
dmaker
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One free travel power at character creation?
dmaker replied to dmaker's topic in Suggestions & Feedback
Why must you call it a "problem"? -
One free travel power at character creation?
dmaker replied to dmaker's topic in Suggestions & Feedback
If you compare flight to super jumping, it seems unfair. SJ has no additional power choice you must take if you wan to reach maximum jumpiness. Why should flight? -
One free travel power at character creation?
dmaker replied to dmaker's topic in Suggestions & Feedback
I buy max jetpack on any non flying toon I create. If the toon theme prevents flying, a jetpack is enough justification for me to not break the theme and immersion. I only use them rarely and never have to top back up at the P2W vendor. I use SJ to get around and the jetpack only if I need to get to the top of something easily and quickly. It's super nice to have, though. I would not want it to be my primary travel power, though. If I am going to have fly, I want to be able to have the fastest version possible. Right now, sadly, that is three power choices and 3 enhancements. -
^^^ That sounds super awesome. I agree Also, is there a way to export our characters to a Mids readable format? It always takes me forever to recreate a toon in Mids. It hurts my brain. No reflection on the utility. I absolutely love it and applaud the creator. But getting from CoH toon to Mids takes me about an hour 😞
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One free travel power at character creation?
dmaker replied to dmaker's topic in Suggestions & Feedback
Yes. But it is usually a travel power decision that makes the 4 limit an issue. But yes, you have hit the nail on the head. Would help to mitigate that if we got one "free" true travel power at creation. Or, as I think you are suggesting, expand the number of ancillary pools. That is fine too, and that would appease the " we shouldn't get something for nothing" crowd. Also, as has been pointed out, granting a true travel power (not bent over monkey run) at creation could have a positive impact on new players. Food for thought... -
One free travel power at character creation?
dmaker replied to dmaker's topic in Suggestions & Feedback
This is fine too, but it would cost influence (especially if you used it all the time, not to just get to the top of a building or across a map for a mission, like I do with the jetpack), and it can't be slotted which means it might capped at a slower speed than the actual power. That would not be fun, and would lead to people avoiding it for the true power. I don't mind a slower jetpack if I only use it to get to certain places and is not part of my primary theme. But otherwise...dunno. -
One free travel power at character creation?
dmaker replied to dmaker's topic in Suggestions & Feedback
I totally get that, but just because one can choose one free travel power at creation, does not mean those pools would still not contain the flagship travel power. What if someone wanted "inherent" Fly, but also wanted super jump? Being only able to select one free one at creation would mean if you want one of the other ones, you need to selec that pool during your levelling. -
One free travel power at character creation?
dmaker replied to dmaker's topic in Suggestions & Feedback
I'd be thrilled if there was a "gravitational belt" or " legion flight ring" item from P2W. The jetpack is great, but doesn't fit with a Superman type build. -
I hear you. I would probably just /follow with Footstomp on auto. There will be some passive bonus from leadership toggles, but I will solo with this toon sometimes as well, as such I am still interested in the build I mentioned. But it will either solo or two box, never PUG tank or really tank at all is mostly what I was getting at by mentioning the two box. Though you have tweaked my curiosity about creating a pocket support class to bring with me...hmmm. Never really played anything but melee toons--and pretty much all Brutes or the odd Tank. I just can't do squishy.
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One free travel power at character creation?
dmaker replied to dmaker's topic in Suggestions & Feedback
That would be fine, but not what I was getting at. I don't care at all about a travel power at level 1. I was imagining a way to avoid spending 1/4 ancillary pools on a travel power where that one power is the only thing you want from that pool. I can already get flight from P2W in the form of a jetpack. I do that for my melee toons for when they need more vertical beyond what I can get out of SJ. But for a Superman type build, strapping on a jetpack to fly just destroys immersion. -
One free travel power at character creation?
dmaker replied to dmaker's topic in Suggestions & Feedback
That was not my point. My point was not having to take an ancillary pool if all you want is one travel power from that pool. My suggestion was a way around that, not a way to get a power travel sooner. Getting to level 4 takes no time at all. For example, I want to build a Superman/Flying Brick build. I want CJ from Leaping. But for theme purposes, I also need Fly, the faster the better. To just get fly, I now have to use 1/4 ancillary pools and, if I want to fly as fast as the game will permit, I need to spend (is it 3 now to get Afterburner?) 3 power choices--fly, hover and afterburner. If I plan on doing melee, then I don't really want hover that much, do I? CJ is my go to there, but if I want to fly, I HAVE to use up 1/4 I must sacrifice something to be able to fly. Whereas themes that don't require fly have no issue. CJ and SJ are things you are likely to take anyway, and they come from the same pool. So I thought why not just strip out the 4 main travel powers and make them available right away (or level 4, or whatever) and save a power pool choice. -
It will primarily be two boxing with a MA/WP Brute. I know it is a high degree of over lap, but it's mostly for fun. I will also solo with this build as well. The MA/WP is already long built and will come along for the ride for when a little extra face kicking is needed 🙂
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This may not be a popular idea, but I was thinking about allowing us to have one free travel power selectable during character creation. This should be limited to Fly, Super Jump, Speed, and Teleport--I think Teleport is the other main travel power? With this, we would no longer have to take an ancillary pool just for one power in some cases. For example, you are building a character that has Fly as part of the concept, but nothing else in Flight pool appeals to you. In this case you may have to forgo combat jumping, or something else to get fly. Would be nice if you could select one of the four main travel powers at character creation. Side note: can we just do away with Afterburner and make Fly speed match that of Fly+Afterburner? Even if we have to two slot Fly to achieve top speed, that would be fine. You can get some small set bonuses with two slots filled with Freebird (I think it's called). Afterburner forces to you to dump powers into Flight just so you can have a faster Fly. Seems heavy handed, to me.
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I know we see a lot of these build requests here, and I apologize, but there simply are people wiser and more knowledgeable around builds than I am. I am building a SS/WP Brute to two box with. I would like to create an end game build where cost is no consideration. I can be patient and farm what is required. I am thinking of no taunt, one slot in rage, no hurl. No res in WP either. For ancillary pools I would be taking Leaping (CJ and SJ for travel), Leadership, Speed (hasten) and Fighting. For epic I will be taking energy mastery. Given the above, would anyone have an end game (expensive) build that aligns with the above framework? For general purpose, I'd probably rather lean more into sturdy over damage dealing, but do not plan to tank for teams. Thank-you!
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Well, really, the cost of the respec is not that important, nor do I see why it should be related to how much effort or costs went into achieving the incarnate upgrades. It's just more about having an easier option to correct errors or explore other incarnates on a given character without having to earn multiple options per slot. We can respec our power choices, but not incarnates. Incarnates can have a huge impact on your character end game and can represent a big time investment as well. Would be nice to have some redo flexibility. You would not be able to keep previous ones if you respeced. It does not provide any unfair advantage or anything. We can respec our powers as often as we like, and quite easily I might add given anyone can buy the recipe for 250K on the AH. Why should incarnates not have some easier path for exploration/do-overs?
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Recipe/option to stop getting white/yellow salvage.
dmaker replied to Sovera's topic in Suggestions & Feedback
I like this idea. Also, I didn't see it mentioned already when I scanned this thread, but you can right click a stack of salvage/recipes and hit e to sell the whole stack. You don't have to click every one. This also gets around the focus loss issue if you are just rapidly clicking through them all singly. -
I was musing the other day about how it would be handy to have a respec option for Incarnates. Perhaps a 10 million inf price tag or something and you get refunded all components used to date and your incarnates are reset, but remain open of course. Basically a way to try different ones out. I know we can continue to grind vet levels and earn the needed salvage, and I know we can earn multiple options per slot, but that gets pretty time consuming in the higher vet levels. Would be nice (outside of the test server) to either correct errors made when originally selecting and upgrading incarnates or simply curiosity to see if incarnate X works better than incarnate Y with this character.
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I created a second account and built up a level 50 spines/fire Brute. Now I can two box and door sit my own alt while I farm influence. Two birds with one stone, kind of thing. But to answer your question: I AE farm influence. Once you get a decently built farmer, you can earn 100-200 million per hour, not including salvage and recipe drops.
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Sorry, I have no idea. I just do /ah and look for the two Archetype for whatever AT I am playing and then start saving for the two superior versions. Those are the two superior ones available for Scrappers.
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The two being Superior Critical Strikes:Recharge/+ 50% Critical Hit Chance Proc ...and Superior Scrapper Strikes: Recharge/Critical Hit Bonus
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The two scrapper ATOs were the first I slotted as I farmed enough inf. I have them in my first two, fast acting, attacks. The added crit is very nice. EDIT: On a side note, what do you feel would be the best set to put in Dragon's Tail on a Scrapper? As mentioned, I already have the two uniques in more fast acting attacks to get the proc more often. I think I have one or two Armageddon in there right now as I was lucky and got a couple as recipe drops.
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My main is a MA/WP Brute. He has ATOs and almost all incarnates at tier 4. I can stand around in a +4x8 S/L farm and not take a scratch. He's very durable. Out of curiosity, I created a MA/WP Scrapper as his sidekick to take out on missions and two box eventually. The Scrapper is now vet level 12 and incarnates are tier 3 and almost enough for tier4 alpha. Just need a few more threads and emps. Anecdotally, I have found that the Brute is less squishy--I never have to glance at my hp or end bar, ever. I may have made a mistake in taking cardiac as my alpha. I think my endurance would be fine without it ( I do have ageless) and will likely switch to musclature when I farm enough incarnate salvage to make that switch. But given both toons at approx the same capability levels, the Brute is very tanky feeling and the scrapper is a bit less so. I still need to keep an eye on my hp bar when doing +4x8 on the scrapper, but it's not really squishy in S/L farms. I still have 3 attacks that need to be slotted with purples, just running generic crafted IOs in there as I gather up the influence, so the set bonuses will close some of that def/res gap I see with the Brute. My prediction is that by the time all powers are slotted with purples, like the Brute, there will not be much difference in the two other than the Brute will feel a bit sturdier, but the Scrapper will have much better single target damage making it easier to clean up EBs on farm maps. That is always kind of a pain with a Brute. The Scrapper melts through things faster than the Brute. I am also doing the Maria Jenkins (name may be wrong) PI missions where you go around around and take out named mobs. It feels like it's going faster with the Scrapper than it did the Brute. End game, fully pimped out, I think the Scrapper may be a better choice (at least for MA/WP) as your single target damage will be way better.
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I find these threads amusing. The whole "I'm worried about legal exposure created by costumes that infringe upon trademarks!" Then people go on about contempt and disrespect for people who create homage or cosplay costumes. Which is it? Pearl clutching over the possible legal issues, or a veiled excuse to berate others because you feel more creative than they seem to be?
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I strongly second what Frostweaver said. I tried farming with a non-farming build. A Martial Arts/Willpower Brute. He can stand in the middle of a S&L farm and not take a scratch. The problem? He has one primary aoe (Dragon's Tail), and one from incarnate, Mighty Judgement. I can put DT on autofire and walk away and eventually he will have a mob ground down. Easy peasy, no attention required. Or I can drive him and use all my powers (again only two AoE) and earn a trickle of xp and inf compared to a farm specific build. So, I two box as recommended. I created a Spines/Fire Brute and got him to 50 and now almost have t4 incarnates and all powers slotted with purple sets (where advised). This one can earn such a higher rate of xp/inf per hour that my attempts at smashing/lethal farming with my Martial Arts main look ridiculous in comparison. Now I can think of a concept build (which I do very, very often since I am a raging altoholic), and within a couple of hours can have the concept built up to level 40 and fairly well slotted and ready to take out for a spin. The upfront investment in building a level 50 farmer on a second account with which to two box and PL/fund your main account toons is well worth it, in my opinion. Side note, boxing (running more than one character at a time using multiple accounts) is allowed but there are some restrictions. These are posted on the forum and can be easily found, but basically keep an eye on server player load as that determines when, if and how many accounts you can box with at a given time.
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I could use some fire builds, yes please.