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Sailboat

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Posts posted by Sailboat

  1. 3 hours ago, Sura said:

    Taunt has a five target cap.  I played all through Live and never knew that.  I always thought it was 17 too.  After someone mentioned it here on the boards I went and looked in game and sure enough there was the cap of five.

    I believe the cap is (before contemplated changes) five you can affect with one Taunt or one Gauntlet from an attack...BUT the effect can accumulate on up to 17 total foes.  So you might taunt 5, attact 5 more with gauntlet, and grab 7 more with your taunt aura (e. g., Invincibility) and then hold aggro on those 17 until some are defeated (and hopefully replaced by freshly aggroed foes).  So 5 at a time up to a cumulative  total of 17.

  2. On 9/4/2019 at 9:34 PM, Redlynne said:

    "It was a dark and stormy night ..."

     

    Sounds pretty thematic to me.

    My Storm/Dark/Dark Defender is, in fact, named "The Stormy Knight."

     

    His bio is about his being a literary character from an alternate universe -- Paul Clifford, from Edward Bulwer-Lytton's pre-Victorian novel Paul Clifford that introduced the cliche "it was a dark and stormy night..." in its opening sentence.

     

    In my retelling, Bulwer-Lytton winds up getting contaminated by radioactivity (dating Marie Curie, it's alternate universe remember).  Thus it's absolutely to be expected Paul would become a super hero -- he was, after all, written by a radioactive writer.

  3. 2 hours ago, dmaker said:

    The two scrapper ATOs were the first I slotted as I farmed enough inf. I have them in my first two, fast acting, attacks. The added crit is very nice.

    When you say "the two," you are referring to Scrapper's Strike +crit chance and...?

  4. On 8/19/2019 at 11:52 AM, lordbasl said:

    Private Parts: Trooper from the future, power armor, Sentinel Beam rifle / elec

     

    So old story time:  many years ago my high school set played En Garde, a not-very-sophisticated tabletop roleplaying game of Three-Musketeers-style fencing adventures in France.  The game allowed for team play but also pvp competition.  We were...not very cooperative players.  The ones who won the initial duels rather unchivalrously killed their competitors and leveled up...soon, no new character had a serious hope of besting the established high-level players, who continued to play mainly to lord it over the rest of us with all the arrogance an American high schooler imagines a French aristocrat would display.

     

    But there was some role-playing.  So I took the low road, and sought revenge through social means.  I named my next character Partze.  Monsieur Partze concentrated solely on parries and defensive moves -- his intention was not to win any duels, but to survive, and to be introduced at important court social events.   He soon managed to enter the Queen's Own royal regiment, if only at the very lowest rung on the ladder, which not so much allowed as REQUIRED that he be introduced at court functions -- and the victory parties of my elitist acquaintances -- as "Private Partze, of the Queen's Own!"

  5. 18 minutes ago, Megajoule said:

    Like, we get it. You want your classic power fantasy. But the reason it was changed is that it was a lot less fun for everyone else on the team.

    Megajoule is correct.  Before the caps, every team was one Tanker, one AoE Blaster, who really only used his nuke, and whatever dead weight characters they deigned to allow to witness their glory.  Support, control, story, and adventure were all viewed as quaintly unnecessary.  Nobody else got to play except the Tank and the nuker.

     

    Meanwhile of course the very idea that all of villaindom would crowd into a dumpster for easy disposal was ludicrous.  Mass herding was nothing more than a game mechanic, not a heroic adventure.

     

    The aggro and target caps might not have been the only way to fix it, but they did fix it, allowing the game to consist of other people again.  Best thing that ever happened to the game, hands down.

    • Like 3
    • Thanks 1
  6. 10 minutes ago, Rock Em said:

    So what am I supposed to do with this +5 Gaussian's set and Kismet now?  Can't sell it, can't really use it.  F it!  Everyone is a instasniper now!  Some things are part of the game for a reason.  Fiddling with stuff just because you can doesn't make sense.  Neither does instasniping everyone while nerfing the blasters who's builds DID revolve around the careful implementation of to-hit enhancements.  Give me ONE good reason why everyone needs instasnipe.  Just one.  Good luck.

    Uh...Insta-snipe from +22% to-hit wasn't in the game originally, was it?  Also, the to-hit bonuses you have accumulated increase the damage of your insta-snipe, thus still benefiting you.

  7. Storm/Dark was my favorite character to play, period, at the moment of shutdown...and is my current main.  So it's been an obsession for about 8 years.

     

    That said, I am excited to see any Defender whose player appears to have enthusiasm for their character.  I must confess the contrarian in me has a harder time appreciating the healing-focused sets, however.  Generally I like debuffers a bit more than buffers just because I like to see the bad guys suffer (and because I've never seen another game where debuffers are so powerful).

    • Like 3
  8. Given that much of the survivability of a Fiery Aura Tanker  comes from timing Healing Flames (once you're slotted up, at least), would it be worthwhile to invest in the new Medicine Pool synergies to develop a secondary self-heal for times HF is on cooldown?  Or is the opportunity cost too high?

  9. So I got this unsolicited PM (username redacted):

     

    " Am xxxxxxx by name, I want us to be friends,
    email me at  ( [email protected] )  i have something important to discuss with you i don't always come online here please email me now "

     

    Long experience online has made me suspicious of phishing attempts.  The apparent urgency to respond now puts me even more on my guard.  Have other folks received similar or identical PMs?  Is this a known thing?  Or just a poorly-constructed but genuine attempt at friendship?

  10. Greatly enjoying Water/Martial.  Water has plenty of ranged killing power and mitigation (knockdowns and slows), but I've found that there's often a few guys trying to get all up in my grille.  Reaction Time literally gives me time to react before they reach me, and I can Ki Push them or kick the hell out of them (ideally both, as Synfoola says above).  I find myself enjoying Storm Kick and Dragon's Tail so much that I run toward danger just so I can kick.

     

    You know, occasionally one sees threads wishing for a ranged attack primary/melee attack secondary Archetype, and it strikes me that /Martial Blasters are basically that.

    • Like 1
  11. "Martial: Reaction Time: Toggle, Type TempHP. 30ft Radius Slow, -Recharge. +40% Recharge (Self)

    A strong one to be sure. Rather than -Dmg to enemies, this one gives you higher recharge speed yourself. That's right. Your Sustain is just over half a perma-haste all on its own."

     

    Are you sure about that?  Currently running Martial Combat, Reaction Time, and seeing no bonus when the toggle is on.

  12. Khitan General: My fear is that my sons will never understand me... Hao! Dai ye! We won again! [Cheers] This is good. But what is best in life?

     

    Khitan Warrior: The open steppe, a fleet horse, falcons at your wrist, and the wind in your hair.

     

    Khitan General: Wrong! CoHnan, what is best in life?

     

    CoHnan: To crush the purple cons, see them knocked down before you, and to hear the ding of the level-up!

  13. I like Ice/Time, if for no other reason than pairing Arctic Air and Time's Juncture.  Running both is hell on the endurance bar, but surprisingly awesome soft control.  The radius of both PBAoE toggles is the same.  The dual slows are nice, but AA has a "flee" component that makes mobs run from side to side uselessly (and very, very slowly) when they are not confused into attacking each other.  TJ reduces their chance to hit and damage -- combined with Ice Slick, allowing you to safely enter the spawn and apply your toggles -- but also reduces the chance to hit and damage dealt by confused mobs.  Confuse has already been demonstrated to be a good status effect even though you don't get exp for damage foes do each other...in this combo, they do each other a lot less damage, "stealing" less of your potential exp.

     

    You will, however, want to team up with such a build, as you will want someone to help dps them down.

  14. Just to put a little finer point on this.  The original CO was built to be a Marvel based MMO.  If you squint and tilt your head just right, you can still see the Marvel influences poking through:

    Dr. Destroyer is very like Dr. Doom in looks.

    Grond is the Hulk – big, green, radioactive, lives in the desert.

    The aliens in the tutorial always reminded me of the Badoon.

    The super smart Gorilla is very like the Beast.

     

    Tabletop Champions player & GM from way back -- my real name is listed as a playtester in the 4th Edition big blue book.  I had the good fortune to be friends with Rob Bell. None of that gives me any credibility regarding the computer game, which I never played, except to note that Dr. Destroyer and Grond waaaaay predate the computer game.  They might have been Marvel homages at creation, but their presence more than a decade later in Champions Online doesn't imply any Marvel involvement.

  15. I recognize not everyone plays the way I prefer, in fact I'm almost certainly in the minority on this issue.  But I never wanted Incarnate powers in the first place.  The moment they were announced,  the threats of power creep, co tent trivialization,  and archetype homogenization reared their heads.  Furthermore, there was something very satisfying about "finishing" a character, which is not really possible any more.  But here we are.

  16. 1) The T1 and T2, are both necessary or do people tend to skip one for the other?

    2) The snipe, is it worth it on a corruptor, I know they made changes but still not sure.

    3) The Cone Knockback....I will have enough knockback to deal with with Storm so would like to skip this if it doesn't gimp my DPS

    4) The Nuke, Are they taken by corruptors? and Darks in particular?

    5) Finally, The disorient. I know a lot of people skip it but I was thinking of stacking it with Thunderclap which is something I have never taken on a Stormy before.

     

    I know I am asking a lot so any help is appreciated.

     

    1) At higher levels, you can live without the T1.  It's useful until you have a lot of powers and recharge.  I usually keep it but I can't make a really good argument for doing so.  The T2 (Gloom) is way too good to skip.

    2) Snipe changes still pending.  I use mine, hard to say in the long run.

    3) The cone knockback -- Torrent?  I use it for positioning....much faster than Gale and with a useful debuff.

    4) I take the nuke, although historically I had trouble committing to using it.  I *think* it's crashless now.

    5) I take the disorient and Oppressive Gloom from the ancillary, giving me THREE stackable stuns, one of which is a toggle!  Have fun storming the castle!

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