-
Posts
131 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Captain Citadel
-
Happy with these changes. The only other thing I'd like to have is a customization setting in the Tailor that tells Fly to override Hover's animation, but I'm guessing that's not possible because of whatever's in the code. I appreciate that we will have the option to remove Hover's "Magneto flight" animation, but I like having it on when I'm only using Hover. It suits the lower speed really well. I could keep toggling between the two as we currently do on Live, but I like having the extra flight control. I never missed it before because on Live I always have Afterburner toggled on outside of combat, so I've always got the flight control bonus from either AB or Hover.
-
I'm not complaining about the new Afterburner. The old AB made you go faster and so does the new one, even if I have gripes with the new cooldown it has. EvMa has very limited use inside combat and basically none outside. Anyone already using Combat Jumping and Hover for set bonuses won't get much out of EvMa at all. Live Afterburner has a use in every build, it makes you go significantly faster. EvMa is less universally effective because many builds will already have the benefits it provides and won't need to stack them with EvMa for that much extra benefit. At a certain point the mag is just overkill, at least in PvE. I don't PvP so for all I know it's really good there, but if that's the case then EvMa is still far more of an edge-case ability than its predecessor.
-
It honestly feels like EvMa is struggling to justify its existence after the reasons most people spent a power slot on Afterburner have been pruned away into the new bonus Afterburner power. What good is bonus defense that only works outside of combat? What good is flight control when Hover already provides it, especially since we can now toggle Fly and Hover simultaneously?
-
Can I just ask what you use Unstoppable for? You can more or less achieve the effect of perma-Unstoppable's mitigation through IO sets without ever having to actually take the power. Maybe not actually 70% resistance to everything plus capped S/L resistance, but with the right IO slotting you have enough defenses that 50-60% resists are plenty.
-
Impact: A Super Strength idea.
Captain Citadel replied to SkyeSharpe's topic in Suggestions & Feedback
Because I think the -Def/-End and -9999% Damage crash is there to compensate for the fact that it can be perma'd, and double-stacked for quite a while with Hasten. Remove the 10 seconds of zero damage output, and I think something else would have to give in exchange. But I'm not a developer. If it were up to me I'd prevent Rage from stacking at all, or find some way to rebalance Super Strength without it, just replacing it with Build Up. I don't think it was ever a good idea to balance the set's damage output around a buff with such high uptime. Build Up is not a required power for the sets that have it, but anyone using Super Strength and not taking Rage has to suffer pitiful damage output compared to other Tankers and Brutes. -
Impact: A Super Strength idea.
Captain Citadel replied to SkyeSharpe's topic in Suggestions & Feedback
Hurl does need to be tweaked to work while flying at ground level. I feel like it's gotta be an oversight that was just never patched, because Foot Stomp and Mighty Judgement both work while flying that way. I'd put Hurl into my build if I could use it that way, but as it is now I'd have to toggle off Hover, use it, then toggle Hover back on. ETA: I'd also like to see Rage be tweaked as you suggest, but I don't think the community could ever agree on it. Some people really like double-stacking it, and the stacking would probably have to be eliminated to compensate for eliminating the "impotent nerd rage" debuff. -
Impact: A Super Strength idea.
Captain Citadel replied to SkyeSharpe's topic in Suggestions & Feedback
I missed that. I apologize. OP compared the idea to the Contamination effect in Radiation Melee, and that effect is applied by all damaging abilities in the set, triggering bonus damage on Contaminated targets hit by any single-target Radiation Melee attack. I don't see why Impact should only apply to some of the single-target attacks in SS and not others. With the exception of Foot Stomp, everything is single-target. The proposed AoE shockwave effect from Impact should be applicable to every single-target damaging ability. I'd rather see Impact apply a -Res debuff, but either of these options would improve Super Strength across the board without radically altering how it's played or which attack powers are picked. -
Impact: A Super Strength idea.
Captain Citadel replied to SkyeSharpe's topic in Suggestions & Feedback
Exactly. This is why I like the idea of adding Impact to Super Strength, but don't like Street Justice. It would work exactly like the secondary effects in all of the original damage sets: a thing that happens while you're normally using your powers. It's not like Bruising where you absolutely must always be using your T1 attack to keep a debuff on the target. It wouldn't suddenly change SS into a combo-based gimmick set. The proposal wasn't to only add Impact to certain powers and force a specific rotation, this would be something applied by every attack in the set. The idea is that successive strikes are applying the effect by chance over time, not any specific attacks. -
I'm not really sure Invuln needs a buff that badly, and I say this as someone who plays my Invuln/SS Tanker almost daily. Moving Invincibility up towards the front end of the set is a good idea, as well as maybe turning Dull Pain into an absorb shield. But I don't think there's much to do about Unstoppable. Nobody really takes it, but I always thought that was because it's just not needed in the age of IO sets. You can completely plug the Psionic and Toxic resistance holes with set bonuses.
-
Impact: A Super Strength idea.
Captain Citadel replied to SkyeSharpe's topic in Suggestions & Feedback
Then people will complain they have to take Hand Clap. Having more AoE is great, but this would mess up existing builds because you'd have to not only figure out which power to trade for Hand Clap, but reconfigure your IO slotting because presently only one AoE damage set can fit into a Super Strength build. I think Impact is the better solution (whether it's the chance for AoE shockwave effect, or chance to apply -Res effect) but replacing Jab with Punch is fine. Adding a new "Super Cross Punch" as the T2 creates the same problem as converting Hand Clap to an attack power, though. -
Impact: A Super Strength idea.
Captain Citadel replied to SkyeSharpe's topic in Suggestions & Feedback
I mean...if you do then so do I, lol. I'm in no position to judge. I should be using Street Justice but I just prefer Super Strength, even in spite of the gripes I have with the set. -
Impact: A Super Strength idea.
Captain Citadel replied to SkyeSharpe's topic in Suggestions & Feedback
I don't know if I'd call Willpower an elegant solution to Regen's problems, though. Existing Regen characters basically had to reroll in order to take advantage of a set that wasn't hampered by fossilized design mistakes. I mean, Willpower's here now. No sense in getting rid of it and trying to graft its advantages into Regen, obviously. But I would say we should maybe avoid repeating that chain of events and figure out a way to fix Super Strength instead of effectively discarding it in favor of a newer and better version of a very similar concept. Frankly I'd say Street Justice is arguably an example of this exact kind of "fix" but one that may have missed the mark because it's built around a combo-based system, whereas Super Strength is much simpler to use because you can just fall into a rhythm of hitting whichever button in the attack chain has come off cooldown. -
Impact: A Super Strength idea.
Captain Citadel replied to SkyeSharpe's topic in Suggestions & Feedback
A while back I proposed an alternative version of Super Strength that had -Res effects as its special gimmick, without Rage. It was mostly in response to not liking the removal of Bruising, at least in a thematic "team support" sense, and also hating how SS is built around perma-Rage, with terrible damage output if you choose not to take it. Not taking Build Up in other melee sets is nowhere near as big of a detriment because there's not a ton of uptime. Maybe this proposal could be revisited as a special gimmick for the existing Super Strength set? I don't know what the exact debuff numbers would look like, but more or less this would tweak Super Strength to resemble something like a theoretical "Sonic Melee" set but without a Sonic-oriented theme. This would represent the overwhelming power of a character with Super Strength. Street Justice and Martial Arts deal the same flavor of Smashing damage, but they represent "normal" melee attacks. Super Strength should be, well...super, right? So applying a minor -Res debuff for flavor would make it feel more powerful. Thematically, the justification for the -Res effect would be that the character with Super Strength is delivering such punishing blows that the target's armor is buckling under the strain. Impact could represent landing an attack to a vital area, with additional strikes to Impacted targets building a -Res debuff as that vital area is subjected to further earth-shattering strikes. I think one of the other CoH servers has an AoE effect applied to SS, similar in function to the concept @SkyeSharpe is proposing. I haven't tested it for myself, but I wouldn't be opposed to it. Super Strength does need something. The only question is what. -
What is the most fun tank combo you have played and why?
Captain Citadel replied to Infinitum's topic in Tanker
Invuln/SS might be possibly the most unimaginative combo for this AT, but I love it all the same. Mine is based on a build @Infinitum created and posted in his build collection. I just tweaked it for thematic reasons. It's less powerful than the original build, because it doesn't have Hasten, though it still maintains perma-Rage with 15 seconds of double-Rage. No ranged attacks either. But it does exactly what I wanted it to do: fly, punch stuff, and absolutely refuse to die. It's probably got less-than-ideal typed defenses, but melee defense is capped. Resistances are pretty nice too, reaching about 72% resistance (with help from the +Res proc in Superior Might of the Tanker) to everything plus overcapped resistance and defense against Smashing/Lethal damage. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Captain Citadel: Level 50 Science Tanker Primary Power Set: Invulnerability Secondary Power Set: Super Strength Power Pool: Flight Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Resist Physical Damage -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(3), ImpArm-ResPsi(3) Level 1: Jab -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/Rchg(7), SprBlsCol-Dmg/EndRdx/Acc/Rchg(7), SprBlsCol-Rchg/HoldProc(9) Level 2: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(9), Prv-EndRdx/Rchg(11), Prv-Heal/Rchg(11), Prv-Heal/Rchg/EndRdx(13), Prv-Absorb%(13) Level 4: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(17), UnbGrd-ResDam/EndRdx/Rchg(19), ImpArm-ResPsi(19) Level 6: Haymaker -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(21), SprMghoft-Acc/Dmg/Rchg(21), SprMghoft-Dmg/EndRdx/Rchg(23), SprMghoft-Acc/Dmg/EndRdx/Rchg(23), SprMghoft-Rchg/Res%(25) Level 8: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-EndRdx/Rchg(27), UnbGrd-Rchg/ResDam(27), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-Max HP%(29) Level 10: Taunt -- PrfZng-Taunt/Rchg/Rng(A), PrfZng-Dam%(31) Level 12: Hover -- LucoftheG-Def/Rchg+(A) Level 14: Fly -- Flight-I(A) Level 16: Resist Elements -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-EndRdx/Rchg(31), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(33), ImpArm-ResPsi(33) Level 18: Resist Energies -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-EndRdx/Rchg(34), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(36), ImpArm-ResPsi(36) Level 20: Kick -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(36), TchofDth-Dmg/Rchg(37), TchofDth-Acc/Dmg/EndRdx(37), TchofDth-Dmg/EndRdx/Rchg(37), TchofDth-Dam%(39) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-EndRdx/Rchg(39), UnbGrd-Rchg/ResDam(40), UnbGrd-ResDam/EndRdx/Rchg(40), ImpArm-ResPsi(40) Level 24: Invincibility -- GssSynFr--Build%(A), ShlWal-Def/EndRdx(42), ShlWal-Def/Rchg(42), ShlWal-Def/EndRdx/Rchg(42), ShlWal-Def(43) Level 26: Knockout Blow -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(43), SprGntFis-Acc/Dmg/Rchg(43), SprGntFis-Dmg/EndRdx/Rchg(45), SprGntFis-Acc/Dmg/EndRdx/Rchg(45), SprGntFis-Rchg/+Absorb(45) Level 28: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(46), ShlWal-Def(46), ShlWal-ResDam/Re TP(46) Level 30: Combat Jumping -- Rct-ResDam%(A) Level 32: Rage -- RechRdx-I(A) Level 35: Afterburner -- LucoftheG-Def/Rchg+(A) Level 38: Foot Stomp -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(48), SprAvl-Acc/Dmg/EndRdx(48), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(50), SprAvl-Rchg/KDProc(50) Level 41: Assault -- EndRdx-I(A) Level 44: Tough Hide -- LucoftheG-Def/Rchg+(A) Level 47: Focused Accuracy -- RctRtc-Pcptn(A) Level 49: Physical Perfection -- NmnCnv-Regen/Rcvry+(A), PrfShf-End%(50) Level 1: Gauntlet Level 1: Brawl -- Acc-I(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- IntRdx-I(A) Level 2: Swift -- Flight-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15) Level 2: Stamina -- PrfShf-End%(A) Level 50: Agility Radial Paragon Level 50: Mighty Radial Final Judgement Level 50: Diamagnetic Core Flawless Interface Level 50: Longbow Core Superior Ally Level 50: Ageless Radial Epiphany Level 50: Support Radial Embodiment Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1486;709;1418;HEX;| |78DA4D93CB4F135114C6EFB4534B1F58A19657A1B45428053A50E2DE05AF8090906| |05CA8D80C706D274E86A61D8C2C4D7CEE7C4617A2B8D485FF802EFD0B7C01FA0FF8| |424D7CC7453DF47C326D02BF33DF9C6FBE33F7DE99393B1A7C3C71EE90508223A65| |E2EE78EE8D66959F2CE2D1AD25A94827EA111BD68EB86151F316C7D499A5ED262DC| |961B95A7A45596DAA47566C5B464495F304CC35E8DE2F68C34A5D4E6568A54CFD92| |569E5ED8208CC2E2F9BDAB869E40B763DD73BA561E583D5AB69A917E922F4FF6249| |96CA05A3181E2B1A8BDA1885E45773337AD996A5D5161A254D7FCF7DF44FD919B6E| |212C36E21B2AA703593D0414C1353AA18F0EFF678C455B5DAA35E03AF33F7DC006F| |32EB6E315FD2F315789577FCFCBAF74CFF07F02333F809DC66BE20AF1B5EF777D6F| |6FE60EEFB09FE6236FE0631B346337BE0F5BCE67BFB37C04D66D316F886D9F296F9| |8416C60BAF17B92DC86D436E1B72DB91DBFE873948B93EF62ABEA2ABAAC5CA4C1FE| |D7F80EF894044A96A01D2EA056BF54942D6275ED17B87901F427E0CF931E4C7911F| |477E1CEFBD41DE06781BE04DC09B8037016F12DE24BC2E9A250C6FF898A86AC9E3C| |C0327C079F024B327C7749337C2EFE18920B707B93DC84D213785DC14723769E6E6| |EA21A9A8CD0F79ADD2E3DC939E0027997D53CC2CAD732B666D3DCF67ADEF0278913| |97009BC0C5EC199A559A3EC75479193C1F333787EE630CE06F57660CF3ABEB1364C| |D99D3CAFE8ECE73D134D4274611FBBB0B707A9AF1B3376DFE5ECC135F01E789F995| |D071F301B29B717B9BD09CED8A2987E68FDC858A7913468DA1AAD5D58158FE8400D| |E10C0E1DE5BEEC6DACABBAFB2D57DA55815F458836CE9876EE0B91616D5685449A1| |2656DDBBFFB5D0B05E7F673ADD6CBDA1747539404BEE129DEF7AFB5FD98EF2FAD63| |16F315D24EFD34ECD48D11A7BEB3A3F36C95675D4E3DEB777AE66B6ABDA65EA8A9F| |F01809CE819| |-------------------------------------------------------------------| -
The Fighting power pool should definitely be tweaked to not require taking Boxing/Kick to get Tough/Weave. I hate having to take one as a melee character and then work it into my attack chain so as not to completely waste a power slot. The synergy is there for people who want to voluntarily invest in the entire pool, but Tough and Weave are as commonly used as powers like Hasten, CJ or Hover which don't require any pre-requisites.
-
Sorry if this has been posted elsewhere before and already discussed, but I didn't find anything when I tried searching for it. So here goes. How would people feel about giving Air Superiority a gap-closing teleport effect, similar to Spring Attack? This might necessitate switching its position in the pool with another power to keep it balanced with the investment required in Leaping for Spring Attack, but perhaps it could also be added as a bonus effect that only applies if you have other Flight pool powers selected. To differentiate it from Spring Attack, I would propose making it a single-target ability rather than a targeted PBAoE. Just seems like a good thematic addition to Air Superiority, even if you only got the teleport-to-target effect by using it while having a flight power toggled on. Flying characters should have a way to zip towards their target to deliver a melee strike, just like Leaping characters do. Super Speed has (or will have) Speed Phase to dash directly into a pack of mobs, and Teleport already has Combat Teleport.
-
Stance Options for the Walk Power
Captain Citadel replied to VinceBlood's topic in Suggestions & Feedback
Adding onto this suggestion, a "hover" stance for the Walk power would be cool too. Not capable of actual flight, just an option to show your character moving at Walk speed using a pose that floats off the ground. Would be ideal for all sorts of character concepts. -
It's unfortunate that coding issues prevent the flight powers from being fully customized. I like the "Magneto flight" pose, but only while I'm hovering because it just doesn't look right to me at Fly and Afterburner speeds. I'll just have to keep toggling between Fly and Hover like before. Having a tailor setting to make Fly override Hover while toggled would be perfect, but I'm glad it works for people who wanted it the other way.
-
Focused Feedback: Travel Power Updates (Build 1)
Captain Citadel replied to Arcanum's topic in [Open Beta] Focused Feedback
You're assuming I can afford to slot LotG in every +Def power I have, which is unfortunately not true. It's not a purely Defense-based build, I've set it up so that I can achieve perma-Rage without using Hasten (it's much simpler for me to just set Rage on auto-cast and not have to worry about keeping two powers up) while also devoting a considerable amount of slotting to improving my resistance to all damage types, including Toxic and Psionic to the point where they no longer pose a threat. I have between 72% and 79% resistance to everything that's not S/L, which as I said is already overcapped. Hover, Afterburner, and Tough Hide hold my 3 LotG global recharge IOs. Invincibility is 5-slotted for 4 pieces of Shield Wall and a Gaussian's Build Up proc. Weave is 4-slotted with the same Shield Wall 4-piece set. The rest of my recharge comes from other miscellaneous set bonuses, plus my Agility Alpha slot Incarnate power. -
Focused Feedback: Travel Power Updates (Build 1)
Captain Citadel replied to Arcanum's topic in [Open Beta] Focused Feedback
I already have Hover, Combat Jumping, and Weave in my build. Plus the few defense powers in Invulnerability, which is of course a resistance-based set rather than defense. I'm fine with Afterburner being a mule as it exists on Live because I'm constantly using it to fly fast, obviously. EM is less useful because I've already got -Fly debuff protection from Hover, albeit not as much. EM also gets around the usual in-combat travel suppression, but since I'm generally only using Hover while fighting anyway, that suppression effect barely impacts me as it is. Hover can't exceed the speed Fly is normally reduced to while being suppressed. Lastly, EM also provides some +Def outside combat, more or less like Afterburner does on Live, but I can't think of a situation I've been in where that +Def actually helped, because the one time I could use a bit more of it is when I'm fighting, meaning I have Afterburner toggled off and am not getting any +Def from it. Now, if EM were to be tweaked to provide slightly less +Def in combat rather than having that effect completely suppressed, that would make it a genuinely attractive power choice and provide a tangible active benefit to my build. It would be somewhat similar to Stealth in that regard. As it stands, I'm just going to take Afterburner off the extra tray it comes in and put it where EM is and pretty much forget EM is there at all. -
Focused Feedback: Travel Power Updates (Build 1)
Captain Citadel replied to Arcanum's topic in [Open Beta] Focused Feedback
I think you misunderstand the portion of my post that you quoted. I don't have additional slots in Fly, Swift, or EM. I have to keep the single LotG global recharge IO in EM because my Live build needs it in Afterburner's single slot. I put a single 50+5 generic +FlySpeed IO in Fly and a single one in Swift, because...well, what else would I put in there? I don't need endurance reduction in Fly, I use Hover while fighting. I don't need extra run speed in Swift if I'm never going to use my legs to get around. EM is barely increasing my Fly speed because of how high it already is due to those two simple IOs and my Alpha slot's 33% travel speed bonus. Basically I was explaining why EM was of such limited benefit to me compared to the Afterburner power currently in that slot. I know we're getting Afterburner as a bonus power now, which is fine. But I need that power slot to have a LotG global recharge set bonus in it because I only have 3 of them in my entire build and I've set it up to achieve perma-Rage without Hasten. EM has effectively turned that power slot into a dead mule, which is disappointing. Like I said before, I already have Tough from the Fighting pool 6-slotted for set bonuses but I never actually turn it on because it only increases S/L resistance, which I'm already overcapped on. It's nice to have Afterburner for free now, but it doesn't feel great to have a recharge timer on it, and it also doesn't feel great to have Afterburner replaced by a power that I can't really swap out for something else, but also won't benefit much from actually using. Sure, it's one less button to push, but I'm not playing a very demanding build to begin with so that wasn't an issue. I have like 8 active buttons and a whole bunch of toggles as it is.