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biostem

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Everything posted by biostem

  1. At the very least, timed missions should have some sort of clear indicator or icon that they will be, in fact, timed, (before you accept them, of course)...
  2. Consider radiation melee - you get a damage aura that SR lacks, a self heal that it is also missing, and can deal additional AoE damage via the "contaminated" effect.
  3. IMO, a "tank" is really the one who gets the attention of enemies and keeps them on him or her in order to protect their teammates. What happens once they get that attention and how they handle things is where the super reflexes come into play. As others have mentioned, Spiderman is a good example of someone with extreme agility, who also excels at getting an enemy's attention. Generally speaking, though, comic book characters tend to be more multi-role as the situation needs it; Wolverine can tank, he can scrap, he can stalk. Heck, the Invisible Woman can tank periodically, (though it tends to wear her down quickly). There have even been instances where Batman has gotten the attention of enemies to aid an ally, and relied upon his agility to keep from getting plastered. The Martian Manhunter can distract enemies then rely on his phasing to avoid attacks as well. One important point is to not get hung up on what a power set is called, but instead look at what it does and how it functions. "Defense" in CoH can be just as much about having a really powerful forcefield or strong armor that prevents attacks from reaching you as it can be about extreme agility.
  4. Give this a try: /bind = "powexectoggleoff bright nova$$powexectoggleoff white dwarf" Then you just press the = key to revert to human form. Change "bright" to "dark" and "white" to "black" for Warshade instead of Peacebringer, as needed. *NOTE: If for some reason you cannot use the = key, you can substitute pretty much any other key you like.
  5. I very much like the revamp to necromancy. I had a harder time selecting a secondary and APP/PPP, so went with a combo I already had & enjoyed, namely cold domination and mace mastery.
  6. I'd also like to see a tintable version of the official belt, which they already added a 2-holster version of.
  7. I suspect something is "off" with that one power...
  8. I was trying to explain the need/reason for "Arcanatime", not why there was this unexpected pause after that particular power.
  9. From my understanding, there are 2 components at play: 1. The game needs a brief pause to determine that animation A has stopped and now animation B can play, and... 2. There is a certain minimum amount of time the game needs between you inputting a command to activate a power on your client, then checking against the server to make sure said power is in fact ready for use and that there aren't any other conditions that would prevent you from using said power, (valid target, valid placement of you and the target, etc).
  10. There are other ways to generate or maintain energy in CO, (called "secondary energy unlocks"), but the game does woefully little to inform you of that fact, and if you are freeform, they open up even more possibilities. While there are some very good powers and a lot more flexibility in builds, (if you have access to the aforementioned freeform slots), by using those powers, it basically becomes a waiting game until you can access those heavy-hitting powers, since many many powers have no cooldowns at all - if you have sufficient energy, you can just keep spamming them. The biggest turnoffs about CO for me are the plasticky look to all the character models, the goofier hyper-exaggerated animations, having to worry about gear, and a dearth of content to get to max level, (40), unless you grind alerts or go to the Apocalypse zone, which hasn't received any meaningful updates since it was added. Trying to make Star Trek ship combat more dogfight-like was a big mistake, and I have almost no interest in leading squad-battles on the ground. I, admittedly, never played STO for very long, but it just felt like everything was clunky and un-fun.
  11. Regardless of the difficulty you plan on running at, there are really 3 things I think make any character's life easier. Those are: 1. Status protection so a stray mez effect doesn't ruin your day. 2. Some sort of bonus recovery or +end power so you aren't constantly gasping for air and unable to use any of your powers. 3. Some sort of self-heal, (preferably uninterruptable). There are many power sets and combinations, across multiple ATs, that fit the bill, but some that stand out to me are: Dark/SR Sentinel Water/Bio Sentinel War Mace/Ninjitsu Scrapper Energy/Energy Stalker Shield/Radiation Melee Tanker
  12. I keep trying to create spooky or scary costumes, but just can't seem to hit the mark. Regardless, this is one I came up with for a Mind/Elec Dominator, "The Shocking Reveller":
  13. I've had tremendous results with both a dark blast/super reflexes sentinel and a soldier of arachnos crab spider. Both can solo excellently, with the sentinel being basically untouchable, and the crab spider playing kind of like a blaster and mastermind all in one. If you want something more straightforward to play, a radiation armor/savage melee tanker is nearly unstoppable and quite fun as well.
  14. If you look at this page on the Wiki, enemies higher level than you will have a greater chance to hit, so that "50% chance to be hit" will actually be higher, vs a +4, and even more so if they are of LT, Boss, or any higher rank...
  15. Got mine in this month. Keep up the great work!
  16. That sounds like a very interesting combo. I may have to give it a try sometime. Did you also suggest that combo in my "horror-themed character" thread? I've been meaning to give it a try...
  17. TBH, I liked all the secondary characters more than the main one. Were there extensive reshoots with that one, because I feel like they could have played up the horror elements a bit more, especially involving Magik's backstory...
  18. IMO, he was like one of those GMs that did all sorts of dice rolling behind the GM screen, never really revealing what or why he was rolling them in the first place, and just expected the players to go along with it...
  19. For me, the key is that it's a mag 4 immob, meaning you can stop a boss in-place with only 1 casting, AND set them up to take containment damage. I don't have the exact numbers, but IIRC, they do decent damage, but generally it's over time. In other words, use it to keep enemies away from you and to setup that yummy 2x damage!
  20. Hmm... DP/Nin seems like a natural fit, then. I find AR to be too "gimmicky", even taking into account DP's flashy animations. Have you considered a bane spider leaning heavily into the AR attacks? You could dip into the mace attacks if you wanted and leverage the rifle butt and bayonet attacks.
  21. I've been toying around with a few characters, but really haven't settled on anything definitive yet. Right now, I've got: Elec/Poison controller, who's also dipping into the experimentation pool for that mad scientist vibe. Dark/Psi dominator with an "evokes nightmares" angle to her. I have a couple of necromancy MMs already, but was thinking of giving /nature a try, since I haven't done that combo yet, (colored black/dark green/browns to give a graveyard or swamp/bog kind of feel).
  22. How strongly are you set on this character being a blaster? I have a 50 DP and a 50 AR sentinel, (dp/nin & ar/invuln, respectively). Further, I have a 50 "Crabbermind" SoA which also uses his AR, and it's a very formidable character. Could you elaborate upon what you are looking to get out of this character? Cheers!
  23. IOs, IMO, have an ironic sort of dual-effect; They close the gap between what different ATs can accomplish, while at the same time widening the gap between someone using SOs or generic IOs, and set-IOs. The latter definitely give you a leg up in content that was designed before IOs were introduced, but any content that came out afterward still was under-tuned for how players ended up using the set bonuses and procs.
  24. My replies below IN ORANGE:
  25. The thing is, the power bars are "standardized" - they all have 10 spots, the indicator for which tray number they are, and a previous/next button. The notion of having non-standard trays came much later, AFAIK. Heck, many modern games offer far less customization than this. Either way, you can simply bind the keys directly, with no power bar necessary...
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