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CabooseCC

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Posts posted by CabooseCC

  1. On 8/26/2020 at 12:15 PM, Doomguide2005 said:

    If you're wondering if they'd trivialize the content ... 1) I have seen a team of Stormies destroy an ITF pre Incarnate.  2) A Storm/Sonic was an early example of a defender soloing AV's.  I seriously doubt newer IOs and Incarnate abilities added on would make them less capable.  Defender AT mods on Leadership powers already gives them a silly good headstart.

    I guess I worded that a little funny.  I have no doubt that an 8 man storm/x defender group would ravage content.  I think I was wishing out loud.  😄

    • Like 1
  2. On 8/19/2020 at 10:44 PM, Doomguide2005 said:

    I'll fix that for you.  Just play 8 defenders and watch the game become trivial.

    I guess.  Though I would like to see a group of 8 Storm/x defenders.

  3. On 8/11/2019 at 11:54 PM, scarhead said:

    I'm having a great time being back in CoV. Much of my legacy Coalition has returned and we are creating teams and doing Strike Forces and such. I remember reading about all defender super teams in the past, and the idea came up tonight for a Themed Team made of the coalition members. We have at least 6 people who play regularly, and more who play sometimes.

     

    Leaving aside the themes, unless you have some suggestions, I was trying to wrap my mind around what would be a great synergistic build of 6-8 defenders. Goals are maxing defense and resistance, for buffs, along with +recovery and +regen, and -resist and -regen for debuffs. I came up with Sonic (x2), Thermal, Kin, Cold, and Dark. We already have a Fire/Kin Corruptor, and I thought that would be ok, and we have a Plant/Dark Controller, which I also thought would be ok, so long as the other 4-6 are defenders.

     

    We could go 2 sonic/sonic, a thermal/beam, and a cold/ice, with whatever for the remaining 2.

     

    With everyone running full leadership pool, we should be at defense softcap from /dark controller and Cold/ defender.

     

    My question is, am I on the right track with these combos? Am I missing something? What would be good combos for the last 2? Should I modify anything?

     

    I have played almost exclusively brutes, so this would be a big change for me and I'm not familiar at all with the ins and outs of defender play, but I'm interested in finding out.

     

    Thanks.

    Just play 8 rad/x defenders and watch the game become trivial.

  4. On 4/7/2020 at 12:03 PM, Doc_Scorpion said:


    Not aimed at you Caboose, just a general question that springs from the tenor of these particular discussions...

    Why the near religious fervor to "convert" people to the IO system?  (Especially since at lower levels, IO's are markedly inferior in quality to DO's and SO's?)  Why the constant subtext of "if you aren't using IO's, you're doing it wrong?"

    Yikes.  I don't mean to propagate that sort of mentality.  I know the comment wasnt specifically aimed at me, but I was speaking to how a lot of people (myself included) found the IO system complex and intimidating at first.  It would be nice to see them as rare full enhancement drops at a slightly lower chance than recipes to increase familiarity with the system.  I think its just fine to ignore IOs, myself.  As a person who does now like using them, I dont like having to farm for hours on end to get the money to buy/make them at the exorbitant prices they go for on the AH.  I just think that adding IOs of any tier as enemy drops or mission rewards would go a long way to keep people from congregating in the AE all the time.

  5. 1 hour ago, Greycat said:

    Large text does not make an opinion more right.

    Personally I don't care if people take hasten or not, don't think it needs changing, and have zero builds with perma-anything and few that took hasten, even with hundreds of characters on live.

    And honestly, so what if one player is at "an advantage" over another? The only place that makes a difference is PVP, PVPers know about it and work around it. I'm not in competition with anyone else.

    Hasten is fine. Nerf font size.

    I heart this. 😄

    • Like 1
  6. Just now, CabooseCC said:

    Counter-argument: Don't do away with SO's and just add functionality to make IO's of appropriate level have a small chance to drop off of enemies/completed arcs.  So what if some players don't want to use them?  They'd then have a choice and I imagine that a slow drip of naturally-occurring IO drops would convert some SO-exclusive players.  Just a thought.  

    Recipes are more of a pain in the ass than they are worth and I would say that is why some players don't mess with IO's.  If you just dropped the enhancement as loot instead of the recipe, you'd see a lot more adoption of the system.  That's not to say recipes shouldn't drop, but I would add an even smaller chance for the whole enhancement to drop instead.

  7. On 4/5/2020 at 6:15 PM, Mansome said:

    Believe it or not there are a ton of players who either don't like the IO system or think its too complicated to use or too much effort. While the Homecoming team has done wonders with making the bar for entry become extremely low still there are players who still will not use them.

    Counter-argument: Don't do away with SO's and just add functionality to make IO's of appropriate level have a small chance to drop off of enemies/completed arcs.  So what if some players don't want to use them?  They'd then have a choice and I imagine that a slow drip of naturally-occurring IO drops would convert some SO-exclusive players.  Just a thought.  

  8. On 1/10/2020 at 1:28 PM, HelenCarnate said:

    Proc out the single target hold for some crazy damage from a low level attack.

     

    I love my fire/atomic. 

    You got a pine's build for your fire/atom?  What epics?  Just curious.    I have one and love it, but like to see what others are doing with the build.

  9. 20 hours ago, StoneColdJoker said:

    Anyway I can take a look at it? My build is good but I just feel like it could be better so I’m trying to compare with at least a couple others just to see what tweaks I should make

    Yeah Im at work right now but I will shoot you over a mids file when I get home.

     

  10. On 12/29/2019 at 12:47 AM, StoneColdJoker said:

    Anyone have a Kat/WP build?

    If you build it right you can use a Kat/WP scrapper to do the S&L version of the fire farm.  I do with no problem.

  11. Could just be frivolous, but I think Ice Control could use some work.  It feels super weak compared to other control sets and the sleep effect on flash freeze feels out of place for the set.  It makes more sense to put glacier's effects as a targeted AoE and turn flash freeze into the pbaoe effect.  Just thoughts.

  12. I have an Ice/Storm up to 48 right now.  The early levels were a nightmare of endurance management but has since leveled out with proper enhancement selection.   Storm really shores up the anemic damage of ice and both have nice soft control options that you can deploy while you wait for your hard holds to recharge.  That, and once you get the 1-2-3 punch of Jack Frost, Tornado, and Lightning Storm you create a beautiful, deadly mess on the battlefield.  Just make sure you invest lavishly in KB>KD IO's if you take this route.  Frostbite goes a long way to limit the KB, but there will be times when it is on recharge and you'll want your tornado/lightning storm/gale to not piss off your teammates.  Just my two cents.  That said, it's still a build in progress and I'm happy to take suggestions.

  13. On 11/3/2019 at 4:09 PM, Erydanus said:

    Gravity Control

    shipped with: Radiation Emission

     

    Gravity has single target damage but little flexibility. Radiation has enough debuff for any two secondaries, buffs that the aggressive controller will enjoy and oh yeah 2 extra holds. People dance around this like it’s something they don’t want to admit but a Grav/Rad controller has FOUR holds and if Singularity is doing its job it’ll be spamming another one as well. It’s true choking cloud is more of an interrupt field but if you trick it out right it can contribute magnitude. And it’s unpleasant for controllers to say this but EM Pulse is actually the strongest AoE hold in the game, it also packs an extra 1000% regen debuff and deals damage to robots. It does zero out your own recovery so it comes at a price, but that price is using some inspirations, no big deal. With gravity’s ability to gather and reposition groups, lock them out with phase shift, root them in place with residual slows on top of all their immobilizes and holds, with radiations anchors positioned strategically, a Grav/Rad has the ability to absolutely dictate the battlefield like no other combination.

    I have a grav/rad controller and I second this.  I don't exactly do a ton of damage, but I literally dictate the battle as long as an AV isn't around.

  14. On 11/14/2019 at 5:12 AM, Lost Ninja said:

     

    Played grav/rad back on live and loved it, got into the mid 30s before losing interest in the game and finding another game to play. Never got much further with them due to game dying. 😕

     

    Played Grav/Kin into mid 40s on HC not that impressed, damage is fine (good even). Just not very enjoyable (and I used to love */kin).

     

    I'm now working my way up with Grav/Rad and I'm loving it, damage is still great and the fact that I can debuff meaningfully whole groups (as opposed to singletons ala */kin) seems to be making a whole world of difference to my survivability.

     

    That all said I had to drop Propel because of the AoE "proc", it seems to be un-enhance-able, un-modifiable... etc. If you put the KB > KD IO in it the single target is knocked down but any close friend get sent packing. Loved the power on live but in HC it's just not fun any more. 😞

    This must have been recently fixed because I have KB>KD on my grav/rad's propel and it knocks everything affected down.

    • Like 1
  15. I six slotted singularity and 4 slotted wormhole.  Come to think of it, wormhole is worth at least 4-6 slots.  If you're playing gravity right (this is just my opinion) then you are abusing wormhole every time it recharges.  I use it as an opener in my grav/rad build, but it requires a lot of up close fighting.

    • Like 1
  16. On 10/25/2019 at 1:23 PM, BurtHutt said:

    I am not sure if this is possible with the current CoX system but I'd love to see something like the Nemesis system (yes, like the one in Champions Online). Creating your own arch-rival would be cool and then having him/her/it pop up from time to time would be a nice added wrinkle to the game.

     

    The key would be to have the ability to actually make the rival and the powerset etc. Again, no idea if this is even possible in CoX.

     

    Another related idea would be to have your own sidekick. So, create a character then have the ability to spawn him like the Masterminds spawn pets. I know the MMs have this market covered but having, maybe, a powerpool option to allow players to add a 'sidekick' would be fun. That way every player has the option to take that pool power and create their own sidekick. The key here would be to be given the ability to completely design the look of the sidekick and maybe even the powers.

    That's a pretty badass idea.  I'd spec into that pool for sure.

    • Like 2
  17. 2 hours ago, wcubero383 said:

    So this is just a thought I had, I know it's kind of crazy but its just something I thought of and thought I would share. 

     

    I think it would be really cool if you could cross archetypes kind of like DnD, meaning when you level up you have the option to add a level of another class. It would be really cool to be able to take some more blaster abilities as a Mastermind or some more defensive abilities as a Blaster. Then, you could scale the damage, resistances and what not depending on how many levels of an archetype you take. 

     

    I realize this would open up a whole can of worms, there would be a million of things that would need to be clarified and math to be done. 

     

    Less of an idea, more of something I just thought I would share

    Cool thought, but I think it would probably break the balance of the game since it was not set up for multiclassing from the start.  You can do that in DND without too much fuss because the game was built from the ground up to support that functionality.  Your idea would be cool but I imagine it would be a task that would require a dedicated and paid dev team.

    • Like 1
  18. I think it might be cool if there was a chance that crafted enhancements could be drops from some enemies.  I'm not sure what drop rate you'd want here, but it would be nice to have a fully crafted set enhancement to actually drop from an enemy.  Perhaps the chance could be lower vs a recipe, but it would still be nice.

  19. This is just a thought:

         -reduce cooldown time on jump kick from leaping pool

         -make ninja run and beast run a flat replacement for sprint so that they don't power off when you have toggles like Combat Jumping or something on.  Some characters use those sprints to maintain a theme and have to toggle them off when using defensive toggles that also alter mobility.  I'm not sure how this could be done in a balanced way, but it's a thought.

          -open up costume options to allow for asymmetry in gloves and wearing robes, etc with robotic arms.

    • Like 1
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