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Everything posted by Frozen Burn
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Natsumi Kimura's father is one of the top leaders of the Syndicate. As the eldest child, she was brought up in strict and rigid tradition. Coloring her hair different colors was the only true freedom she was allowed. But she loved her father, mother, and siblings and was happy to do her duty and bring honor to her family. From a young age, Natsumi learned the family business and trained in martial arts and small weaponry. Sitting in meetings with her father and in perfecting her deadly crafts, she earned her place within her father's company and the Syndicate. She also became her family's top enforcer and assassin. She wants nothing more than to bring honor to her family, protect it, and protect her family's corporate interests. Natsumi's prey never see her. All they know is the sharp sting of pain as they draw their last few breaths. Witnesses say, "it must have been a yokai"--a mysterious ghost, phantom, or supernatural phenomena. "It's as if a phantom reached out of the shadows, struck, and then quickly disappeared." The Syndicate soon gave her the name, "The Phantom's Sting." The Kimura's deny involvement, but they help spread the urban legend of a new yokai haunting Praetoria-- it helps instill fear and keep other families and corporations in line. (DP/Ninja Blaster) Waiting for action in Imperial City... Hangin' with the gang in the park.... Little sister is always late for school.... Trouble outside the CDEC! Many Syndicate deals go down in the club and sometimes, they go wrong.... One should look their best when protecting father's corporate interests at the bank.... Even relaxing at the beach gets interrupted with work.... Going to Primal Earth requires a new look.... Malta and Knives of Artemis are so easy to infiltrate....
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lol. You just necro'd a 2 year old thread. And as mentioned in it, you don't need your old binders as the info is in-game, if you download vidiot maps.
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How good is Weaken Resolve, actually?
Frozen Burn replied to oedipus_tex's topic in General Discussion
It's a pool power. It's not supposed to be better than anything in AT primary or secondary sets. So, for what it is, it's alright / not bad but not great / "meh" / okay / "better than nothing if you don't have anything better to take." -
Yes, they could still comment on a previous session if you still have an active story arc clue in your tabs - or perhaps even a souvenir. Story arc clues disappear once you finish an arc which is why an NPC wouldn't comment on something you did early in your hero/villain career. You do get souvenirs from story arcs as well, which may or may not be used for the NPC to comment on - I just do not know, but wouldn't be surprised either way. But the timer i refer to that might be in place, is perhaps one where the single (1 unique) NPC won't comment for another 10 mins (totally pulling a random number).... I've been hanging out in a zone with some SG-mates who also completed a story arc with me (we co-completed, we all had the contact, got the mishes - so each got the clue and merits at end, and etc) - and I've noticed different scenarios with this... 1) only one of us hanging out got commented on and it was probably because that particular NPC who is programmed to comment had noticed that player before the others - but there was no comments on the other players on the team; and 2) we've seen a couple different NPCs comment on 2 different players and if I recall correctly, it was an area where NPCs were walking in different directions - so the one NPC saw the player 1 first and the 2nd NPC saw player 2 first and they both commented. But they certainly did not comment on the other people hanging around who had also just done the same story arc with me. ....So, there has to be somewhat of a timer there (mins or hours?) otherwise, they would immediate rattle off a comment for every player in the area - which they do not do.
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Help I screwed up my base by moving entrance point.
Frozen Burn replied to Rexer's topic in Base Construction
First, no worries - I think most of us have done this at one point! As @TheZag mentions, the command /editbase 1 is what you need. It allows you to enter base editing mode from anywhere in the base. So, you don't have to be in the "Entrance room" with the little pop up menu to go into editing mode. (And then /editbase 0 exits editing mode.) And do look through that link Zag provided. There are a TON of useful base building tips and tricks in there to make your life easier. -
I am not entirely sure, but I would assume it's probably a dual mechanic: 1st) there may be a perception check to see if a player character is nearby (much like a foe has perception to you) and instead of "Aggroing", they then 2nd) checks the character's Clues, Souvenirs, and Badges you earn from story arcs, TFs/SFs/Trials, and such and then if something "noteworthy" is found, they make a comment. So if all a player does is street-sweep, PL / farm in AE, or similar - they aren't going to get the NPC comments like you describe. And I do not think all NPCs do this and there may be a time limit to it as well - otherwise, we would be flooded with them.
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Uhhh... yeah, COH... Rularuu do -Def with their blasts as well as -Damage.
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How is Time as a secondary for Blasters and what is a good primary?
Frozen Burn replied to mrdeeds7's topic in Blaster
I like /Temporal Manipulation. I have a Psy/Temporal blaster that is one of my favs to play and fairly sturdy too. There is a lot of -Regen that it does so is great against AVs/GMs/EBs. Normally, to hold a Boss, you need to stack 2 holds on it, but using Time Wall (the T1 Immob) on a boss prior to casting Time Stop (hold), will hold the boss - which is very handy. The 2 single target attacks do good damage and recharge fast, the PBAOE (End of Time) is good, and I even find occasional use for the PBAOE Stun (Time Shift). It's a solid set and does well. It's not as flashy as some others, but you can't go wrong with it either. -
Question about how do i get more mobs in the groups
Frozen Burn replied to Gloryous1's topic in Mission Architect
How many critters per mob were you experiencing? Were you set to team size x8? There is a max limit to mob size, which is 16 unless you have an AV/EB boss and then it's 17. Some maps have spawn points near one another and at Team size x8, it can look like one huge massive group, but it's actually 2 or 3. May also try setting Mission Enemy Group from "Empty" to: Custom, Mafia di Fuoco. -
Yeah, Cloak of Fear is totally skippable and is just "meh" over all. Small radius (8ft), low mag (2), VERY low base accuracy (50.25%) so it needs a LOT of accuracy to compensate, high end cost (0.52/s) so needs extra end redux to run with all your other better toggles.... To make this power viable, it really needs to be 6 slotted - and even then, it's just "meh." Once you hit 50 and are incarnate, maybe you could drop it to 5 slots, depending on your set bonuses and etc. But leveling up, it's a huge waste of endurance and slots. If you have the endurance and slots to waste, then it's fun. The animation is cool and yes, it would stack well with Touch of Fear and the Presence pool and I would only consider using it in a concept build like is being suggested here.
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Sometimes, 1 is all you need. 🙂
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Unfortunately, no. You can't quite get continual ambushes like that. You are limited to the number of spawn points on a map. And limited by how ambushes are tied an objective. First, a single ambush will take up 1 spawn point on a map. When looking at the map details, it will tell you how many of what details (bosses, collections, hostages, etc) are allowed and where (Front, Middle, Back). It won't say "X ambushes" are allowed, but you can infer from it saying "X bosses allowed" or "Y details of any type allowed." As @Jiro Ito mentioned, you could chain bosses to spawn after you defeat another boss and so forth, however, those subsequent bosses do not "ambush" (ie run after the player), they just spawn and wait for the player to come to them. However, each boss can accept 1 ambush when at 3/4 health, a 2nd at 1/2 health, and a 3rd at 1/4 health. ...that uses 4 spawn points (1 boss + 3 ambushes). Then when that boss is defeated, you could have a 2nd boss spawn, player goes and finds it, and then you could have 3 more ambushes chase the player, then spawn another boss and so forth until all the spawn points are used up.
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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.
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Just a simple costume... Hot pants, Hot body, Fiery woman.... Miss Blazepassion (Fire/Fire Dominator) "Burn it. Burn it all."
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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.
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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.
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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!
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Here it comes..a Regen suggestion!
Frozen Burn replied to The_Warpact's topic in Suggestions & Feedback
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. 🙂 -
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. 🙂
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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.
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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?
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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!
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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.
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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.
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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