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Impact

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Posts posted by Impact

  1. You're right, John, I was overlooking something.  I missed one of the 35/40 badges and didn't see it until I went back through the list a third time today.  Accolade popped the moment I completed it.

  2. I have just gone through the gambit:

     

    From https://paragonwiki.com/wiki/Field_Crafter_Badge:

    "*Tutorial badge: Inventor

    *Crafting badges: Master Craftsman

    *Memorization badges: Declining, Decaying, Despoiler, Dismantler, Medicator, Mender, Rebuilder, Revivifier, Armorer, Guardian, Protector, Security, Blinding, Beguiller, Charming, Charismatic, Energy Conservationist, Battery Powered, Nuclear Powered, Mystically Powered, Trigger Man, Hired Gun, Hit-Man, Sniper, Major, Lt. Colonel, Colonel, Major General, Munitionist, Weaponeer, Warhead, Arms Dealer, Pilgrim, Vagabond, Wanderer, Walks the Earth.

     

    The fifth Crafting badge and the level 45-50 Memorization badges are not required."

     

     

    The only badges I don't have are the 2000 inventions one and now Field Crafter, though I have side-by-sided with the list on wiki. I should have more than enough so there's some kind of problem I need help with, I believe.

     

    I have this exact problem myself.  I have inventor, master craftsman, and all the memorization badges (including the 45-50's), but accolade won't pop for me.  Ideas?

  3. Hero:  A Mad Man's Council.  7 missions:  5 glowies; defeat 10 in specific zone; defeat 3; glowie; defeat 15; ambush, defeat boss mob; talk to contact.

     

    I would recommend The Origin of Power instead, here. 5 missions: talk to person ×4 (should be 5, but I haven't seen the fifth), door mission with ten glowies and boss room. It's listed under 45-50 but awards 25-29 badges.

     

     

    Level 30-34

    Hero:  Rise of the Vampyri.  10 missions:  10 glowies; glowie; defeat all, 2 glowies; 3 glowies; find correct glowies, defeat boss mob; defeat 10; defeat 15; defeat 20; click glowie, defeat boss mob; clear boss room.

     

    Level 50

    Hero:  The Strange Case Of Benjamin A. Decker.  4 missions: rescue NPC, escort NPC, ambush; rescue NPC, guard NPC; talk to contact; 4 glowies (timed, NO combat allowed!).

    Villain:  Escaped!  3 missions:  Kill boss; kill boss; kill boss.

     

    For 30-34 you can easily do "The Aura of Power" found in the Level 50 Flashbacks. It's the Level 30 mission arc that originally unlocked the auras for your character.

    Talk to Professor Smythe (City Hall, where also the quest giver is, so you can use the flashback crystal to port there)

    Defeat 15 Freakshow, Defeat 15 Rikti, Defeat 15 Devouring Earth, back to Atlas City Hall, Done. (all enemies can be found in Crey's Folly at Level 30+, your hero remains Level 50 during the Flashback).

     

    For Level 50, just do the Dark Astoria prologue story, no fighting, just some talking and running around in PI and DA.

     

    These are great recommendations.  I wish there was something similar to replace Division:  Line in the 40-49 range.

  4. Rage doesn't need a -def.  It doesn't need another nerf in place of -def.  It needs to be fixed so that it works as it did before.

     

    Agreed. It's simple and it's worked on live for years. No need for complicated changes which change the set's identity.

     

    And agreed again.  Rage isn't part of Rad Melee, or Titan Weapons,  or Spines, or some other high end melee set.  If it was, then calling for nerfs to its power would be justified.  But Rage is part of Super Strength, a set that's of average or less power when taken as a whole with Rage as it was.  The nerf was totally unnecessary and has wrecked some builds completely while damaging others that weren't that strong to begin with. 

     

    The few players who talk repeatedly about Rage being overpowered generally cherry picked a couple SS powers for an AOE AE farming build without using the set as a whole.  Jab, Punch, Hand Clap, Haymaker, and Hurl (5 of the 7 attacks!) are all skipped by min/maxing farmers in favor of far superior Power Pool attacks, a sorry state of affairs.  Super Strength's only good abilities are Rage (stellar, the best of its kind), Foot Stomp (also great), and Knockout Blow (good but not outstanding).  The rest are easily dispensed with.  Taken as a whole and used by a non AE farmer, the set performs at a middling level.  If Rage only applied to Super Strength and not to Power Pools (an interesting thought, but probably not feasible to implement), no farmer would take the set since Rage and Foot Stomp are the only reasons they make it their "primary" powerset to begin with.

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  5.  

    2. never catalyze/attune purple sets or pvp sets - these automatically allow their set bonuses at all levels already so it's a waste to catalyze/attune them - boost them instead

     

    I wish I had known this before I attuned 2 purple sets!  I just tried boosting them, and that doesn't work.  If I want them boosted, I'll have to recreate them.  What a pain.  But thanks for the helpful guide.

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  6. That's what I thought.  I have a Beam/Time blaster I'm waiting to level up until the beta testing on snipes is resolved, one way or the other.  Then I'll know if I need to squeeze Tactics into my build or not for insta-snipe.

  7. I'm afriad I don't remember exactly, but I thought this was one of the many sets that took it on the chin because of PvP balance issues (where single target advantages reign supreme). One of the challenges with PvP on every MMO, is that you cannot have specialization and game balance. By definition making some powers different enough to be distinguished will always give folks a hook for abusing that unique feature to grief.

     

    I left the game around that time for this very reason.  Nerfs were flying fast and furious in the interests of PvP balance, which I cared nothing for, and they were ruining the PvE experience, which I loved.  Sets and incarnate powers have enabled some of my favorite builds to feel strong again, so I've returned, but yeah, those nerfs were terrible and the motivation for them a bad one.  What should have been done was a PvP-only nerf, but that apparently required too many resources for the CoH dev team to pull off.

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  8. For this game's entire duration, we've been limited to having one power on automatic recast.  Whether it's brawl as a newbie, a fast attack later, perma-hasten, Active Defense from the SD set, or whatever, one is it. 

     

    I think that's too low, personally.  How about allowing for two or three such autocasts instead?  Raising the number could be level-gated, or require an accolade, or just be free, but I think it would be a good QoL improvement for some sets and builds.

  9. Old posi and sister p in ouro are back to their original merit number. The old Maria Jenkins arc at 60 is a pretty good return now. If you've got friends with you the old ITF/lgtf/lrsf/barracuda speed gauntlet is good. Silver mantis, Morty Kal, tree-fecta are still good merit/minute speedy. And with the breaks taken out of the hero side respecs those are really good, and actually fun now.

     

    I totally forgot you can run the old TFs in Ouro!

     

    How do you do this?  I've run a lot of Ouro missions, but I have never seen the old TF's.  I must be missing something.

    The TFs are listed as if they were story arcs.  Most people never knew the actual names of the TFs, since they were almost universally referred to by the contact that starts them.  So the original Positron Task Force is listed as "The New Recruits" under the Ouroboros Level 1-14 tier.  You probably never noticed that it was there.  I confess that I didn't recognize it as "Old Posi" at first either. ;)

     

    Wow, that's hilarious.  I've actually done that arc and was surprised by its length, but didn't realize what it was.  Lol at me.

  10. Old posi and sister p in ouro are back to their original merit number. The old Maria Jenkins arc at 60 is a pretty good return now. If you've got friends with you the old ITF/lgtf/lrsf/barracuda speed gauntlet is good. Silver mantis, Morty Kal, tree-fecta are still good merit/minute speedy. And with the breaks taken out of the hero side respecs those are really good, and actually fun now.

     

    I totally forgot you can run the old TFs in Ouro!

     

    How do you do this?  I've run a lot of Ouro missions, but I have never seen the old TF's.  I must be missing something.

  11. SS has to be looked at as a whole, and the attacks in SS are subpar compared to other sets. Perma-rage makes up for that, and it was intended to.  It all balances out to make a set that ends up, with perma-rage and no defense crash, to be solid but not outstanding. Without perma-rage able to be run, SS is a broken set.

     

    Exactly right.  The only reason I play Super Strength is because of love for the concept, not the actual powers as implemented.  I've maxed it out multiple times as both a tanker and a brute, and I know its strengths and weaknesses.  With perma-rage running, SS is just ok.  Not terrible, but definitely not great either. And if you were to replace Rage with Build Up, SS would become the worst of the melee sets by a large margin.  As Justice Eagle said, Rage is not a stand-alone ability.  It's the cornerstone of Super Strength, the power the rest of the set is balanced around. 

  12. I'm pretty surprised at how this discussion has gone. Do that many people really think Super Strength was slam dunk, #1, the absolute best damage powerset during live City of Heroes?

     

    Yeah, it's a VERY weird discussion. When people on Reddit, these forums, or in help chat ask for the strongest melee builds, do the responses contain Super Strength?  Not at all.  Spines/Fire, Electric/Shield, whatever/whatever--but not SS.  Where are the nerf calls for the sets that create the most effective melee builds in the game?  But instead of looking at the over-performers, a number of posters in this thread want to take an already mediocre set and make it weaker. 

     

    That depends on which AT the powersets take.

    Without a doubt that Spine/Fire is a Brute favored (farm-)set, while Electric/Shield gives Scrappers the most benefit in terms of burst.

     

    Regardless of AT, no one is pushing SS/anything or anything/SS as the best, most overpowered, FoTM melee set.  If nerfs have to happen, target the top performers, not the middle or bottom of the pack.  Or (my preference), leave the top performers alone and buff the sets that are lagging, which includes SS.  Reverting the Rage change like the OP suggested would be a start.

  13. I'm pretty surprised at how this discussion has gone. Do that many people really think Super Strength was slam dunk, #1, the absolute best damage powerset during live City of Heroes?

     

    Yeah, it's a VERY weird discussion. When people on Reddit, these forums, or in help chat ask for the strongest melee builds, do the responses contain Super Strength?  Not at all.  Spines/Fire, Electric/Shield, whatever/whatever--but not SS.  Where are the nerf calls for the sets that create the most effective melee builds in the game?  But instead of looking at the over-performers, a number of posters in this thread want to take an already mediocre set and make it weaker.   

  14. I feel like I have to repeat myself here.  If you turn Rage into yet another Build Up, the entire set will have to be reworked significantly in order to make it merely average.

     

    No need.  You're just overthinking it.  Reread what I posted and you might understand :)

     

    You seriously think making the two weakest powers in the set a little stronger is enough to compensate for losing perma-Build Up?

     

    It would not need significant changes.  It would need 1 power change and an animation change.  Granted some may call that significant but probably not as much work as people think.  Drop Jab, replace it with 12 second recharge 95 damage (brute) attack.  Speed up animation on punch to be like Energy punch.  That would put it on par with other s/l sets out there and above IMHO due to footstomp being awesome.

     

    Hardly sufficient.  You propose removing the strongest power in the set and replacing it with a generic variant.  And to compensate, you advocate improving the two weakest.  That's nowhere near enough.  As is, with perma-Rage running, SS is middling at best.  Why make it worse?  If it's because you're jealous of Rage being the best Build Up power out there (which it is), that compensates for the set's other glaring weaknesses enough to make it tolerable as a whole. 

  15. Seems like a majority of people who debate against rage are comparing it directly to build up without looking at the respective sets they are baked into.

     

    This, exactly.  The downside of Rage is that it's part of Super Strength, which would be by far the weakest of all melee sets without it running non-stop.  With it, SS is on the weak side of middling at best.  Those who argue in favor of turning Rage into Build Up should also argue in favor of massive buffs to the rest of SS's powers.  It cannot be examined in isolation.

     

    I already did, several times :)

     

    Increase the base damage of Punch and Jab.  The damage from Haymaker, Knockout Blow, and Haymaker is already decent, though I wouldn't turn away buffs for them too.  Change to Build Up and all of the problems mentioned in this thread about Rage go away forever.

     

    The Super Strength power set has serious problems, and boosting its two least-damaging powers (Punch and Jab) would not be nearly enough to compensate for the loss of its strongest, Rage.  SS doesn't excel at anything, really.  With just one AOE, even though it's a good one, it's not a set focused on taking out large groups of foes.  But it lacks the ST punch of sets like Broadsword, too.  Unlike most melee sets, it has a ranged attack, but Hurl's animation is ridiculously long and the power is routinely dropped from most attack chains or skipped altogether.  In fact, it's largely due to the presence of the basically useless Hurl power that SS is sub-par at both ST and AOE.  If Hurl was replaced with a T8 that was good at either, the set would be considerably better than it is.

     

    I feel like I have to repeat myself here.  If you turn Rage into yet another Build Up, the entire set will have to be reworked significantly in order to make it merely average.

  16. Seems like a majority of people who debate against rage are comparing it directly to build up without looking at the respective sets they are baked into.

     

    This, exactly.  The downside of Rage is that it's part of Super Strength, which would be by far the weakest of all melee sets without it running non-stop.  With it, SS is on the weak side of middling at best.  Those who argue in favor of turning Rage into Build Up should also argue in favor of massive buffs to the rest of SS's powers.  It cannot be examined in isolation.

  17. Many thanks, that helps!

     

    A different question:  I am totally confused by Lore pets.  Some folks in help chat say that some of them have various special abilities like -Regen, other people say that those were removed and no longer apply.  Some say this or that pick is way better at DPS, but others say they're balanced and the differences (again) were removed.

     

    Anyone know the truth?

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