of your minions.
  9. You leveled both - you tell us! People are are going to have their preferences. Many like Shield over SR, and many like SJ over MA. I think both combos you have are great and can't go wrong either way. I lvl'd a Shield/SJ Tank to 50 and love it! I am also enjoying my MA/SR scrapper for that "old school" vibe - not a Tank, I know, but the combo is still fun! ....So having leveled both of those, which do you prefer?
  10. My Ninja Blaster is Dual Pistols. It's a LOT of fun. I love Archery as well and I can imagine it would be just as fun - so can't go wrong either way!
  11. Just so you are aware, Cimerora is supposedly Ancient Rome and not Ancient Greece. So if you want your character to be Cimeroran, you should probably model him after the Romans as @Luminara mentioned. You could certainly have a Grecian character who sailed to Cimerora from Greece and play him that way, if you want. But I just wanted to be sure you were aware of the differences in the zone supposed location, in case it was mistaken as it could impact your character's origin and perhaps how you play them.
  12. Katana really pairs with everything. /Invuln or /SR are both classic - can't go wrong there. /Regen and /Willpower are good too especially with the +Def you can get with Katana to help things miss you and you regen build. I LOVE my Katana/Dark Scrapper - it's a beast! I'd imagine /EA, /Ice, /Ninjitsu, and /Stone would pair well too. I haven't played Bio on a Scrapper yet, so not sure how that does there.
  13. Hmmm... Not a lot of "button mashing" - more "passive" - it sounds more like you may want to play a Sentinel instead. Pick a secondary "defensive" set and basically just use your primary. Your damage output will be lower compared to a blaster, though. But certainly would be minimal button mashing. But if you do want to play a Blaster with minimal button mashing and with some powers you can skip, you may want go /Devices. There are skippable powers in the set (Smoke Grenade, Time Bomb, Taser - although, it does really good damage). You can put out your Gun Drones and Caltrops and just fire blast away while "gunny" shoots (and has a minor taunt) and the "trops" makes things turn away from you. Trip mines could be skipped too, but they're fun for ambushing mobs. If you want something a little more hands on, then pick whatever you want - Fire pairs with everything. Atomic is a great secondary - can't go wrong there. Martial is a LOT of fun Fire is classic, deals a lot damage - can't go wrong there either Ice has a patch which is perfect for Burn Dark can be fun and has Soul Drain Ninja is a cool combo and can also be fun - some great concepts can be made for it too
  14. Katana is fast. Probably the fastest of the melee sets. Gives you some +Def, and gives foes -Def. As @Without_Pause mentioned, lethal damage is suboptimal for the solo tanker. Most Tankers probably also do not take it because they want a set that has more AOEs. Nothing wrong with that. But I think Katana's niche is best on a Scrapper or Stalker where they can really deal out the ST damage. Katana Tankers exist. I think I've seen 2 wandering around Torchbearer. Again, it's all on what you want to play.
  15. The Babbage ambush is keyed on the first person to exit the mission. So sometimes, if the first person to leave the mission immediately ports out of the zone to get the temp power too fast, or if they port to Ouro or their base directly from inside the mission - then Babbage will not spawn in Skyway. I had a friend go immediately from the mission to our base and then to Steel and Babbage spawned in Steel (only then to be immediately droned) - this has happened several times and the issues stopped once he stopped porting directly to Ouro or the base from the mission. Also, if the first person out - and who Babbage is keyed on - goes to the tram to go to Steel to get the temp power, they could be leading Babbage to the drones there. To ensure that Babbage spawns and you get to fight him, everyone should stay near the exit door and don't wander near the tram where the drones are. THere are a couple doors for that mish that occur right next to the tram, so be sure when you exit - GO AWAY from the tram. Once you have him and his attention kept, then whomever can go get the Temp power from Posi in Steel.
  16. Welcome to Blasters! You have a very playable build. Repulsion Field is a crap power. If you're hovering, it's not needed as you can just hover higher out of melee range. And when on the ground, it's still not very useful because things can still hit you several times before it ticks and pushes them away. And then putting a KB>KD proc in it, kind of defeats the point of it. I would ditch Repulsion Field and pick Personal Force Field instead. It can have a use whether you are in the air or on the ground, and you can slot another LotG +Rech IO. That would also free another slot you could put in Maneuvers to pick up a little more overall defense.
  17. I've also experienced this a few times loading directly into Atlas from creator. (I rarely play villains and haven't experienced this yet in Praetoria). As OP says, no big deal to load powers into tray. But it is strange.
  18. Keep in mind, I am talking max recharge to self. There is a cap that a single player can do by themselves before having to use outside help, like speed boost, to get more. A character by themself cannot go beyond 1/5 (one fifth) of the base recharge of any power. I have a couple characters where I do build for personal max recharge and I know of others who do too. I have an Archery/Device blaster where Rain of Arrows (60s base rech) recharges in 12s (one fifth of base) and Gun Drone, I can have 2 out at all times. But then with Speed Boost, I can have 3 Gun Drones out. And no, perma SD is not OP. Currently, you CAN get perma SD, if you work for it. And if you really push hard to your personal max recharge, you can get it down to 24s, which gives you 6s of overlapping buffs. And for the Devs to change SD from 120s to 90s, it's not a question of does anybody already slot so much recharge for it... it's a question of WOULD IT BE POSSIBLE to get the power so low. And then with Speed Boost, you will be under that and get even more overlapping buffs. You can ask all you want, but I don't see the Devs ever changing the base recharge on SD.
  19. Again, those are my opinions and I respect yours. I see plenty of /Dark on Torchbearer. Certainly not as much as others, but I do see them. And I don't think you can accurately say these changes are for the the majority of people - have you polled every player? I am sure in your circle of friends, people may want these changes. In my circle, they would agree more with me. But CLEARLY, due to the lack of responses on this thread, it is NOT a majority of people in-game or even majority of Blaster fans. You necro'ed this old thread that got no traction back in Sept. You cast your vote (as is your right) and I'm casting mine (as is my right). And I never said DS detoggling didn't bother me - I agreed it sucks. It is a pain to have to toggle back on. But I am ok with it detoggling as it is a trade off for having a click sustain power. But that all goes away anyway with incarnates as most blasters take Clarion or Barrier and they do not get mezzed. If the Devs do decide to wrap it up into a sustain power, then okay - whatever. It's just 1 less set that is unique and will then function like all the others. Break out the cookie cutters. I know people (generally speaking) want it easy - most will prefer a toggle sustain power... But yeah, I am OKAY with click sustain powers. You aren't and I recognize that others aren't too and I respect that. But I also know some players who are ALSO OKAY with clickie sustain powers. And yes, a 90s Soul Drain is OP. With max recharge, you can then have it down to 18s recharge, and with the buff lasting 30s, you would basically be able to have perma double Soul Drain. And that, my friend, is in fact Overpowered. Soul Drain is about the tradeoffs compared to a regular BU power. Yes, it requires a ToHit check and you have to wade into melee range to use it. But it's also an attack and does damage (many times, i will outright kill minions with it), the buff lasts 3x longer than normal BU and anyone with reasonable +recharge can have it perma or close to perma. Normal BU cannot be perma - the most you can get it down to is 18s recharge so there is 8s of no buff. So if SD is NOT perma - that is okay - it's balanced! And again, even if you do not get a full 10 mob SD and only get a few - that is also okay as the buff last 3x longer so you deal more damage over a longer time too. Again, trade offs that work fine as is. Sorry, if you don't agree. But I like the set as is except for the few tweaks I stated in my previous post.
  20. I am okay with /Dark the way it is. A couple tweaks, sure. But mostly what is being suggested, I do not agree with. If every blaster secondary had a toggle sustain power, it gets boring and repetitive. I like that /Dark is different. So I am fine with Touch of the Beyond and the mechanics of it being a click power. I actually use the fear component and keep it in my rotation. I also have a Chance to heal self proc in it too that goes off fairly often. (I also like that /Ninja and /Mental both have click sustain powers). I am fine with Death Shroud being just a damage toggle (not combined into a sustain power) and do not care that that it drops when you get stunned. Yes, it sucks to have to turn it back on, but it's just like some of the other blaster secondaries (/fire and Hot Feet, /Sonic and Disruption Aura, and etc) where you have to do the same thing. I will agree a wider radius of DS other than the current 8ft would be nice, but I think Warshade Orbiting Death would be too large (20ft) - that's the same as Hot Feet which while HF does damage, it is also a control power as it makes foes run away (slowly). /Atomic's Beta Decay is 15ft and /Sonic's Disruption Aura is 15ft. So I would think a 15ft radius would be appropriate. ( /Plant's Spore Cloud is 10ft and could also use a bump to 15ft.) Soul Drain is fine the way it is. A 90s recharge is too OP. The buff lasts for 30s (while normal BU lasts for 10s). With max recharge, you can already get SD down to 24s. Also, I'm fine with not getting the full 100% damage buff with <10 mobs because the buff last longer than normal BU and I will do more overall damage. AV fights where there is only 1 mob may be a different story - haven't crunched the numbers on that. But still, I am fine SD the way it is. Dark Consumption is just like Consume in the /Fire set and Power Sink in the /Elec set in that it's largely unneeded as a +End power (except RARE times when getting sapped and -recov debuffed). BUT I take it and slot it with damage sets and use it as another PBAOE damage power. The only thing that needs to happen with Dark Consumption (imo) is the radius needs to be opened up from 8ft to 20ft to match Consume (and Power Sink opened up from 12ft to 20ft too). And sure, Shadow Maul could use a wider arc - can't go too wide with that power! 🙂 Again, just my opinion.
  21. That makes no sense. 25% is a big enough difference and still worthy to pick a Defender over a Corruptor when you want to primarily support your team. And player population picking one AT over another means nothing at all. Sentinels are popular, but the AT sucks and everyone knows they need help. People pick Corruptors because they want to do both damage and buff/debuff. But having both of these functions means there is a trade-off, less of both compared to the ATs that specialize in those areas. And this is FINE and as it should be. It's just a lot people apparently like to play this amalgamation.
  22. I generally pick Defenders over Corruptors. In fact, I generally pick most things over Corruptors. They do less buff/debuff than Defenders and less damage than Blasters. When I want to defend my team, I go with the AT that does it best: Defenders. When I want to do ranged damage, I go with the best: Blasters. The only reason I ever choose a Corruptor is for character concept (and i do have a few Corruptors - but more Defenders and WAY more Blasters). As for the OP, I get it - Corruptors are subpar "defenders" and their damage isn't to Blaster-level and you love the AT and want it better... But I don't think this is the way to do it. This is starting to get into power/AT-creep and the Devs eons ago already ruined the difference between Brutes/Tanks with something similar, which the current Devs have tried to fix with recent Tanker changes, but it's still a negligible difference. Doing similar to Corruptors vs Defenders (and even Corruptors vs Blasters) is a recipe for ruin. Corruptors are where they need to be: Less support than Defenders (because it's their Secondary) and more Damage than a Defender (because it's their Primary) but yet still less than Blasters (because they have a buff/debuff set). A Corruptor's Primary role is Damage with buffing/debuffing secondary - so IF they are to get an update, it should be to the Damage output, but they still need to remain under a Blaster. i would think buffing Scourge so it kicks in SLIGHTLY sooner and/or hits more often would do it. ....but still, I think Corruptors are fine where they are.
  23. Currently, any Grey in a health bar denotes how much "absorb" HPs the character has. So something a little different may be needed. Also, the player who is intangible needs to see their full health as they may want to eat some greens while they wait to become tangible again. But yeah, something to denote their tangibility status would be handy. Perhaps fading the character bar in the team window?
  24. They also can collect over by the Hollows gate, depending on the location of the Rave. I believe it's the South and West Rave locations end up at the tram, while the central Rave location Supatrolls end up by the Hollows gate.
  25. Thanks for all the responses and ideas. I did try playing in "Windowed" mode on both monitors and as I assumed - it worked fine, but I prefer to not play in "windowed" mode and prefer the fullscreen. Going back to "desktop" resolution, still had the same issue. I started looking through the NVidia Control Panel again to see if I overlooked anything and to see if there was something that limited GPU power when something is in the background. I saw where the background framerate default was "OFF" but you could turn it on and select the framerate you wanted. I set it to my monitor's framerate (165fps) - and that didn't resolve the issue either. I put it back to default "OFF." I found the developer tools section and turned that "on" so I could see what the tools are and that flashed the screen several times, seemed to reset everything, and forced the game closed. I fired up the game again, and it is back to normal! I can now tab out without having the screen go black for a few secs and be dim while I'm on the other monitor or on a new window on Main screen. I also then turned the Developer tools back off to see if the issue would resume. More flashing of the screen and game being forced closed. Fired up the game again, and still everything seems "normal" and I can tab out without issue. So something in the background must have reset when turning on/off the developer tools. Again, thanks for all your help and support.
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