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Burnt Umber

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Posts posted by Burnt Umber

  1.  

    Neat pictures for today.  Had been feeling a bit under the weather so I slept in.

     

    4 hours ago, FrauleinMental said:

    Signups for 19 Jul - “Et tu, Brute?” - Time's Arrow (Imperious, Level 35-50) - All Stalkers

     

    I might be busy on the 19th, but if I can get there, I'll bring Caedes - Dual Blade/Nin. Stalker.

    • Like 1
  2. The logo in question relates back to when this game was Live.  When the Live game transitioned from a pure subscription model to a free-to-play + premium/subscription/cash-shop model, it adopted the City of Heroes: Freedom soft rebranding, hence the logo.

  3. On 6/21/2025 at 1:50 PM, FrauleinMental said:

    Signups for 28 Jun - “Who’s Posi gonna call?” - Positron 1+2 (Level 8+) - Ghostbusters costumes; Beam Rifle, Energy, or Radiation powers

     

    I'll try to be there with Caelum - Elec./Energy Blaster.

    • Like 1
  4. I've had a similar experience as above:

    • when I cleared the mission before bringing all of the hostages/assets back to the lab at once and defeated Dreck, I got the optional mission
    • when I brought the hostages one at a time back to the lab and defeated Dreck, no optional mission rewarded.

    Also, I found that the interval between the ambushes spawning was wildly longer in the former than in the latter; the ambushes took very long to spawn when I took them all at once.

  5. Mass power-outage in my area so I don't think I can be there tomorrow.

     

    Never mind! Got my power back, so I'll try to show up tomorrow, though not sure with whom.,

     

    I'll be there with Alichino - Demon/Pain MM

    • Like 1
  6. On 6/4/2025 at 4:30 PM, FrauleinMental said:

     

    14 Jun - “Rise and Fall” - Cavern of Transcendence (Karsis, Level 12-15, leader needs unlock) - Angels and devils costumes

     

    I'll try to be there with Nuntius - Symphony/Thermal Controller

    • Like 1
  7. I've been playing my Dark/Elec. Brute through the new villain arc in Kallisti at +1/x8.  So far, the changes turned my brute into a hilariously tough wrecking ball and I real like them.

     

    In particular, I noticed:

     

    On 5/26/2025 at 7:58 AM, The Curator said:

    ElectricArmor SelfResistMez.png Static Shield

     

    This has been a great boon to the set.  With IOs, I'm sitting a hair over 65% resist on my build (about 25% higher than on the regular server), and as a result, things like nemesis or rikti toxic clouds are not nearly as panic inducing.

     

    On 5/26/2025 at 7:58 AM, The Curator said:

    ElectricArmor SelfResistEnergies.png Grounded

     

    Prior to this change, Grounded was a necessary evil to the set:  too much KB without it but not enough value for all the various times the game doesn't think I'm on the ground.  This change gives a decent amount of leeway for the latter, and makes my resists hard-capped, or nearly so, on most of the elements.

     

    On 5/26/2025 at 7:58 AM, The Curator said:

    ElectricArmor SelfBuffDefense.png Power Surge

     

    Previously, another necessary evil (namely, those times when the game would throw and overwhelming amount of N. Energy or Toxic out) as far as I was concerned. But now , I really enjoy getting to turn on the power right before I jump into a group, take the alpha, and then leave the group held as I mow them down. It's mighty cathartic.

     

    On 5/26/2025 at 7:58 AM, The Curator said:

    ElectricArmor PBAoEEnduranceDrain.png Power Sink

    ElectricArmor SelfBuffRecovery.png Energize

     

    Similarly, Power Sink has become part of my opening attack, increasing my regen. significantly at the start of the fight.  Energize also can stack better with all the extra regen. and helps beyond being a spot heal.  I do regret that Power Sink is not nearly as potent for sapping or sustaining,  but I'm most certainly willing to trade those for the new benefits.

     

    Overall, great changes.  I really like the direction gone with this.

    • Thanks 1
  8. After some more experimenting with the current changes, I think I've gotten a better liking of the changes.  On my Plant/Psionic?Levi. Dom., I feel that my standard attack-chain is going to be the following:

    1. Spores
    2. If up, Vines>Carrion>Water Spout>Spores again
    3. Psychic Scream>Bile Spray>PSW
    4. Seeds on any reaming Lts./Bosses
    5. Strangle>Psy. Probe> Psy. Thrust on single targets until dead

    It's not perfect but it seems to work well with Seeds' reduced target number and adaptive recharge.

  9. 20 minutes ago, ExeErdna said:

    for Plant most of us used it as a proc bomb to hit for like 200 dmg and the confusion was a cherry on top.

     

    This doesn't feel like an accurate description for me.  On a Dom., at least, Seeds was a great opener that would cause a good portion (if not all) of a mob to fire on itself as I fired off my own cones and other AOE powers; it provided safety to take out the fodder with my opening salvo.  And, to get that 200 damage number, you'd have to slot both of the confusion sets' damage procs as well as a controller ATO unique, so that certainly excludes Dominators from you consideration.  But, I can see on a Controller how this has a severe impact on playstyle.

     

    35 minutes ago, Championess said:

    although Seeds becomes a versatile confuse as target counts drop. 

     

    Respectfully, I'm not sure I understand much of the value in that.  When there are only a few (or perhaps only one) target left in a mob, would a hold be more useful?  I feel like, barring a couple of edge cases with AVs/Heroes, confuse is most help when there is a target rich environment where you and your team want fodder to be distracted when you clear them.  As target count drops, I feel like you want more impactful lockdowns on the remaining targets.  Indeed, I feel those are the occasions when the adaptive recharge in the AoE holds shines.

  10. I was testing these changes on a level 50 Electric Control/Storm Summoning controller through various missions and enemies in Kallisti.  So far, I really like most of these changes.

    • Static Field feels mostly the same in use now that it's a "true pseudopet"
    • Jolting Chain is now a serious damaging power on it's primary target, benefiting much more from Containment
    • Conductive Aura more strongly rewards me for getting into melee range, which stacks nicely with the rest of my kit.
    • Synaptic Overload seems to jump more, or at least, hit more targets.  I'm not sure whether it's the result of being a "true chain" or taking full advantage my inherents. I don't mind that it has a lowered target cap.  But, I dislike that it has been given adaptive recharge:  the few procs I had slotted in it have been rendered pointless, and I'd rather that the power sped up it's recharge if it critically missed rather than taking more recharge for functioning normally.
    • Gremlins are still little chaos monsters, but now at even level, they get a fair number of damaging hits in before they inevitability die.  And, as a bonus from containment, I enjoy that I can direct them to stand-by while I lay down controls rather than jumping into the fray.
    • Paralyzing Blast > Tesla Coil change has taken a bit to get used to, but it has been neat to stack it under the Static Field/Tornado/Freezing Rain.  It feels like I exert a good amount of control in the "battlefield" now.

    Besides my issue with the change to Synaptic Overload as an adaptive recharge power, I very much like the other changes made to the set.

  11. I don't really like that the proc chance in seeds (and in Synaptic, but that's for another thread) has been obliterated.  I'd rather take the 10 target cap and 90 second recharge.  Part of the problem, for me, is that Coercive is so much better than any of the other options for slotting a confuse power that it hurts a fair bit when slotting it still feels like picking the lesser of two evils rather than a positive choice.

  12. I've been playing my Plant Control/Psionic Assault/Leviathan Dominator through some of the new bits in Kallisti (at +1/x5 solo), and compared it to my experiences on the regular servers. My impressions are as follows:

     

    On 5/26/2025 at 8:07 AM, The Curator said:

    PlantControl SporeBurst.png Spore Burst

    • Upgraded to Deep Sleep.

     

    This has been a mostly fantastic change to the set.  It really turns a completely skippable power into a must-have.  I end up using this power at the start of every fight to line-up my cones or to lay down my multiple patch-powers (e.g., vines, creepers, etc.).  My only issue was having to cut an attack out from my secondary to make room for this power in my build.

     

    On 5/26/2025 at 8:07 AM, The Curator said:

    PlantControl SeedsConfusion.png Seeds of Confusion

    • Recharge increased to 90s.
    • Scale reduced from scale 20 to scale 12.
    • Target cap lowered from 16 to 10.
    • Endurance cost lowered from to 15.6 to 8.528.
    • This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 8.2 seconds for a maximum total of 90 seconds. 

     

    This is an understandable change that has been telegraphed for years.  However, I think this is an over-correction: the target cap reduction definitely hurts where the number of targets is well above the target cap.  The power is not rendered useless, but I feel like it's mostly relegated to a secondary control to throw out if mobs get too close together or if I'm waiting on spores to recharge.  Also, I'm definitely not a fan of the adaptive recharge addition here because it seriously impedes the Coercive Confusion proc from firing (as well as any other proc that someone might slot); I much preferred the 90 second recharge change from the prior patch.

     

    On 5/26/2025 at 8:07 AM, The Curator said:

    PlantControl SpiritTree.png Spirit Tree

     

    I had skipped this power before and I do not find these changes enticing for me to fit it into my build.

     

    On 5/26/2025 at 8:07 AM, The Curator said:

    PlantControl Vines.png Vines

    • Now summons a Pseudopet that will continue to hold enemies for its duration.
    • Now inflict damage over time on its targets.
    • Now applies a -DMG debuff on targets.
    • Now accepts damage set and enhancements.
    • Added missing true pseudopet flags.
    • Increased duration from 45s to 60s, set stacking to replace.

     

    This has been a weird change for me because, on the one hand, the power is available more often and affects more targets over time, but on the other hand, the less reliable effect of Domination together with the time it actually takes to take hold of mobs hurts.  I've found that laying it down under a mob that's deep-sleep-ed by spores helps, but it has lost a bit from not being instantaneous.  I think I like it but I still shall need time getting used to it.

     

    On 5/26/2025 at 8:07 AM, The Curator said:

    PlantControl CarrionCreeper.png Carrion Creepers

    • VFX now moves along with the pet patch.
    • Carrion Creepers can now proc Domination, Containment and Overpower.
    • This power should no longer execute an excessive proc cascade.
    • Adjusted the vines spawn timing, should spawn more fluidly now.
    • Vines should now be able to proc Containment damage (33% chance).

     

    SO a bit of full-disclosure:  I saw these changes in the Closed Beta last year around this time (before it was reverted), and I had stripped all but two procs (namely, Annihilation Chance for -Res and Glad. Javelin Chance for Lethal Damage) from the power.  Comparing that to what's on Beta still stings a bit.  It definitely feels like the power is firing-off it's sub-powers less; or at least, I feel like I'm seeing fewer ticks of orange numbers when I use the power on the regular servers.  It also feels like the power is still spawning less creeper vines but that might be a bit of observation error on my part.  The underlying power still works so I can't complain.  And I have found great success in using spores, and following up with vines, then creepers, and then water spout.  That seems pretty effective, but it's not available every mob.  It will definitely take some getting used to.

     

    On 5/26/2025 at 8:07 AM, The Curator said:

    PlantControl VenusFlytrap.png Fly Trap

    • AI mode changed from Pet_Base to Pet_Ranged.

     

    The pet seems better?  I do wish I had better control over it's more aggressive tendencies.  I don't use it all the time; it mostly comes out when I have to face an EB or above.

  13. 11 hours ago, FrauleinMental said:

    Signups for 31 May - “Mutate This!” - The Kheldian War (Moonfire, Level 23-28) - Professional-Grade Gene Alterations with Radiation/Radioactive, Bio/Nature, Poison powersets; appropriate costumes.

     

    Hopefully my costume will fit; I'll bring Marcor - Rad/Bio Brute.

    • Like 1
  14. 12 hours ago, TygerDarkstorm said:

    We only have 3 sign ups--is this worth doing? We seem to be struggling for consistent sign ups lately

     

    I'm not sure; there's a few AVs in the last mission so it might be a struggle.  We could also try collecting a few from LFG/Broadcast?  Though perhaps it's a quite weekend for us in the U.S. since it's Memorial Day weekend?  Otherwise, I'm fine with putting a pin in this and doing it another time.

  15. 23 hours ago, TygerDarkstorm said:

    Signups for 24 May - “Lite Brite” - The Sky is Falling (Admiral Sutter, Level 20-40) - Spectrum Body type (other costume elements are fine, but the spectral body should be visible). Everyone picks a different color. Any AT/powers.

     

    I'll try to be there with a (Dark/Royal) Blue version of Backstreet Justice - StJ/Willpower Scrapper.

    • Like 1
  16. 52 minutes ago, FrauleinMental said:

    Signups for 17 May - “Rikti Infiltration” - The Lady Grey TF (Lady Grey, Level 35-50) - Rikti costumes with matching weapon-based powerset

     

    Sideros - Beam Rifle/Invul. Sent.

    • Like 1
  17. On 4/30/2025 at 8:49 PM, FrauleinMental said:

    10 May - “May the Fourth be with You!” - Beast of the Mountain (Virgil Tarikoss, Level 15-20) - Star Wars costumes (Jedi/Sith), appropriate AT/powers (a lot of powers could qualify)

     

    I'll try to bring Lagamaal - Earth/Dark Scrapper (I hope that works?).

    • Like 1
  18. That sounds right.  And, as self-damning as it may be, I chose to rename it to what I had used as my global back in the Live days (which I had *also* chosen apart from my initial character).

    • Like 1
  19. 1 hour ago, FrauleinMental said:

    Sign-ups for 26 Apr - “Anniversary Celebration!” (24 Apr is HC’s 6th anniversary and 28 Apr is COH’s 21st) - The Crystal of Seraphina (Ice Mistral, Level 35-40) - Bring your global-named character in your original costume!

     

    This is a bit of a tough theme for me: I don't have a character that is my global and I never remade my very first character when HC started up.  But, if it's all the same, I can bring my first villain in her original costume (Hostia Usta - Fire/Dark Corr.).

    • Like 1
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