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UltraAlt

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Everything posted by UltraAlt

  1. By level 20 , my characters tend to have 3-4 slots of stamina and 2 slots in health (with one proc to help with endurance) . In stamina, 1-2 SO End mods, https://homecoming.wiki/wiki/Performance_Shifter:_Chance_for_%2BEndurance, https://homecoming.wiki/wiki/Power_Transfer:_Chance_to_Heal_Self In health, 1 SO Health, https://homecoming.wiki/wiki/Panacea:_Chance_for_%2BHit_Points/Endurance At level ~30, I'll slot a https://homecoming.wiki/wiki/Numina's_Convalescence:_Regeneration/Recovery into health. I have some other general rules of thumb to help with powers. If the power is a toggle, I'm generally going to slot a end reduction in the first slot. If an attack power (I'm always going to put 2 accs in the first two slots unless that puts the acc of the power above 2.0) is cost more than 10 end, then I'm going to put an end reduction in it before anything else (and, if above 15 end, and not a long recharge power, I might put another end reduction in it at some point if I'm going to 6 slot it). If you have electrical powers, then I would think about putting an https://homecoming.wiki/wiki/Performance_Shifter:_Chance_for_%2BEndurance into one of them, and (putting an https://homecoming.wiki/wiki/Power_Transfer:_Chance_to_Heal_Self does seem to hurt either) [that being said, trying to run multiple versions of a proc can cause issues with the proc-ing, but I'm no expert in all of that. It just seems to benefit my electrical characters if they are slotted across at least one attack power as well as in Stamina] SO's are going to tend to be better for sets than IOs or IO sets pre- like 35 or so. I don't think you can speed up (reduce recharge) Stamina or Health by slotting set IOs that have /recharge as part of their abilities. Recharge and activation times are listed for either of these Fitness powers. However, hasten might, but I'm not sure. To me, it comes down to pacing. At some points when a character is low on end, I'm just going to use 1 or two powers for mitigation until I can get enough end back to lean into it. Say a hold, disorient, knockback/knockdown power, or sleep power. If I'm on a team, and it looks like they are handling it, I'll even drop back and take a knee if my character can disengage from combat long enough to do so. Also, I have no issue with falling back in combat, to give my character a chance to gain some end and even maybe to get some health back. Walls give you 100% resistance, so if you can hold, immobilize, sleep, slow down, etc. some of a mob and run around a corner then you can end up only having to fight 1 or a couple at a time instead of a whole mob. Use range attacks to pull for the same effect. Use teleport target to whittle down groups to a more manageable size, but target minions first as teleporting LTs or bosses will tend to agro the whole group even if you are out of line-of-sight (honestly, if you miss the roll trying teleport a minion, sometimes that will agro the whole group as well) Reducing the number of opponents will obviously reduce the time it takes to defeat them, less time in battle = less end use during that battle.
  2. There was a time when there was a Comics Code Authority, and it was made very clear what was good and what was bad; what made a hero and what made a villain. That is gone. And, yeah, some want to make everything a grey mess. Heroes are working to protect people within the constraints of society's rules and are willing to forfeit their life if it means protecting the helpless. In the highest sense, strive not to kill. Are out to do damage to society on one level or another and lack compassion for anyone else. In general, a villain will kill anyone in the way of their goal. Vigilantes and Rogues are both wanted by the police and targets of both heroes and villains due to their behavior. Vigilanties feel that killing and injury of villains is necessary because the justice of civilization simply can't do what needs to be done to stem the tide of evil/for the good of society. Rogues have done bad things, but they know that true villains are far too harsh and uncaring to associate with. They are willing to break societal laws on whatever level suits them as they are out for themselves. Isn't that what you already asked for? These are comic book "alignments". As the game started, there was only the hero - the City of Heroes. But we know that if you don't strive for that - to be heroic - there are those that want to be villains. And there are those characters in comics that are obviously villains. We also know that there are those that consider villains to be the ones with morals and behaving correctly. It isn't that case in comic books ... or, at least, it wasn't. There has a been a huge move to deconstruct and tarnish the comic book media in America and think that has done true and obvious damage to the American psyche in general. I'm not talking about just removing the Comic Code Authority. I'm talking about undermining what it means to be a hero and throwing everything into a grey muddled mess.
  3. If you are playing a hero character and you play the Origin arcs then you will be fighting enemies that will only drop enhancements that you can use.
  4. I liked it! It reminded me of everyone trying to crowd in to make supergroups on the first day that they were available on live!
  5. I would head down to https://forums.homecomingservers.com/forum/158-victory/ and post down there that you are looking for a supergroup.
  6. Not if you enjoy playing it your way.
  7. If the team is already engaged, most if not all the enemies are already distracted. Run in and placate your assassin strike target, and assassin strike them.
  8. If it requires a target, then how can it go off without a target? So you want it to be an area effect power that has variable effect dependant on if there is a target within range or not? What other power in-game works that way?
  9. Well, I'm a character conception player, so my view on it would be "what origin do you feel fits your character conception?" Personally, I don't consider chi, ch'i, ki, qi, internal intrinsic energies, etc. to be "magic", but, again, that is up to your conception. For a member of the Akashic Brotherhood, those internal intrinsic energies could be augmented by magick ... err, I mean a member of the Tsoo as they have mystical/magic tattoos that give them powers. "... Tsoo were a fearsome lot, heavily inscribed with mystical tattoos that gave them super-powered abilities ..." - https://homecoming.wiki/wiki/Tsoo I'm not sure if you have read any of the origin descriptions, but they can be found here: https://homecoming.wiki/wiki/Category:Origins Each origin listing has the game's explanation for each origin. For example: "You receive your powers from a magical source. These abilities might come from a mystical artifact bestowed upon you, the mastery of numerous magical spells, or pacts made with powerful dimensional entities." - https://homecoming.wiki/wiki/Magic However, I would take that with a grain of salt. It is your character and your conception is what counts ... regardless if you write a bio or not. Personally, I wish everyone would take the time to write a bio, but I fully understand that there are those people that aren't really playing a character but just playing the game (if that makes any sense...)
  10. I don't know if I should give your post a "Haha" or a "Sad". So I guess I'm "Confused".
  11. Thank you for posting your idea. I understand that you think it would be a good change. I disagree. I use pacify on characters that don't have hide. I want it to pacify. And even on the characters I have that can hide, I would not want placate to change. I want it to placate. The two powers are essentially the same thing; "ignore me". That is what I want out of those powers. It isn't called "hide". So, yeah, since apparently we are repeating to get our points across - I don't want this change.
  12. Is this in the end-game or in the game/leveling-content? Honestly, there seems to be more of a focus on damage than anything else. Empathy isn't just about healing it is also about buffing. And there you go, you make your team able to do more damage, but your character is a Defender and they are never going to be the high DPS on the team. What are you seeing in regards to Defenders in general? There we go ... end-game content. Yeah. End-gamers seems don't seem to care about healing. And, yes, the are primarily focused on DPS and ... ... yeah ... in the end-game. In the end-game, characters are usually expected to hold their own. From what I can tell, unless you are doing a Hami or Mothership raid, the end-game teams aren't teams at all; they are just a bunch of characters acting independently in the same mission, task force, etc. Back-in-the-day ... before the sunset, I am not sure I ever heard it called "steamrolling". I called it by what it looked like to me - bull-in-the-china-shop. What is the point of being a defender with healing powers in the end-game when the damage dealers would rather have another damage dealer on the team? I'm assuming to them, shields would be more useful than heals ... and corruptor shields at that. In leveling-content, Defenders (any type of defender) is very helpful to a team. Empathy does put you in a position,that you really do work best when you are a team ... and the larger the team the better. Well, if they don't need the heals or the anti-mez the you still have those long recharge time powers to buff the team https://homecoming.wiki/wiki/Empathy#Fortitude https://homecoming.wiki/wiki/Empathy#Recovery_Aura https://homecoming.wiki/wiki/Empathy#Regeneration_Aura https://homecoming.wiki/wiki/Empathy#Adrenalin_Boost But I do understand that a steamrolling team isn't going to want to slow down for something as silly as faster recovery or regeneration ... Skip the end-game. Help out on leveling teams. Lead sub-level 35 task forces. Your powers will be appreciated.
  13. The little that I play on villain side at the lower levels is about sneaking around and getting the drop on targets. Also, I like running around on roof tops, so I'm not stuck with a camera angle that can't see tall buildings off in the distance.
  14. What? You have a problem with the ruler of "red side"/The Villain Isles showing his dominance over all his lackies? Of course, he will have others build statues of himself. You are lucky that they aren't kaiju that are in Mercy Island to cull the weak and pitiful! I never took them to be a serious threat to anyone other than "red side" characters ... you know ... villains. I think the answer you are looking for is "yes" except for the "legitimate" part. I would it an "illegitimate foreign nation" with the other aspects included. It is an island ruled by a terrorist organization in the manner of a crime syndicate. I think it as jumbled mess intentionally. You do see structure in some areas that Arachnos has taken over, but the rest is still pretty much built up on top of what appears to have been islands primarily focused on fishing and timber harvesting. Higher levels of industrialization moved in and the economy apparently increased enough for criminal forces to come in and take advantage of the local workers. Mercy is "the mean streets". It is the poor part of town that you need to work your way out of if you want to hit "the big time".
  15. The ones that I end up skipping/autocompleting are missions far below a character's level. I mean like having a level 7 mission when the character is in the higher 20's or higher. I actually think I have skipped/autocompleted very few missions since I've been playing on Homecoming.
  16. whatever. It's working for me, but I'm not playing a level 50.
  17. when I'm running a character trying to teleport enemies, I put 2 accs in the power. If it looks like a target might high enough level to cause an issue being successful, I'll use a build-up power and/or a yellow insp before using teleport target. Unfortunately, I haven't had time to try track down a boss to teleport. I'm assuming I turned off "bosses on solo" and turned bosses back "on" but didn't have time to run another mission with that character yet.
  18. My character teleported a red LT. I didn't try on any purples.
  19. not true. slot some accuracy in there. I went into game and have teleported an LT. Still trying to track down a boss. I do agree that it is highly unlikely to work on EBs ao AVs. "Teleport Target You can teleport a single foe or ally directly next to yourself. A successful hit must be made in order to teleport the foes. Some powerful foes cannot be teleported. Enemy players that are teleported will be temporarily out of phase, and cannot be targeted or damaged. This power can be interrupted while teleporting foes."
  20. Then I'm assuming that people wouldn't have an issue with a /stucktarget - that only targets enemies (teleport target used to be two different powers, one of which was teleport foe. So that seems doable as the game can tell who is an enemy. But it might be usable to prank in PvP, if the game treats PVE and PVP targets the same - if so disable it in PVP). You could still put it in the START vendor (maybe even putting /stuck in the START vendor wouldn't be such a bad idea so it would be easy for new players to find). If all it does is ... ... then hopefully that would be acceptable. Of course, /stucktarget would be "shoving" the "target" toward the nearest NPC pathing. However, as it would work as /stuck, I wouldn't put a long timer on it if implemented in this manner as sometimes /stuck doesn't work the first time. Sure a team would have multiple shot at it, but, as we know, there are many that solo at this point. I have a feeling that Teleport Target version would be more reliable for moving a stuck enemy out of or from behind a wall. Make it 100% chance of going off (aka successful hit on the target every time it is used) and recharge every 1 or 2 hours. As I said before, I have had only one encounter here on Homecoming where there was an enemy "stuck in a wall" outside of the DFB. In that case, the enemy wasn't just stuck in the wall, it was running around on the other side of the wall trying to find a way back into the mission map. it would return to around the spot that it was knocked through and then run off again.
  21. Would a 1 or 2 hour recharge time remove it being exploitive?
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