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Everything posted by UltraAlt
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Well, I was trying to get a reply from the OP @hakurr, but maybe you are them on a different account. But I see where you are going, so thumbs down on that.
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what is this "complete do over"? How is this different than making a new character?
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Yep. it works up to a point, but I wouldn't level up past you have the whip powers six slotted. I would just level lock it at that point and play at that level or lower with the character. I have fun with a whips/electric. But whips/traps works okay. When you are on a team and teammates comment about you not having minions, just reply "I have x minions" where x = the number of characters on the team - 1. No idea.
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Looking for help getting started with controllers.
UltraAlt replied to duckman's topic in Controller
I don't think I'm going out on the limb to say that Sleeps aren't very useful in most group situations, especially if you are power-leveling to 50. as a controller, use range and walls to your advantage. Most of the time as a controller, you should be staying at max range. Walls have 100% resistance to damage. Stick close to corners or objects you can dive behind if you get to much agro when you AoE a group. It usually only takes a second or 2 to lose most of the agro you dish out with an AoE when you are in a group. Always slot-up your single target holds with 2 accs, 1 recharge, and a hold as able. Once you get to 27, look at the lockdown set the Proc for the +2 mag on holds is a must from my point of view. Then throw in a couple others from the set to replace the recharge and hold enhances to get some set benefits. If you character conception gets you an extra hold in your secondary, that is great for a controller. ... and, of course, understanding containment is a must ... "Controllers are the masters at locking down and controlling their opponents. Few can escape their will. Controllers do extra damage to any target that is already Held, Immobilized, Slept, or Disoriented." - https://homecoming.wiki/wiki/Inherent_Powers#Containment -
I think you meant to reply to @Scarlet Shocker
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Most underrated power sets in game
UltraAlt replied to Scarlet Shocker's topic in General Discussion
People are going to play what they want to play. There is a focus from a vocal crowd that the best power sets are the numbers that crunch-out the highest and, of course, that will follow with what powers you should take when, how you should slot them, and what you should slot them with. This yields a tiny number of options and leaves the whole domain of the rest of the game wide open for exploration if they dare. I'm a character concept player. Most of the time that means I think of a character and then pick powers that fit that concept. Some of the time, I pick an archetype and then try out power sets that I haven't tried before and make a character conception that matches those choices. Even less of the time, I pick a power pool set and try to build a character conception around the use of a power pool that I haven't explored. And I guess this final one is where i see the road-less-travelled or underrated powersets. I really love the Presence Pool to make fear-based characters. Usually that ends up meaning that I'm going to take a powerset(s) with fears as well. Sometimes it's just fun to terrorize your enemies and make them watch in fear as you defeat their allies. Concealment is fun too, but there are ninja options for that as well at this point. I end up using Fighting for some characters, but I haven't tried making a character focused around those powers yet. I probably would try to mix it in with Street fighting and super reflexes if I did (or may end up doing probably at some point). I know someone that focused a character around the teleport pool, but I haven't. I almost always end up taking leadership maneuvers and tactics - so I'm not really going out of my way to hype those which are mainly team oriented. Sometimes I mix in Leaping with blasters for the combat jumping (defense) and acrobatics (knockback and hold resistance) . -
I've been playing various robot related characters. Characters that are robots and Masterminds that have robots as pets. And various other characters when I haven't been playing those. Various ATs. Various power sets. I don't think any of the characters that I have been playing lately have epic or patron powers. err... which one? I hope to level them all over time. My plan at this point is to level lock them once they hit 49 (if not before in some cases). Yes. I'm a character conception player. All my characters are based on a character conception and have a bio when they zone into the game for the first time.
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I would consider these as french fries. And these to be potato wedges. Not to be confused with ... .... says what it is on the bag. I think we all know it's a "football" thing.
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Happy Vulcan's Day. Catch you on All Machines' Day!
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Grandpa, tell me about the old days...
UltraAlt replied to GastlyGibus's topic in General Discussion
My second 50 was a spines/regen scrapper. I have always run 2 accuracy enhances in all attack powers. It has always been more import to me to hit versus of having the chance for a higher damage spike less often. Both being said, I can understand your point of view. They smoothed the curve between the 5-level-spaced enhances. IOs didn't turn red and could be useful at the same output level until you replaced them - that is to say, they never turned red. Plus they were crafting and gave the game an economy that players could gain influence through using (as the auction house came out at the same time). I think that was the purpose and it was a success on both fronts. The IO systems (the generic IOs) were the turning point in the game for me. It meant that my softies could generate influence in the auction house so that they could actually slot enhancements in all their slots. Before the IO system and the Auction house was released, I had characters that had so little influence that they didn't have enough influence to even by enough training enhances to fill their slots, because XP and influence were based on damage done. It didn't make any difference how helpful you were keeping your team on their feet or how much you debuffed the enemies, the XP and influence was based on damaged done, so non-damaged based characters were pretty much just there to help the damage dealers get xp and influence. Before the sunset, the IO and the Auction House had a greater impact on City of Heroes to me than the IO enhancement sets. -
TerroirNoir's "Cable Channel of AE!" Reviews. Part 2.
UltraAlt replied to TerroirNoir2's topic in Mission Architect
If you have google docs before the the change, then you should have plenty of room to store images there and then use links to those other rather than uploading to the forums from your computer. Just a suggestion. -
Officially Unofficial Weekly Discussion #19: Super Teams
UltraAlt replied to SeraphimKensai's topic in General Discussion
lol. Yeah, bet that was a little slow on the XP with all the enemies blasting each other. But maybe the were getting slowed and debuffed enough so that they weren't hitting each other too often and could be picked off with multiple layers of AoE attacks before they "arrested" one another. -
Officially Unofficial Weekly Discussion #19: Super Teams
UltraAlt replied to SeraphimKensai's topic in General Discussion
I ran with the Repeat Offenders Black Ice supergroup for a while before the sunset. I don't recall we were focusing on heavy stuns but, between the ice slows and the negative damage, I remember it working well. The team size was small (It was a villain group and I think we were rolling with between 4-6 characters). A heavy stun focused super team does sound like fun. -
This thread is pretty much about why you shouldn't use knockback on teams instead of supply how to use it constructively on teams. This is what I have encountered in game as well. Making a second team build without knockback isn't a way to use knockback with a team, it is to give in to teammates that don't want other player's characters using knockback. There are powers in game that there there to explore and use. I'm going to explore and use them if they fit my character conception. I think that all powers can be used in a group setting. Teams need time to gel and learn to work with one another. I love PUGs because I like figuring out how to use my powers to help a team to work with how other players are using their powers. Players haven't complained about me using knockback since that first encounter when I came back. I might have over used it that first foray in with it (as I was out of practice), but no one has complained about me using it since then. If I recall correctly, I was just bumping enemies to debuff them and the team wasn't suffering for it. I don't play level 50 content. The mindset at level 50 quickly shifts into a mindset of gameplay that I do not enjoy engaging with. It could have very well been a level 50 on the team that was complaining, but I didn't look. I haven't been kicked from a team because I have a character with knockback power(s) in Homecoming. I think I may have kicked from a team been before the sunset. And, honestly, I think if I was, it occured in level 50 content like a Hami raid or something. I've never complained about anyone using knockback on the teams I have been on. I can't even remember having to coach anyone about how to be helpful with knockback when on a team other than to be careful when using knockback in the Lost tunnels in the DFB because the walls are weak and a Lost can get knocked through a wall fairly easily and the whole mission has to get reset if someone doesn't have a PBAoE or Teleport Target which most of the time is the case. Once someone learns this lesson, they don't do it again.
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It sounds like you were soloing. I that correct? I know that there are a good number of players that only solo at this point. I don't know if you care enough about your Kheldian to try to continue with them or not. I don't blame you if you don't want to bother with it. My suggestion, if you really want to give Peacebringers a try, is to run with teammate(s) at least until you get the shield that will protect you from the void seekers, etc and to use Concealment>Stealth or Teleportation>Teleport Target in order to get a drop on opponents (dependent upon Peacebringer or Warshade, I think the teleportation pool may be blocked.) We each play our own way, so I won't suggest that you get "financial support from alts". When you run the DB, SOs drop for your Origin only. So this helps 2 fold, "free" SOs and a team to help you level. And I think you were doing the correct thing by trying to keep the Voids, etc knocked back/down and defeating them first.
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Probably did. I'm getting older and some stuff isn't retained the way it used to be. Yeah, back then, yeah. If you were going to be a Kheldian back then you had to be on a good-sized team so you had back-up, but then good-sized teams didn't always want you to join because the Kheldian-stink would still be on the team after you quit. I ran into many teams where a Kheldian had been involved that broke up and reformed as soon as the Kheldian left the team. I don't blame you. I was in a group where I played a Peacebringer and the other player player played a Warshade and they gave up on it around the time we reached level 40. They will never play another Kheldian again. I didn't mind myself. I'll get back around to playing them again at some point in my alt-jumping journies. Honestly, I only made that one because the other player wanted to try out playing the Kheldians. I'll never play a VETA on Homecoming. I have no interest in them.
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Officially Unofficial Weekly Discussion #19: Super Teams
UltraAlt replied to SeraphimKensai's topic in General Discussion
I unsure what you mean by "super team". Is this a team made of supergroup members? or a group of characters that team together at set times to run content? I ask this as it doesn't seem that you mean "teams" in general once you bring Repeat Offenders into the mix. This being said, I do game with a few of players, and we game at set times twice a week. Some of the characters are in the same supergroup. It tends to be a closed group though occasionally, we will lead or join a task force, etc. The "super team" that I run with generally starts off with a theme. A couple of characters are made based on that them and start leveling and others join in. When I'm with the group, I tend to participate with the theme in some way or another - aka generally stay in the genre of the team or missions that we will be running that night. Sometimes these characters will be for a long run, level from 1-50 together. I like to alt-jump a lot, so I feel restricted. [I was a member of the Repeat Offenders. I was part of multiple Repeat Offenders supergroups before I stopped playing about a year before the sunset. I really enjoyed that experience. Having a global channel for the Repeat Offenders also meant that there was a good core of players doing other things when the official supergroups stuff wasn't going on.] One of the other players will sometimes become burned out on a character during the leveling process because they don't like how it plays and want to switch to something else. I'm always good with alt-jumping, so I'm fine with they picking something else that they want to play if that happens. Okay. Now "i think" I am understanding by "superteam". Yes. As expressed above, I've been on themed "superteams". This could be powerset, genre, or general theme related. Anime, Ice, Mystic, Robots, Symphony, Tokusatsu (Kheldian), and others.... Err ... so what would this "elemental theme" be if it didn't lock into set "elemental" power sets? I'm assuming for it to be "elemental" at least one of the power sets would need to be some kind of "elemental" power sets? [For example, this "superteam" wouldn't have any archery/traps, dual pistol/martial arts, raygun/super reflexes, super strength/willpower, etc.] -
What noterity are you playing at? And what level is this occurring at? Did you have an option and pick a power that will give you defense against them when you could first pick it? Was it slotted? I leveled up as a Peacebringer with a friend playing a Warshade. I seriously don't remember having this issue. We did target the voids, quantums, etc. first, but they seemed to be nerf to the extent that we really didn't even need to do that.