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DougGraves

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Posts posted by DougGraves

  1. Just the thread I was looking for.  I get interested in powersets but do not have ideas for the characters - name or costume.

     

    Controller - Dark/Thermal.  Male.  Hero.  Non-human appearance..  Horns, non-human face, etc.  From a smoke and flame idea, I am thinking demon/devil.  I have several dark characters and lots of blue characters.  So I am thinking brighter and with red.

     

    Controller - Plant/Dark.  Male.  Hero.  I am thinking dark elf.   This could be celtic or norse, or more fantasy savage elf.  My initial thinking is haughty, regal dark elf with elegant clothes, but I want a plant element.

    • Like 1
  2. Improving Trick Arrow

    Trick Arrow is at the bottom usage for controllers and corruptors and just above traps for defenders.  It needs to be better.
     
    Trick Arrow has 3 main issues: it is terrible at the start, it has no heal (self or otherwise), and it is very active making it hard to use with your other powerset. Trick Arrow has 3 basic advantages: it is more accurate than other sets, it has a single target hold, it has good high level powers.
     
    I am assuming that making changes to a set go in order of ease: tweaking the exiting power, porting over a power from another set, creating a new power.  And re-ordering powers or changing powers impacts current characters so it should be avoided if possible.  So while I would propose replacing Entangling Arrow with a heal, either Triage Beacon or Alkaloid, these proposals just tweak the existing powers.
     
    The changes are to 3 lower level powers to make them more useful and make the set better for soloing especially at lower levels.
     
    Entangling Arrow
    This immobilizes and does negligible -recharge.  It is essentially useless and is required for controllers and corruptors.  
    - Give this power a mag 1 hold (enough to hold a minion and stacked with Ice Arrow to hold a boss) and damage over time equal to Stone Prison. This gives the power actual control/damage mitigation and the damage makes this great for soloing.
     
    Flash Arrow
    This gives reduced perception and a -5% to hit debuff for 60 seconds.  The to hit debuff is negligible out of the box.  Stealth is nice but not important at low levels when you get this.
    - Change the to hit debuff to -10%.  
     
     
    Ice Arrow
    This is a single target hold. 
    - Give this power the same damage as Block of Ice.  The damage makes this great for soloing.
    • Like 1
  3. Very different costumes for the same hero.  Living Ancestor had an egyptian themed costume, celtic themed costume, etc.  Tomb Fisted Kid has his cowboy with a skull classic look, more skeletal look, demonic look with texas longhorns, etc.

     

    A few heroes have a civilian look and their superhero costume.

     

    90% of the time I play with the same look.  I use the alternates to try out different costume.s

  4. Newly back, I played Dark/Dark 6 years ago.  Barely remember how anything works.  So here is my take on the powers in Darkness Control.  Tell me where I'm wrong.

     

    Shadowy Binds - Your single target damage, immobilizes and reduces their chance to hit.  Take after Dark Grasp, but you need it for damage.

     

    Dark Grasp - Your basic single target hold plus damage.  Take this first. 

     

    Living Shadows - Cone immobilize, damage, and - to hit.  Good for damage if soloing.  Weak control, this is skippable if you team.

     

    Possess - Single target confuse, no damage.  Causes the target to attack its allies instead of you.  Great control for one target.  Great if solo.  Potentially skippable if you team.

     

    Fearsome Stare - Cone fear.  Recharge is 40 seconds, duration is 28 seconds.  So slot for recharge not duration.  Can be up almost every fight, your primary AoE control.  If you solo and use Dark Grasp and Possess you may skip this.  If you team you want this.

     

    Heart of Darkness - PBAoE Stun.  90 second recharge and 19 second duration.  Slot for recharge not duration but this still will not be up every fight, so use as a panic button.  Good for that solo or in teams.

     

    Summon Shades - Summons 2 pets that attack your target and taunt it.  Recharge is 210 seconds.  You need to slot for accuracy and damage, so recharge will be long.  Great solo for extra damage against the occasional boss. 

     

    Shadow Field - Duration AoE that gives -to hit and chance to hold on enemies in it.  Long recharge of 240 seconds.  Duration is 45 seconds, so useful for defending areas in missions.  Activation is 3 seconds, so a bit harder to use as a panic button.  This is ranged which Heart of Darkness is not, so may be more survivable. 

     

    Umbra Beast - Summons a pet that attacks.  Provides damage against bosses.

     

  5. 3 hours ago, ZeeHero said:

    While true its important they give us a LOT MORE TIME to get out becuase of how bad COH combat is with allowing us to move and still fight.

     

    Yes, I came back to CoH after playing Guild Wars 2 for years.  I still keep trying to move while attacking and trying to dodge.  It is going to be hard getting used to being frozen in place so much.

    • Like 1
  6. Playing Electric and at low levels it seems the best by far.  Chain knockdown has a fast recharge and lets you keep groups half out of the fight.  An aoe sleep lets you put out groups and not take an alpha.  Others eventually become powerful, but the group control at low levels for electric is amazing.

  7. Does the endurance drain matter on electric melee with or without electric armor?  I am going to be leveling, so I'm mostly concerned pre-50. 

     

    is electric melee worth taking without electric armor?  I was thinking of pairing it with dark armor since it siphons endurance which would help dark a lot.

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