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Templarstone

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Posts posted by Templarstone

  1. 1 hour ago, Astralock said:

     

    Not entirely true.  Some contacts in Nova Praetoria will stop talking to you at level 8, Imperial City at level 15, and Neutropolis at level 19.  It's funky that way.  So you're much better off turning XP off at levels 7, 13/14, and 18 just to be on the safe side.  13/14 is a little funky in that once you ding level 14, you may start to get offered Neutropolis story arcs, so there's risk that if you ding level 14 and aren't careful, you may start going down the Neutropolis path before you finish Imperial City, but you'll still get missions from Imperial City contacts.  Just need to be really careful.

    ^^^ definitely follow this advice it was first worked out in this thread

    and then was written out as a complete guide here 

     

    https://homecoming.wiki/wiki/Apparition's_Complete_Guide_to_Praetoria

     

    The author has taken a bit of a break from gaming but it is still your best bet for full completion of Praetoria. Coming from someone who watched them restart character after character as the updated process was being formed 

     

    • Thumbs Down 1
  2. 3 hours ago, Seed22 said:

    Okay this time I'm serious: They ARE nerfing witch hats. I'm sorry, but...I had to speak up.

     

    Oh and I guess we're getting frying pan melee but whatever, they're nerfing the hats!!

    But it's the only Melee set where all scrappers will take Confront , because you throw bacon at your enemies.... Though I hear it has a chance to taunt yourself when used

  3. For reference- 

    Story Arc Updates

     

    Barracuda Strike Force

     

    Power of Black Scorpion (the power required to kill Reichsman) is now always granted to the team leader, regardless of Archetype

    Defenders now receive Power of Ghost Widow

    Masterminds now receive Power of Captain Mako

    Removed broken hospital in the first mission of the Barracuda SF which caused you to get stuck outside the map

    • Thanks 1
  4. There is a lot to process here 

    What difficulty are you running at?   You can also turn off bosses solo so they get downgraded.   Soloing the game doesn't mean being able to do it at the highest difficulty
    look further into the difficulty adjustments.   

    How are you enhanced ?  Keeping these updated goes a long way 

    You can buy Inspirations from many areas, bases, hospitals, contacts, the RWZ,   get ones that help you in the areas you might need like some break frees 

    "SHOULD BE ABLE TO BUY,EARN,UNLOCK A PET OR SOMETHING 
    "

    there are a lot that can be earned and bought in the game.   get to 35 and do the intro to Vanguard mission so you can earn Vanguard Merits and do some Mother Ship raids and store up Vanguard merits to get a Vanguard heavy wen you need it ,  go get Shivans from Bloody Bay,   you can buy some from the p2w vendor which has other stuff that might help you too.   
     

    Backup Radio  500k for 5  being a support At and with a set that has direct heals this could go a long way for you ( pretty cheap as you can sell 1 orange salvage and get the inf for this)

    these below cost 10 million get 5 uses but are Very strong
     

    Signature Summon (Melee Damage)

    Signature Summon (Ranged Damage)

    Signature Summon (Support)

    Signature Summon (Tank)

    Here is a list of temp powers 

    https://hcwiki.cityofheroes.dev/wiki/Temporary_Powers

    • Like 2
  5. There is also the Brainstorm test server where you can very easily copy your character over and make any and all the adjustments for free and test until  you're happy with it.  All with the bonus of a plethora of pylons you desire and no player activity in the zone.

     

    No reason to spend time on making a new thing for people to test when they obviously are not using what's already available to them to begin with.  That time is spent better elsewhere.

    • Like 2
  6. 6 hours ago, ZorkNemesis said:

    I'm not sure if this has been brought up already but maybe giving Singularity a gravity vortex was a bad idea.  Not necessarily from the players perspective, but i'm more talking about Family Consiglieres who are also capable of summoning them (and Kadabra Kill I guess).  I went into the Family Raid event in St. Marital, which has three Consiglieres inside the building, and all three of them summon Singularities.  I ended up being caught in between two of them and was constantly flying around and orbiting them, which made it hell to keep attacking targets with my Scrapper melee reach, to say nothing about the rapid camera movement and getting it caught along nearby walls.  Maybe critter Singularities shouldn't have that effect, especially since Repel protection is very rare (Break Frees have it, but otherwise it's only found in Shield, Stone, and Energy, as well as Kinetics) and as far as I know no other PvE foe in the game has access to a proper Repel.

     

    It's a great thing , adds a need for more tactical play and what is that thing melee players always say to "squishies" when they come on here talking about the enemy CC giving them trouble oh yeah " bring Break Frees" . 

     

     

     

    Your inspection tray is your personal support team. Just like you know some mobs have the potential to blind and you might bring a yellow, now certain mobs maybe you need a break free or two or target and take out  and cc the member of the mob that is going to give you trouble.

     

     

     

    2 mob groups maybe having to use a break free on because of singi > every mob group in the game you may  need to use a  break free for because they all have cc that will affect you 

     

     

     

     

     

    • Like 3
  7. Just got out of an SSB and the only travel  running was sprint.  I do have SS but I never run it in SSBs because of how often it gets suppressed off and on.   Trained up still no ss on  just sprint and it was bugged for me

  8. Raising the zone cap again won't matter for what you want as that means all the more raiders will pile in and more lag then already is made. So you'll still have the same issues that promoted you to make your post.

     

    I'm sure a mob with pitchforks and torches is coming soon at the mention of removing the zone MSR as that removes the way many power level their characters and will throw gatekeeping around frivolously as their reason why they it needs to stay.  

     

    • Thanks 1
  9. 3 hours ago, Grindingsucks said:

     

    Sure.  I think maybe some clarification is in order about what some of us mean when we use that phrase.

     

    Some of us are looking for RP-oriented team-based combat that emulates what we see in the comics.  In the comics, hero teams practice and train together (think of the X-men's Danger Room, etc.) and develop specific tactics for combatting foes.  Each member of the team brings something unique to it, that is their particular talent or powerset, that effectively helps the team hang together and perform effectively in the face of dire threats.  Any team member that has not fully learned how to control and best apply their powerset is a weak link the team roster.

     

    Some of us want team-based combat to be interesting and dynamic and to provide leverage for drama/story-based play focused around learning said teamwork and developing tactics.  We view team-based play in CoX as being potentially more complex, interesting, and exciting than a gang of 8 random, over-tuned AT's in a PUG, that each surge across the map randomly hammering power buttons, with little to no strategy or interaction, while still being able to clear the mission in an astonishingly short time, even at +4/8.  We want tankers to feel like they are the reliable bedrock- that anchor that draws aggro and bravely stands in the center of the enemy, weathering a hail of blows so that the controller can immobilize the foe or hobble them, or turn them against each other.  We want to wait for the Stalker to scout ahead and provide valuable intelligence on enemy positions, then relay this to the team leader (who is perhaps the scrapper or blaster with good charisma, tactical planning skills, and leadership pool powers- or another AT similarly inclined) who may decide a plan of attack, or task that Stalker with infiltrating and assassinating a certain sentry, group of sentries, or enemy boss.

     

    This is not really an example of something that is "wrong" or "broken" with the game (although many of us might- rightly, I think- argue that power creep has rendered team play less interesting at higher levels) but, rather, a kind of play preference.  In my view, the thing to do to address this issue is to find other, like-minded people to enjoy that kind of play.  I have, in the past, felt like such an outlier that it seemed pointless to pursue such a group, thinking that there are not enough members of the player base with the same view of team play, to make a group of this kind.

     

    This topic is beginning to make me feel like that might not be true, after all.  Perhaps, those few of us who want to experience something deeper during team play might be able to band together and create the very thing that we desire.

     

    I, for one, certainly hope this will prove to be the case.  🙂🙏

    It's not pointless. There is a group on Everlasting that is running as close to issue 0 as they can.   So you never know.  Make an SG post a recruitment here and on the discord detailing what you're plan is and what you want.  You may just end up surprised

    • Like 3
  10. " Forming 5 player team looking for 3 level 50+'s and one under level sidekick  for us to keep an eye on to run +4/8 PI non council only missions"

     

     When you make the team you set the conditions.   Never know you may find a handful of others who enjoy the same thing as you and make some friends to do that type of play often with.

     

    • Like 2
  11. One of the best things of CoX is you can create your own challenge.  If you think it's too easy then do something to increase that.  Make your own teams and cap at 5 people or less.  You have that choice.  

     

    Also if you are having trouble finding a challenge then try this post 

     

    https://forums.homecomingservers.com/topic/26511-ae-801-incarnate-team-missions/?tab=comments#comment-330791

    • Like 5
  12. 1st mission : the vigilante and rogue were sent to the atlas hospital when they respawned  but that put outside the mission area with no way back in within the mission. Ouro'ing out and then using mission to to get back. ( Looks like this is how it is on Homecoming live too)

     

    Last mission: the leader got the Black Scorpion buff as intended. The mastermind did get Mako's buff and waa able to use it to sneak past but we're unable to interact with the controls. The Scrapper used the Mako buff and was able to interact

    • Like 3
  13. Just now, Terminal said:

     

    But the thing is that is not full-blown combat invisibility. That is 'invisibility kind of as long as you keep moving at full-bore.' Super-speed by itself already grants full invisibility while in-motion, and combining hover with super-speed to 'slow-drift' invisibly past mobs has also been a thing for a long time. But nobody uses either of those tactics regularly, because on top of being iffy in efficacy, they are kind of hard to do all the time. Actual, true combat invisibility that just works with no strings attached requires a little bit more.

     

    Except here, where it is just a single power pick at level 4.

    Super Speed +Stealth io =  full invisibility.  Always has,  you dont have to be moving for it to be either.  No strings , just a ss +stealth io either slotted in ss or a sprint

    This is very very common and very easy 

    • Like 2
  14. 17 minutes ago, Greycat said:

    OK, so, concealment.

     

    The biggest issue here, to me, is that we lost Invisibility, for two reasons -

    1. Both stealths (the stealth and the new travel power) have a 35ish foot PVE radius, versus Invisibility's 55 (ish) foot. Which means that, unlike Invisibility, I can't just walk up to a mob and - Perception buffs or ignoring invis (like Rikti drones) aside - not be noticed.  (Example, live, walking up and firing off a nuke or rain.)

     

    2. There's no power making you *invisible.* You're now translucent. OK, yes, aesthetic thing, but it fit some characters.  You can make others invisible with Grant Invisibility, or be Illusion or a stalker, but it's been lost for everyone else.

     

    Potential Suggestions:

    1. +Stealth IO/enhancement, only works in Stealth powers. Boosts stealth range.

    2. Celerity +Stealth. However, I don't consider this ideal because I may not *want* the movement boost from Infiltration.  (Plus, for the second point, it doesn't do anything for the "I'm invisible!" aspect.) I suspect this will happen quite a bit. Especially for those who like toe-bombing.

    3. Remove the exclusivity between stealth and infiltration - again, wouldn't change the graphical aspect of it.

    4. Grant Invisibility becomes a self-affecting toggle. (May annoy teammates.)

     

    CAN the graphical aspect of being *invisible* (with the aura) be put in as an option, at the very least?

    Well the answer to your first point is in the patch notes 

    Stealth radius increased to match the numbers Invisibility had before this patch

    • PvE radius has increased from 36ft to 55ft
    • Like 1
  15. I've been playing Cold as long as one could have.  Currently my main and namesake is a fire /cold Corr .  Brutes , Tanks, Veats definitely get the most out of it , but so do Scrappers and Blasters ( with their shiny higher hp cap). Not everyone gets accolades on every character, and capping hp's isn't always easy with other priorities in IO sets. 

     

     I'd like to see frostworks be made into Dull Pain ( max hp +heal) with the over being converted to Absorb.   Until then Frostworks+Spirit Ward is absolutely amazing on everyone 

     

    I'd also support it just becoming AoE giving everyone max hp and toxic resist as @Turboski said above 

     

     

     

  16. Yes they could, the damage may be a bit low but the amount of debuffs makes up for that. Also there might be two tanks but they are SS tanks and can lay out plenty of damage. They'd just KO blow and footstomp to glory.

     

    Invuln can tank through a STF just fine , there is a reason it's such a classic build.  I've solo tank LR without support other then my insp tray all before Incarnates with it.  Invuln is strong against more then S/L and the " Mystical Psi hole" is a aged way of thought and has been since IOs.  Since you said optimal io builds both invuln tanks would be soft capped or near to range and aoe ( which all psi is one or the other ) and they have a Bubbler to cap everything plus give more toxic resist and end drain resist.

     

    The tanks would also be sitting around 30-45 psi resist ( it's really easy to build it ,4 IOs alone give you a scaling 18-25% before you add in the numerous psi resist set bonuses) 

     

    I've been on STFs of all types and make ups including multiple Duos , all tank, all blaster, all brute, all corr, all scrapper, basically all single type AT runs except Khelds and Mastermind.

     

    Statesman: Invul/SS Tanker

    Back Alley Brawler: Invul/SS Tanker

    Synapse: Elec/Elec Blaster

    Citadel: Energy/Energy Blaster

    Manticore: Ta/Archery Defender

    Positron: Rad/Rad Defender

    Numina: Mind/Empathy Controller

    Sister Psyche: Mind/FF Controller

     

    This team above No issues. , They march through  each mission with ease.  Last mission they take on all of the fearsome four at once,  get to the towers , States tanks LR , Posi drops a debuff toggle on LR so he doesn't summon Bane's, they take out Orange and Green Towers only because they are Pros and States can take the extra damage LR puts out and they beat him down.  Then take out the flyer for fun. They may not win any speed rewards but they would save the day in the end

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