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Everything posted by FFTMime
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but is a taunt aura DESIRABLE on a scrapper? I see people really only go do things once teams are fully packed, and a scrapper getting the attention of an 8 man group all at once sounds special. Or maybe I'm too used to regen being stinky.
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Miss Kitty/Mallow Madness/Space Cat here. Though I didn't play late in the game's lifespan. So few will know me. I had to quit when the launcher stopped working on dial up connections.
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Honestly, starting to feel like Willpower is kind of the take two on Regeneration.
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Not so much a set character as a vehicle for driving around trying stuff. Though I have given her a backstory. Deka. Or you may see her as Deka-chan. To help me juggle names less as I try stuff I didn't get to see way back from Live. This is Deka as a AR/Devices blaster. Also have a tanker variant I am driving around. MA feels great on tankers. Prior iterations were going around on Excelsior as.. anything you can think of. Still have a few renamed for storage. Originally an experimental construct made by Arachnos. Rebelled against 'her' creators. Though technically the person inside is real, and not AI, they don't remember their past as such. Make no mistake, there is no original flesh left after digitization. The brain of model 10 is a single saltine sized chip inside.
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I was never really convinced of the reasoning behind scrappers not getting SS.
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Yes, COH was uniquely built that most of the content is leveling content. That was the intent. Originally there was nothing to do at 50 at all. That said, my advice is already stated. Examine your attacks you get at like 10 and under and figure out what among those you will slot as much as you can early. Two strong attacks with a third as a filler to finish off hanging healthbars seems to work on most ATs and power sets. If you are an AT with no defense or support secondary, you can be more liberal, but diluting your attention is bad. Similarly, getting better attacks once you hit mid-levels is a trojan horse. You can easily turn a winning character mid-level to a bit of a drag to play by chaining like 5 things that all don't do much. You'll be happier flatlining guys with fewer punchier and quicker attacks. Not that you shouldn't take those attacks. Try everything. Yet keep in mind slotting them can be bad till you have slots to burn. Once you get used to things, you can eyeball when a power would mature better with slots versus probably being a waste. Uh.. for instance... a power that technically does damage but you stand around too long doing it. May want to keep slotting your lower attacks and just put recharge in them. Not all upgrades are upgrades. Some things just link poorly too no matter what damage they do. It's fine to experiment with the particulars, but your actual mission clear should be well slotted low level attacks. Edit: Particularly mind that, once you pass certain level thresholds, enemies get functionally more accuracy and nasty stuff. So something like a scrapper will suddenly need to slot their defenses rather than coasting. Which puts pressure all the more on slotting a few attacks early before you're forced to put some attention on defenses.
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What are the actual mechanical benefits of Domination?
FFTMime replied to Story Archer's topic in Dominator
Then how can you have your cool pro wrestling moment where everyone thought you were defeated, and you win by busting out your signature move? To defeaning cheers despite everyone being fully aware you haven't actually used your special move once yet. -
What are the actual mechanical benefits of Domination?
FFTMime replied to Story Archer's topic in Dominator
The real purpose of Domination appears to be saving it for the final fight against the strongest guy in which you surpass your limitations just long enough to win. In which you are either the shounen protag, a pro wrestler, or in your own cape comic serialization. Some say these are all the same thing, though. -
I'm having some luck with Grav/MA, and if that combo sounds weird go look up a game called Gravity Rush. Anyone know how this works out long term? The damage seems very nice for now. Only slotting damage powers. Strange combo but weirdly efficient. Cast lift then kick them in the taint while they're falling.
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Map Server - It's Over. Whatdidchalikebestest?
FFTMime replied to Troo's topic in General Discussion
..Is this why all the TF's I've been joining, while trying random power sets, has gone so well? I confess I've just been polite about not mentioning how much I hate the lag. I just to TF's and stay out of zones the MS was going on in. I didn't realize it was what caused TFs to go so eerily quickly. Waves of enemies getting cleaned in 2 seconds flat each time. Edit: No really. Someone has to have noticed "Deka" or "Deka-chan" go through synapse and posi like dozens of times. Always with roughly the same appearance yet different powers. Sometimes standing around having a silent existential crisis about how little I'm contributing to this amazing AOE spam and fast clear going on. Then resuming fighting because I don't want to purposefully be a filler seat. -
As a more sober take, I think the vast majority of people will be happy if their hero can perform than they are just based on concept. The real trick in COH is finding where concept and performance meet. Most people will likely take a slight hit to performance for the sake of something they like the idea or presentation of more. But I will throw in a counterbalance to this often-trumpeted line that... don't feel ashamed to throw in the towel for a while and play something really strong. I know how bad playing your misbegotten creatura can get. And frankly even just a little time as a cleanse of your tase buds can help a lot. Or maybe setting your expectations. Fear of missing out on "something" can secretly be your entire problem. Seeing how the other side lives may actually be helpful. Play one of the stupidly powerful blasters and wipe maps, maybe. Something really extreme. Then go back and have a better idea of what you are actually getting in your package. Or end up realizing you just really like the feel of power and ride that wave. Which is fine. Lmfao. I think it's fine? If it turns out people just didn't want to feel guilty for abandoning concept, that's fine. Though I'll say after playing a AR/Devices blaster for a few days, I'm back to trying weirder builds and ATs. As a brief end note, knowing what powers to focus on for early leveling may help people too. The art of leveling is something not often brushed on in advice. I wonder how often trying to dilute your slots across too many powers is common. You don't get many early. Build one or two super strong bread and butter attacks even if you respec out of them later. May help feel a lot.
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Man, now you're making me recall the age before stuff like streak breaker code and implementing similar stuff into SR to keep it from being randomly chain hit dead on that remaining % chance to still be hit. Because, yes, I always envied SR scrappers at higher levels, once my regeneration wasn't quite keeping up with things, till I saw them randomly get stomped by technically correct RNG. That's always a fun sight to remind you to stay in your lane. It's just the RNG saved up every hit at the same time. Which I notice the game STILL does in terms of missing my own attacks. What on earth is with this game's dice roller? In all honesty. People went to a LOT of effort to record a lot of combat just to confirm a 5% chance to miss is actually just that with how often violent streaks of it happen. Turns out it is. The game is just goofy about when it decides to present them.
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Raw super reflexes is better than just regen. but this is a classic discussion with no real solution. The issue on live was known. If you give regen adequate healing for content, it's too much. If you don't give them enough, it's feeble. Healing is a pretty dangerous thing to give players a lot of. What do you do then? The sensible solutions all involve sucking regen's soul out and replacing it with a new power set under the same name. Edit: Which I personally would not mind. But it's understandable this hasn't been done in all this time either.
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I confess, I like the idea of scrappers most, but I'm having trouble finding something I feel truly happy with offensively. Particularly when it comes to teams, it's easy to feel like an accessory. The meta there seems to be unloading AOE alpha strikes and moving on. This in balance with the fact it's easy to be alphastruck to death as a scrapper on big teams. Or setting your missions too high. Maybe I really should just give up trying to play regen for good. Just as a start. That said, I always enjoyed MA's style. On live I never really caught on with other stuff. Though I haven't actually tried everything either. Maybe be time to get something like DM a try. Or some of the new sets despite what I hear about some.
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No I mean do something to help ease my self-inflicted pain.
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Help me. I got too cocky and turned my mission difficulty up too high.
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NO BUT REALLY WHY HAVE SUPER POWERS WHEN I CAN JUST HAVE A GUN. WHAT IS THIS LORE
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lmfao ar/devices is so disgustingly powerful
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I played regen in it's release state. Then sat through a series of nerf. Some justified. The community admitted it. Then admitted it was where it probably should be. Then it got nerfed again. In an incident where Statesman forged evidence to justify it to the community. And deleted his post and went silent after it was called out. In which everyone knew regen was now below par. I survived then by using air superiority in conjunction with MA's knockdown and knockback. Before you could spend infinite resources to prop up anything with proc based enhancements and incarnate powers and such. I like how the set plays. I really enjoy it. I don't know why people are averse to a set that doesn't rely on toggles. The fact it underperforms really shouldn't be controversial though.
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Funny, I was running an Ice/Ice scrapper when Ice armor felt a bit... funky. Then decided to try Ice/Regen. Ice patch exclusively carries it. No mistake. Regen is as terrible as I remember it being from live. Funny how it never overcame that rapid fire series of year 1 nerfs. Such a shame too 'cause it's a fun power set to use, but it can't live up to content. I've seen old threads claiming you can do funny stuff with procs and IO's to prop it up, but I wonder why bother at that point. I say this as someone who has had a long love affair with regen on live. I love it too, but many times I sit around wondering what I'm doing with my time.
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Rad/Dark Scrapper build - help and suggestions pls
FFTMime replied to Vermithrix's topic in Scrapper
Man, I always forget dark doesn't have KB protect? I've never tried it, and the concept of it lacking it seems insane. -
Would it be better if it was a sword so you can macro I HAVE THE POWER to it?
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I'll be honest, I took stealth with some idea, but it feels like it doesn't really uh.. work?
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So.. I'm not entirely sure of the point of blaster nukes. Though BIG DAMAGE is fun. Not up often enough to depend on for raising difficulty. Too strong for general use.