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DougGraves

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Posts posted by DougGraves

  1. What makes a good TF is hard to say.  But I can give detailed guidelines to try and prevent bad TFs.

     

    1. A run with no issues should take ~30 minutes, a run that goes badly should take ~60 minutes.
    2. A TF should take place in no more than 2 zones with one zone change (Posi 1 changes twice and it's a pain). 
    3. A TF should have 3-5 missions. 
    4. No more than 2 missions in a row should be against the same enemies.  You can meet this by having different enemy groups per mission, multiple enemy groups in a mission, or subdivide the enemy groups (like Striga that has missions just against robots and missions just against vampires).
    5. No mission should have a defeat all
    6. Every mission should have 2-5 objectives with at least 2 different objective types. 
    7. The TF should have no more than 2 standard maps of the same type (council base, warehouse, etc.)
    8. At least 1 mission in the TF should have "special" maps.  Not necessarily unique to the TF but ones not found in radio missions.  Use of maps from other (blue, gold, red) is encouraged.

     

     

  2. Blasters should be slower soloing than scrappers.  A blaster is all damage.  They should shine on teams where someone else is tanking.  Whereas scrappers and stalkers are half defense, which is not that useful on a team with someone tanking.  So scrappers and stalkers should be better solo but contribute less damage on a team.

     

     

  3. 5 hours ago, KC4800 said:

    Not so sure this power is for me. The old TP Foe was much better, IMO.

     

    It may not be for you.  But I have teamed with several stone tankers yesterday who loved it.  They can tp to their foes or just have all of their foes tp to them.

  4. I don't understand why you would redo corruptor secondaries.  If they work for corruptors why would they not work for melees?  Melees just do more damage with their attacks.

     

    I would make the buff/debuff the primaries and the melee damage the secondaries.  Being melee damage they would do good damage anyway.

     

    Replacing confront makes sense.  You could just give them all a self heal instead.  Or a pbaoe heal which would make them good for the buff/debuff sets that don't have a heal.

  5. I play tankers and controllers mostly.  And I play level 35 and below.  I find the higher levels too easy and boring.

     

    So these are new characters I have tried based on their abilities at low levels.  I have versions of them at 13, 19, and 23.  While I like all of them, the dark/fire defender is my current favorite.

     

    Defender dark/fire - This is really a controller with blaster aoes.  Cone of fear, howling twilight, and a single target hold.   I can drop tar patch and rain of fire from around a corner, then fireball and fire breath.  And it can heal in a pinch.

     

    Defender sonic/sonic - With bubbles on allies and an aoe bubble I can give my team 56% res.  Then ignore the sonic/ part and just blast with the sonic attacks.  Makes low level teams go smoothly.  But you do have to stay in the middle of the team so it takes a bit of attention.

     

    Dominator plant/savage melee - Especially at level 13 this is great.  The savage melee gives a recharge bonus so seeds of confusion and strangler are up a lot. 

     

    Tanker rad/dark - great tanking ability, healing, and +recharge from rad/.  Dark melee is just great.  A solid tank even at level 12 (with enhancements).  As a trick - put the recharge and damage procs in the heal from rad/ and make it recharge quickly and do a lot of aoe damage.

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  6. On 12/26/2020 at 10:26 AM, Rinwen said:

    One of my biggest gripes?  The waiting on button refreshing mentioned above. 

    This is especially a problem at low levels so there is a "fix" for it.  If you go to the P2W vendor they have special enhancements you can get for free.  Each enhancement is a dmg/recharge enhancement.  You  can slot them starting at level 1 and they keep their effect as you level.  So you can put those into your attacks as you get them.  They don't make them a ton faster, but they help a lot. 

  7. Did DFB.  I was defeated against the vahz boss.  Waited until the boss was defeated so we completed that level then went to the hospital.  Took the glowing circle to the next part of the sewers with the Lost.

     

    My team was further in.  But out of the sewer entrance comes a spawn of vahz zombies.  I don't know if the group had defeated the zombies with the boss and this was a new group or if this was the last spawn of the previous section.

     

     

  8. I have 3 goto's for defender primaries. 

     

    Dark/ is half controller with a fear and a stun.   Take Dark if you like control.  It also has pretty good -regen for fighting AVs so it remains useful until level 50 when the control is not needed and the debuffs take longer to put up than the enemies take to defeat.

     

    Sonic/ is a good protective set for your allies with some -res.  The primary has very few active powers so you can set it up and then use your secondary to attack.  It is best at the lower level game when characters are not tough - a low level tanker teamed with a sonic can really tank. 

     

    Kinetic/ is a great buff for your allies for doing damage.  It is always good but is best at endgame when only doing more damage faster matters.  It is a fairly active set so it can interfere with attacking with your sonic secondary.

  9. What is the best tanker you can make at level 12 for the KR missions, Hollows, Positron, etc.

     

    At level 12 you can have lvl 15 SO's and the free enhancements from the P2W vendor for damage procs.

     

    I am thinking Willpower as the regeneration has no damage holes - DR based sets will not be good against vahz and other exotic damage.

     

    For secondary I don't know if it matters.  A set with an AoE at level 4 would be nice.  I am thinking of ice melee for the -recharge or dark melee for the -to hit.

  10. On 9/16/2020 at 6:16 AM, GM Arcanum said:

     I'd highly recommend getting a group of friends together and trying it! 

     

    And that's the problem, finding a group of people that want to play this way.  That's the entire point of this thread.  It is getting harder and harder to find players in game who want to play this way.  If I had a group of friends playing that wanted to play this way and we all played at the same time this wouldn't be a problem.  But I don't.  So this is my entire problem with playing CoH.  Logging on and trying to find a group of people who want to play without powerleveling, farming, or playing godmode.

  11. 1 hour ago, Lazarillo said:

    It could probably be seen as a little of both.  Because of the ridiculous difference between Perma-Dom and not Perma-Dom, any Dominator build that's not slotted for a massive recharge bonus will always be inherently inferior to any Dominator build that is.

     

    So what you are saying is Perma-Dom is broken and should be eliminated to prevent massive disparity in character strengths.

  12. On 12/1/2020 at 7:07 PM, Solarverse said:

    A Dom's main complain is that their recharge is so stupid high, they do not need an auto recharge ability because by the time they use Total Focus, Whirling Hands would have already been recharged anyway. So the new changes do not help Doms.

     

    Are you saying Doms get a massive recharge bonus?  Or that they slot for a massive recharge bonus?  One is an AT mechanic and a valid complaint.  The other is player slotting and not a valid complaint. 

  13. I have no idea what the story is.  I was on a team so I just played through the missions.  It was a tough but fun challenge.  We were at +0 and we had many people defeated including a couple of wipes.  It felt fair - we just needed to be more careful. 


    Great maps, very thematic.  And it has Freaks that are apparently on red side but I haven't seen on blue side, so a bit more variety than freaks normally get.

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