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UltraAlt

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Everything posted by UltraAlt

  1. Yes. No. I haven't tried an all temp power character yet, but I do know at least one player that has done this. No. But I did design a character and a temp power seemed essential to complete the character conception. It wasn't really based on the regular use of a temp power and to reply to this would possibly be a hint to my secret identity. Favorites https://homecoming.wiki/wiki/Plasmatic_Taser https://homecoming.wiki/wiki/Temporary_Power:_Hand_Grenades Least Favorite (don't use and likely never will) https://homecoming.wiki/wiki/Offense_Amplifier https://homecoming.wiki/wiki/Defense_Amplifier https://homecoming.wiki/wiki/Survival_Amplifier https://homecoming.wiki/wiki/Temporary_Power:_Kinetic_Dampener https://homecoming.wiki/wiki/Temporary_Power:_Med_Pack https://homecoming.wiki/wiki/Temporary_Power:_Power_Analyzer https://homecoming.wiki/wiki/Temporary_Power:_Recovery_Serum https://homecoming.wiki/wiki/Temporary_Power:_Resuscitator No. Yes. I have Winter Holiday characters that rely upon the jiggle jet (https://homecoming.wiki/wiki/Jingle_Jet aka https://homecoming.wiki/wiki/Holiday_Rocket_Pack) for their mode of transit.
  2. So I guess you are saying that Phantom Army is janky as well. It has played the same way since release.
  3. When it is following you, it acts like a slow moving hurricane. It centers on you if you stand still, so it isn't behind but, instead, around you unless you run away from it. Ways to keep Storm Cell on enemies once summoned; 1) Pen in enemies and stay close 2) move quickly around or teleport to the other side of a mob to drag the storm front into the mob. 3) Back away around the corner from the enemy and force them to the corner and into your Storm cell.
  4. Level 20 Sentinel Storm/Electric Team-up duo police missions +2/1 So far, leveling up this one without jet stream. The Duo gelled about halfway through the first mission. My Sentinel needed to rely on O2 from storm/storm defender teammate during the two missions that we ran. I think that was possibly more due to running with someone else versus a weakness in the sentinel armor and ability to withstand damage at level 20. Started using the tactic of trying to take turns casting Storm Cell (I keep wanting to call it "Storm Front" for some reason) with the other player. Only minorly successful in implementation. Level 20 Corruptor Storm/Storm Team-up duo police missions +2/1 Starting to run into the Storm/Storm defender issue of having so much stuff going on in general and graphically that it is hard to tell what to use in what situation some times. Complicated by fighting in the dreaded "purple cave" maps. Because it was cave maps and because the other player had hurricane and was using various knockbacks as well, I was having a hard time penning in enemies the way that I normally would. In both cases, I tried to see if I saw my powers getting buffed from the other player's Storm Cell. I honestly can't tell. I'm assuming based on the wording in the power description that anyone Storm Front will "charge" any Storm attacks used on targets within anyone's Storm Front.
  5. I can't currently give a thumbs up or thumbs down on this. I really think that it Storm Cell works more like a buff pet rather than an actual pet, so I don't really see the need for it to be up all the time. More like an "Oh, $#@%!" power or one to caste like a buff as you are going against more difficult foes (as I have indicated ...like domination. Not really meant to be active at al times) In another way, I find it akin to carrion creepers that can't be kept active all the time. If the recharge enhancements are removed, does that mean that it is also immune to hasten, LOTG: +recharges speed, Speed boost, etc.? I haven't tested it, but I think if you 3 slot Storm Front with recharges, 3 slot Hasten with recharge, and load up some LOTG: + recharge, you're going to be pretty close to perma. I don't have time to test this now. 40s recharge with 60s duration essentially means that it will always be active. If the DEVs are going to go that route, I would suggest making it a toggle with end use per sec versus caste. This would mean that it would spawn on the character and follow them at the current rate at which it follows versus forming at a targeted location. (If I am correctly understanding how the power is operating currently, most of the time that is how it operates. That is to say once it is caste, it stays where it is until the foes are defeated in its radius and then it follows the character for the remaining part of it's duration). I don't see a need for it to be active at all times for the set to be enjoyable. I'm fine with it as it is. If you have more than one Storm Blast on the team, I'm assuming each character's Storm Front is usable by the others and whatever duration period for one players Storm Front could be filled by another's.
  6. yeah, you have to go with a dominator ?/martial assault for the shuriken action at this point. https://homecoming.wiki/wiki/Martial_Assault
  7. Makes sense to add a little more color to the set. Color tinting can helps a lot, but I don't know if color tinting will affect Storm Cell's lightning. oh, please. not "more white". The white fx and all white characters hurt my eyes. But you can use color tinting to change the color of your powers. I can use /noparticles 1 to get rid of the SFX and that helps a lot, but I like to see the SFX, so please avoid white power SFX. *** Other SFX stuff **** I agree that it can be a bit hard to see where Storm Cell is located - especially if you have Steamy Mist up. Color tinting seems to able to compensate for this, but I have no idea how many players color tint their powers from the-get-go. So perhaps color tinting the area of the Storm Cell fx that is at ground level would help better define its location for players that are having issues with that now.
  8. Level 10 Sentinel Storm/Electric 1 police mission on +0/0 Seems to be on par with other power sets. Went armor heavy, but armor can withstand the damage long enough to make up for the recharge time on the minimally slotted attacks. Level 10 Corruptor Storm/Storm Ran into a fair amount of mezing, but that happens at level 10. Carried breakfrees so not much of an issue. First time running with another player that also had storm blast. They started at like level 6 so they didn't have storm front. Ran several police missions and a safeguard at +1,1 Seemed to work fine to me. Recharge time on storm front was not an issue - usable, more or less, on every other mob. Set appears to be working as intended. Level 30 Defender Storm/Storm A lot of clicking and placing going on, which makes me take my hands off the game controller than I normally would do. Tactics increasing in complication a bit. Ran several police missions +2/1 Continues to be easy to pen in enemies. When enemies are penned in, there is usually no issue defeating them. Enemies that can't be penned in seem more challenging. As it is on all indoor maps, there is usually a way to pen in opponents; knocking/repelling them back/down and blast them between knocking/repelling them back/down. Still fun to play, but seems busy at some point. A of stuff going on. Nothing necessarily wrong with it seeming to be busy to me. Level 30 Blaster Storm/Martial arts Generally focusing on bosses/LTs first by knocking/repelling them back/down into a wall or corner and blast them/kicking them between knocking/repelling them back/down. With Blistering Cold: Recharge/Chance for Hold Blistering Cold: Chance for Hold slotted in ki push (on autofire) with 2 accs and a recharge, there is also a chance for a hold in the mix which allows for even more time blasting/kicking the target. The extra repel/knockdown just being more icing on the cake for this tactic. Ran several police missions +2/1 No real issues with enemies unless I make a tactical error. Set appears to be working as intended.
  9. /e facepalm
  10. I would like this added : Back Detail>High Collar>Cape>None
  11. Uh, I ...rrrr ..well.... I guess.... ... should I feel bad to admit it?... Was I the only one that rushed to the character creator to see if there was actually a "female huge" body-type that we could pick?
  12. It depends on the weakness of the foes you are fighting. I'm not sure that is the case. However, I tend to use the ammo thematically based on character creation, so I really like the ability to be able pick the type of ammo my character is using.
  13. How do you compare it to Carrion Creepers?
  14. You know how many people I have heard complain about knockback since I've been back playing at Homecoming? About 5 or 6 including you. Never at the same time. No more than 1 player on task force team of 8. Sporadically over over years ... 5-6 players. I don't play the end-game, but the people that play the game don't complain about knockback. And I play plenty of characters that have knockback and use it when I'm on teams. No. In my experience, it is not most. It is very small minority. Some people feel that way about domination, but that isn't the point of domination. You're really worked up over a great powerset that other people are enjoying. Look around and read the other posts. Other people aren't have the issue that you are having. You are in the minority. Being very vocal doesn't mean you are correct. It just means you are upset and want to vent. I'm enjoying the set.
  15. I have played a Blaster and A Defender in the Beta. I don't see the issues you are experiencing, so, apparently, it isn't an issue in the way that I have learned to utilize the set. THere are plenty of nukes with knockback. Of course you are going to send them flying all over the place if you jump into the center of a crowd and set it off. I don't know where you get this "most" from. I have only experience a small percentage of players that complain about knockback. But I agree that they are very vocal about it like you are being. I enjoy knockback and I have run into others that enjoy using it as well. If you need it up all the time then slot it with recharges and slot up hasten with recharges and slot up some LOTGs +recharge procs. Myself, I don't play the end-game. So once again, I'm asking you if you are looking this from a level 50 bulldozer team perspective?
  16. or you can just learn how to use knockback to your advantage which is the whole point of sets that are knockback intensive. Knockback is a short duration hold. The enemy can't attack when they are knocked-back or knocked down.. Seriously, I have run plenty of teams where we were knockback intensive and the players on the team were having plenty of fun.
  17. I think it's kind of like domination. You can probably perma storm cell if you really try, but that isn't really the intent of either.
  18. for you, but not for everyone else. There are plenty of us that like repel in powersets. it is a different mechanic and the game is interesting when there are more mechanics to know how to use. if you won't want to use repel, great. Pick another power set. the rest of us shouldn't be denied repel simply because you don't like it. what to you mean? it's great for cornering mobs and holding them in place for AoE attacks and area attacks like Freezing Rain or Storm Cell. Are you looking at this from a level 50 bulldozer team mentality? I think there are plenty of us that will like the uniqueness of this. We will learn how to use the powers in the set. Everything shouldn't be cookie-cutter. The fun for me is learning how to use a set and not wanting everything to play the same.
  19. I made a Blaster - Storm Blast/Martial Arts and a Defender - Storm Summing/Storm Blast. First take is that some teams won't like other characters on the team because of the knockback and that the set has a power that is fixed to a location so the set will be to slow for bulldozer teams. (I see other people say that the storm cell moves around. I didn't notice that occuring, but I was trying to fight in fixed locations.) Neither of these are negatives from my viewpoint, but I can see that others will. Blaster - Storm Blast/Martial Arts I feel that Ki Push is pretty strong and I rely on knockback when I run a blaster. Set seemed balanced enough, but only ran one mission at level 20 and I think it was on flat because I forgot to kick up the level on it before I went into the mission. Defender - Storm Summing/Storm Blast Having two cone wind blast-like powers (Gale and Jet Stream) made it easy for me to keep opponents at range I had to backup and figure out how to coordinate the use of powers, but, running a level 20 mission at +2 with SOs and a couple of IOs (no set bonuses), this combo seemed to be a bit OP. I was only really threatened when I was getting a grip on getting the sets to work together or when I was caught by surprised by a more difficult opponent (a purple boss or a Scorcher that had time to spawn monkeys). Once I knew what I was dealing with I was able to catch them in a corner with hurricane, keep them down with the two wind blasts, drop Freezing rain and storm cell, and then it was just a matter of keeping them in the affected area and blasting away at them. The real challenge was not running out of end and not knocking them into a location in shelving where I had to find an angle where I could hit them.
  20. My original post listed a few events as examples. According to Paragonwiki, GM spawns in zones like paladin, babbage, kraken, etc. are considered zone events. The wiki excluded things like seasonal events which don't normally occur unless a Dev essentially flips a switch. I see the ... Personally, a Giant monster being there without anything going on to spawn or having some associated effect really doesn't to seem to be much of zone event. I understood that you weren't including seasonal events intentionally. But now I have to ask how much of zone event it is if it doesn't list it in the X Zone Event chat? I get kind of immersed in the actually gameplay versus the chat a good bit of the time, but I don't remember a good number of Giant Monsters' spawning being listed in the heroes zone event chat. I don't remember seeing messages about the Kraken, Babbage, or Jurassik spawning for example.
  21. It reveals the entire map, so if there is some area you haven't explored yet it will suddenly show up on the map. Just because a red marker shows up on the map out in the middle of some area of the map you haven't explored yet, it doesn't show you the sections of the map that have access to it. Thus, reveal shows you what sections of the map will take you to the red marker, but you will still have to figure out how to access that section of the map. If it is the map I'm thinking about, you have to go over a wall and down into an area that looks like a dead end that actually opens up into a section of tunnel that takes you to the room with the glowie.
  22. I thought that was where you were going, but I wasn't sure. So I asked for clarification. Thanks! I appear to have somehow avoided that one. Always a thrill to cut the correct wire one second before the doomsday device goes off!
  23. By And Large, I ignore the zone events these days, so - as far as judging them - I can't really do that in any kind of fair capacity. Oh, wait, as both Syndicate Takedown and the Protest are in the Forgotten Realm... er I mean The Grey Land...er the "Gold" side? ...uh, Praetorian stuff? I have not participated in these zone events as I don't play CoH:GR content (I played it when I came out and didn't enjoy it and never felt bad about turning my back and forgetting about it) So I guess that would make them my least favorite zone events. My participation in Zone Events is generally associated with the character I'm playing. As indicated above, I generally don't even pay attention to them. I have some characters that I still don't have the event chat channels activated. If I'm on an Ice or Water character I might do the fire event in steel. They are more effective against fires than the fire extinguishers. However, the last character that I had achieve the firefighter badges did not have water or ice powers. The Troll Rave can be fun, but you really need a team to run it and it's the most fun when all the players are around the same level. I rarely go out of my way to fight the SupaTrolls, but, if I run into them, I'm going to fight them until they defeat me or I get bored. Usually they are all grey to my characters. I only pay attention to the Ghost Ship when I'm playing a supernatural or supernatural hunter character. In which case, if I'm in the zone, and I see it, I'll go to try to fight the ghosts. Brickstown Prison Escape, Caleb, and Ghost of Scrapyard - I haven't taken part in any of these zone events since before the Sunset. As indicate I don't participate with CoH:GR content so Syndicate Takedown and the Protest - Praetorian Zone Events in general - are ignored by all my characters. I'm not a badger so the zone events really don't have a huge impact on my playstyle. I remember when it was a big deal to chase events to get the badges when they were first released. I can't comment on this. Generally, if I end up getting badges for an event, it is because I have been involved with the zone event multiple times. Caleb, and Ghost of Scrapyard are giant monsters, so if you are really throwing these in as zone events then what about all the other giant monsters? Or are these two included because they get Zone Event announcements? I'm assuming you get merits for defeating both Caleb, and Ghost of Scrapyard or is that not the case? Do you get merits if you stop the fire from destroying the building in Steel Canyon (and likewise for the other non-giant monster events)? I don't think so. For that reason, they are mostly for badgers and most players need not get involved with them especially since they don't adjust for levels like Giant Monsters do. I think if the zone events were scaled to level and provided merit rewards that there would be much more participation. Good one. Based on the list, it is hard to confirm if a zone event includes giant monsters or not. Perhaps the villain side gets 2 giant monsters as events to entice players to take characters to the villain side - as it was alway an issue getting enough players to play on the villain side. I do believe that both of the villain side giant monsters require player behavior to activate them - which also differentiates them from at least the events on the Hero side (I can't talk to the Praetorian zone events). I think if the zone events were scaled to level and provided merit rewards that there would be much more participation. Atlas Park: I think that the industrial area on the west side of Atlas is under used. I think it is built in the system for a gang war between the Council and 5th Column to happen there. It so that could be levered into a zone event with badges for putting a stop to it (defeating all with maybe an AV thrown in on both sides). The Hollows: I would go with an Minions of Igneous invasion along with an AV. The Minions rise up in mass and head out to the areas around Grendel's Gulch from AV guarded a spawn point. AV has to be defeated to close the pathway into the underground where the Minions of Igneous are emerging from. Skyway: would be great for a flying invasion of some sort, but it already had the Supa Troll Rave. Faultline: An attack on the Donut Shop seems to be a must. AV involved. possibly npc heroes randomly coming out of the Donut Shop periodically to fight the AV. Not sure what villain group I would assign to this. Founders Falls: only at night. The CoT start a summoning. If they complete it. They unleash a Giant Monster that roams around battling any Rikti that it finds.
  24. @Psyonico@srmalloy@Xiddo @d4verman Ah! https://homecoming.wiki/wiki/Tunnels_of_the_Trolls "Overview Tunnels of the Trolls is a Hazard zone in City of Heroes. Prior to Issue 16, a hero needed to be at least Security Level 12 to enter. Transfer Points The entrance to the Cavern of Transcendence is at the center of the zone. There are seven exits to the The Hollows."
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