The Beta Account Center is temporarily unavailable
×
Double XP is active on all shards until October 21st
-
Posts
4727 -
Joined
-
Last visited
-
Days Won
6
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by UltraAlt
-
Which makes me think that if a new Epic Archetype is created, does it really need to be labelled as a HEAT (really that is just an EAT. It wasn't relabelled EAT until after the VEATs were release) or a VEAT? I mean you don't have to be a hero to pick what was a hero archetype to start play as a hero or what was a villain archetype to start off as a villain any more. If a new Epic Archetype is added, I would just call it an Epic Archetype instead of labeling it as hero or villain (or dystopian/rouge) unless it falls specifically under that archetype in THE CITY or the comic book genre in general. That is to say, Soldiers and Widows are directly related to Arachnos. Kheldians were not directly related to any existing hero group. Because,Kheldians were not directly related any "hero" groups, I think they should have been left as EATs. I would also tend to say that Warshades were the first toe-in-the-pond of exploring villainy (Issue 3 release whereas COV was Issue 6). Sure Warshades are "recovering" Nictus which would make them more "rogue" than "villain", but they are obviously leaning more toward the darkside than Peacebringers (by the name alone). That implies to me that Warshades are really more VEAT than they are HEAT which, again, makes me believe that the Khelidans are more EATs, in general, than HEATs.
-
Oh, it isn't the DEVs making the rich "rich". Oh, sorry. I didn't mean to distract you. Go on with your, Ebil Marketing business. Don't mind me. I'll show myself the way out. I was never here.
-
As a new player, I would say "no" unless your goal is to not play the game and skip to the end-game by power-leveling or door-sitting on a farm. I do not suggest doing either. By using 2XP you will end up bypassing a lot of content. I'm going to add that I find the "new" (new from before he sunset) low-level hero-side content is annoying to me. For a new player, I would suggest (on the hero-side) to go down into the basement of City Hall in Altas and talk your character's Origin content. There is character-relevant Origin contacts from level 1-50 that won't show up on your contact list; you have to go to the Origin contacts to get passed to the next character origin contact. Each of the Origins have their own contacts through the higher-levels so I feel like these are worth exploring. I will say that there tends to be a good amount of hunts (some of which are more difficult than others and some that have to be completed by workarounds due to game changes). Now, as new player, you might be asking "If there origin-specific contacts on the hero-side, why is my character not being directed to them?" That is a good question. Originally, hero-side characters would be directed to their Origin contact when they zone into the game for the first time. As the game grew over the years, "funnelling" started. That is to say that players were "funneled" to content where it would be more likely for other players to be involved. The Origin contacts give Origin-specific missions (fighting origin-specific foes) which means Origin relevant enhancement and salvage drops. So if you run Origin-contact missions, you will get useful enhancement drops on all missions that your character's Origin contacts; you might not want to slot what you get, but you will be able to slot everything that you get. That being said, back-in-the-day, your character could only get the starting Origin contact for your character origin; that isn't the case any more. So if you want to take character on their Origin Contact path, make sure to pick the contact for your character's origin. I apologize, but should continue on this topic for a moment. Halfway through a Origin Contact's arc you will given the option of one of two contacts that are not the character's origin and then at the end of their arc (or the level after they go inactive), they will introduce your character to the next contact related to the character's origin (sometime you might have to go into the inactive contact window to track them down to get them to give you the next contact for the player's Origin). The text will tell you what origin the contact is when you pick them. If you outlevel an origin contact, it seems like you can always go to the last contact you out-level and continue to go through outleveled contacts until they send you to a high enough level origin contact that will provide missions to your character. Well, at this point, you might be saying "is UltraAlt going to continue ranting about this? I was just asking about x2xp." Yeah, well, I know. So I will close with, another reason for funneling was the introduction of merits. You gain merits when you complete a contacts missions arcs. So if you are running your character's magic arcs with another player who has a science origin character who doesn't have the same contact (since now you can take any of the origin contacts you want at this point instead of being bound to the character's origin) then they will not get merits for completing the arc. Also, , they won't be getting drops that they can use from magic-related missions either. You can see an example of an Origin contact list here: https://homecoming.wiki/wiki/MAGI There is a wiki page with info with list of contacts for each origin. There are plenty of side zones with missions that your character can do that aren't origin relevant (and the focus on Origins was on the way out when CoV was released - there never were any Origin contacts for CoV). I wouldn't worry about this too much, we have 1000 character slots per server and the game has a lot to explore and experience. New players are less likely to know when to turn-off xp gain (Options>General>Miscellaneous>"Disable Earning XP") to avoid outleveling contacts. The "static" team that I run with turns off xp-gain quite frequently to avoid outleveling content and/or let one of the teammates or another catch up with a higher-level team member. When I PuG, I sometimes turn off xp for the same reason but I don't expect anyone else on the team to do so. "But I'm still not getting enough influence even when x2XP is turned off!" Those of us that are heroes want you to succeed in THE CITY. Just yell out in the /help channel or ask in team. Generally, someone will give you some influence for slotting while leveling - just don't abuse it and don't expect anyone (but maybe a supergroup mate) to be willing to provide you with enough influence to fully mini-max-build enhance a level 50. SO's at levels below 30-35 are more than we had when the game first came out, and they are fine for running content all the way to level 50. So I'll close this part with how I opened this, As a new player, I would say "no" unless your goal is to not play the game and skip to the end-game by power-leveling or door-sitting on a farm. I do not suggest doing either. But, yeah, I ramble on, so I'll continue. x2xp is for players that have already played the game to advance through content that they don't want to play and/or to reach a level that their characters have gained some powers or can start running task forces. 2 rounds of DFB (Death from Below) with x2xp can you you to or past level 8 which is enough to join a Positron 1 taskforce. I generally run x2xp two-ways. Joining or leading a DFB will mean that you are going to be running with a team. The same thing goes for being on a task force. (I like running with teams. You never know what powers the other player's characters have or how they are going to react against the content). When solo/PuG'ing character, I get a full 8 hours of 2xp for character and then I don't get any more and I will turn xp-gain off as I see fit. Some characters I don't feel like they should go past a certain level, and they are fun for me to play at that level and/or feel like I'm not bringing in a character that is too high above the level intended for certain content. When on my "static" team, I use x2xp because the rest of the team is using it, and, as I typed previously, we turn off xp-gain to avoid outleveling content or to allow other members of the team to catch up level-wise. Take what info you like. Ignore the rest.
-
Meanwhile at Homecoming ....
-
errr. I know about people "steamrolling" content. Is "facerolling" content when a team is continually falling in combat but just shake it off and keeps going? The tanker archetype was designed to take (taunt) the agro for the whole team, hold it, and soak the damage while the rest of the team keeps the tank alive, buffs, debuffs, mez, and does the damage necessary to the foes to take down the enemy. If the Tanker can hold all the agro and the squishies stay back, they should never end up being mezed or face planting. The tanker archetype does more damage now than it originally did. It seems that happens because tankers were complaining about not doing a bunch of damage and that there seemed to be a good number of players that were soloing as tanks. I can't remember if you said you were soloing or teaming. None of the melee classes should be worried about mezed by like level 15-20 (just off the top of my head. I think it is closer to the 15 side). They all have a power (or powers) that deal with mez. The ones that have click and be put on auto-fire and will recharge before the effect wears off by only slotting 2 recharges in it. You just have to watch it and wait for a moment between attacks when it recharges so that it has time to go off again. You can get "armor" toggle in human form. You can get https://homecoming.wiki/wiki/Fighting#Tough and https://homecoming.wiki/wiki/Fighting#Weave from the fighting pool. I can't remember if you can get https://homecoming.wiki/wiki/Leaping#Combat_Jumping But if you are going to go for that, it is better to dual form. I dual form all my Kheldians. Easier make each form more useful, but you could always focus on just switching between the two form changes and leave the human form basically helpless, but that doesn't seem to be your goal.
-
Just dipping my toes into this .... ...mess. Doesn't look good on multiple fronts. Looks like the classic "cannibalistic capitalism" move.
-
My first character back on Live and hear on Homecoming was a Spines/Regen scrapper. I have so many characters that they go in rotation, but I have had a lot of fun paying that character. I haven't tried a Spines/Regen Brute but that sounds like fun as well. Regen should help keep your endurance up and, therefore, your fury.
-
The DFB buffs only last to level 20 (21?). The ones for DIB last until level 30. I can't say that I'm one that has pushed/recruited for DIB runs, but I'll join one when someone else does.
-
Based on the info, it should be going off 3.5 times per minute based on the info for the power that it is in. It doesn't seem like it would need to score a hit for the proc to have a chance of going off. I'm assuming you have been watching the combat attributes for end recovery and haven't seen it pinging? I'm also assuming that you only have the one proc in the power.
-
Beta Testers Needed for Xbox Wireless Controller Setup
UltraAlt replied to BlackSpectre's topic in General Discussion
How many of those 20+ powers that are toggles that you don't need to click on that often? How many are auto powers that don't even require activation? how many work best through use of the mouse? (ones that require activation and then left clicking on a location) how many trays do you want to juggle? are you really going to make brawl part of your power rotation? Are you going to need to use rest on the fly from the game controller? Do you need to use the fast travel power menu with the controller? (this is pretty much always used non-combat) In my Logitech F310 configuration. I have it setup to mainly handle 2 trays for often used click powers. In each of those trays; 1 slot is taken up by a macro to tray flip (change the active tray), 2 slots taken up by lesser and greater travel power activation, 1 slot with a macro to use heal insps. That leave each tray with 6 free slots for powers (total 12 across the the two tray flip configuration). I set that up so that it is 4 single target attacks in each tray and 2 slots in each tray for AoE's, Buildup power, and/or Snipe. The middle tray on my 3 stack holds powers that require activation and then clicking on a location, maybe some alternate travel powers, and the rest power A tray off to the side out of the way holds all the toggle powers, pets/henchmen that need summoning, power-ups for henchmen, and slot for an auto fire. THe middle stack of my 3 stack is where I put powers that are mouse-driven (need to be clicked to active and then they left mouse needs to be pushed to activate the power after it is positioned). Fast travel power, macros for base passcodes, etc. go in their own tray. Costume changes go in their own tray. The powers like Mystic fortune go in another tray with some macros and day job rez and maybe the START rez power. I'm not generally going to use these in combat, so I don't really need access to them from my controller (as far as I'm concerned). So sure. I'm going to take my right hand off my controller to use some mouse work, but the only time that I take both hands off of the controller is when I type chat messages. So I think I can honestly say with my controller configuration allowing me access to 12 attack powers, 2 travel powers, and heal inspirations, I'm playing about 90% with both hands on the controller during combat. It is enough to setup most if not all of the Dual blades combos so that each individual combo can be set off without a tray flip. Now, I do have have a configuration that allows me to flip to a 3rd tray, but I only use that on Kheldians (which I only dual form). It loses 2 slots on the 2nd tray for form changing and then flipping to a tray with the form changed powers in it. Some of the Kheldian powers can be used in both Human and the alternate form, so those few powers would go in that tray that holds the form change, flip back to the main human attack tray, and flip to the form changed power tray. So basically a net gain of 4 power slots for my 3-tray Kheldian configuration; bringing the the possible attack powers to 16. @BlackSpectre crams way more options into his controller configuration. I've been using basically the same controller layout since around 2010 when the F310 was released which wasn't that much of a change from the configuration I was using with a Logitech Dual Action Gamepad starting in 2006 or so. I'm pretty sure I started playing CoH with a Logitech Logitech Wingman Rumblepad which was about a week before episode 2 dropped. The Dual Action Gamepad was a massive improvement over the Wingman RumblePad (it wasn't like I was using the rumble features when playing City of Heroes at any rate). So yeah, I was playing City of Heroes with a gamepad from my "day one" of entering the City. -
I agree with the non-Snarky posts about the system thinking you are actively doing something ... which can include marketing, turning on-and-off powers (including autofire powers), how long you have been zone into a map, moving, accessing email, etc.
-
Beta Testers Needed for Xbox Wireless Controller Setup
UltraAlt replied to BlackSpectre's topic in General Discussion
I never use it (intentionally, that is to say "I only use it accidentally"). I grew accustomed of using the Z key as push-to-talk before Homecoming showed up on a friend's radar, so every time I was chatting in Discord while playing Homecoming, it would deselect my auto power (as you indicated). I key map it to ~ to keep it out of the way. If need to cancel something I have queued up. I usually hit brawl or manually unqueue it some other way. So, yeah. That is a good one to remove unless people are clamoring for it for some reason, which I doubt they will. -
When your ancient death god fails...
UltraAlt replied to Scarlet Shocker's topic in General Discussion
-
well, the closest we have is yellow inspirations Accuracy Inspirations Insight: +7.5% ToHit, +Perception - Increases your to-hit by 7.5% and increases your perception by 125 ft for 60 seconds. Keen Insight: +18.75% ToHit, +Perception -Increases your to-hit by 18.75% and increases your perception by 166 ft for 60 seconds. Uncanny Insight: +37.5% ToHit, +Perception - Increases your to-hit by 37.5% and increases your perception by 250 ft for 60 seconds. Sight Beyond Sight:+75% ToHit, +Perception - Increases your to-hit by 75% and increases your Perception by 250 ft for 60 seconds. https://homecoming.wiki/wiki/Increase_Perception_(Empowerment) https://homecoming.wiki/wiki/Rectified_Reticle:_Increased_Perception https://homecoming.wiki/wiki/Warp:_Range/Increased_Perception Basically, all of these cut through sealth at a closer distance and/or help your character see farther when "blinded". And then there is: https://homecoming.wiki/wiki/Veteran_Reward_Powers#Reveal which I would definitely would consider to be some kind of super sense power. That being said, I see where you are coming from on this.
-
If you were a ghost, what powers would you have??
UltraAlt replied to smnolimits41's topic in General Discussion
Well, I only have one ghost character I think. I figure ghosts are translucent so the main way to show that a character is a ghost is https://homecoming.wiki/wiki/Concealment#Stealth. Their bio doesn't directly say that they are a ghost, but it can be read into it. Of course if you want to be truly, incorporeal then https://homecoming.wiki/wiki/Concealment#Phase_Shift is a must have. Now I do have a couple of characters that use Aether costumes to that make them look like a ghost pirate by using the Tier 1 Costume power (https://homecoming.wiki/wiki/Costume_Powers) Spectral Pirate. I guess the only other ghost costume that you can purchase with Prismatic Aether Salvage is the Tier 1 Tsoo Ancestral Spirit. I figure if you when spooky/ghostly powers go with dark or maybe (ectoplasmic) radiation. Both of these power sets an have their color changed to a more spooky/ghostly color to fit how you might like to have them. I mean it kind of depends on what kind of ghost they are. I could see a ghost pirate with marine powers. -
I'm assuming you are talking about the name of the macro. If the macro was within the last 5 things that you typed, you can go into chat and use the up arrow to go back to that entry, edit it, and hit enter to drop a new button with the macro name you want. I write most my macros in a google doc because I'm going to tend to reuse them, so it would be easy for me to rename it, copy it, and paste it into the chat window. Since this functionality is available, I see no reason for the DEVs to put any excessive amount of programing in order to allow editing of the macro name. If they can do it with little or no effort to do it, then I'm not against it, but I wouldn't be using that functionality.
-
The work around at this point is a Dominator with the secondary power set: Martial Assault https://homecoming.wiki/wiki/Martial_Assault Power Level Effect Shuriken Throw 1 Ranged, Moderate DMG(Lethal) Thunder Kick 1 Melee, Moderate DMG(Smash), Foe Minor Disorient Trick Shot 4 Ranged (Chain), Moderate DMG (Lethal) Spinning Kick 10 Melee (Cone), Moderate DMG(Smash), Foe Knockdown Envenomed Blades 16 Self +Toxic DMG on all attacks, +ToHit Dragon's Tail 20 PBAoE, Moderate DMG(Smash), Foe Knockdown Caltrops 24 Ranged (Location AoE), Minor DoT(Lethal), Foe -SPD Masterful Throw 28 Sniper, Extreme DMG(Lethal), Foe -ToHit Explosive Shuriken 30 Ranged, Superior DMG(Fire), Foe Minor Splash DoT(Fire) Shuriken Throw, Trick Shot, Masterful Throw, and Explosive Shuriken are all Shuriken attacks.
-
If the leader is queuing in through /LFG and selects "lock to team", when the team is not full, the star will go to the character that zones in first. Teams that are not full can use the other option to queue in and the leader will keep the star, but it will take longer for the game to send the team into the content. It seems to be like 5 minutes or something off-the-cuff, but I have never fiddled with it to see exactly how long the game waits before sending the group into the content.
-
https://homecoming.wiki/wiki/Leaping#Acrobatics - You can avoid most Knockback effects and are resistant to Hold effects. https://homecoming.wiki/wiki/Leaping#Combat_Jumping - adds resistance to Immobilization https://homecoming.wiki/wiki/Fighting#Weave - increasing your Defense to all attacks, as well as your resistance to Immobilize https://homecoming.wiki/wiki/Flight#Hover - Hover also grants pseudo-knockback protection; instead of getting knocked down and jumping back up, you just flip over in the air. https://homecoming.wiki/wiki/Aegis:_Psionic/Status_Resistance - This enhancement grants a 5% psionic resistance bonus and reduces the duration of all status effects by 20%. https://homecoming.wiki/wiki/Impervious_Skin:_Status_Resistance/Regeneration - This enhancement grants a global 7.5% reduction in status effect duration, which may be stacked up to five times to provide a maximum reduction of 37.5%. This enhancement grants a 25% regeneration rate bonus. https://homecoming.wiki/wiki/Winter's_Gift - slotting 2 - Two enhancements increases Fire and Cold Resistance by 3.75%, and Mez Resistance by 6.25%. I always keep at least one column of break frees in the inps tray on all of my squishies.
-
Beta Testers Needed for Xbox Wireless Controller Setup
UltraAlt replied to BlackSpectre's topic in General Discussion
Here is an example of one like I suggested. https://homecoming.wiki/wiki/Rularuu Your time is your time. I'm not trying to tell you how to spend it. It was just a suggestion. I was apparently confused by the term "camturn". Thanks for your explanations of you methodology. -
Beta Testers Needed for Xbox Wireless Controller Setup
UltraAlt replied to BlackSpectre's topic in General Discussion
It has been a good while since I tried using one. I think I have a Playstation 3 or 4 controller. My brother gave me his used Playstation 3 or 4. I never set it up. When I can't get internet access, I play Playstation 2 games with wired controllers. If I have the time, I'll see if I can dig the controller out for the Playstation 3 or 4. Figure out how to charge it up and what not. Honestly, the F310 work so well for me, I haven't taken much effort to keep up with other controllers. I will say that I don't like how asymmetrical the XBox controllers are setup in regard to the sticks. It really seems weird to me.