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Super Homer

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Everything posted by Super Homer

  1. There are also some converter things, I have not used them yet, you can convert some sets within a category, a common tactic is to buy a cheap enhancement in the category and keep converting them until you get what you actually want. Bit of a gamble, and a cost associated with it, but easier than waiting for the right thing to eventually drop.
  2. The pool powers all land on the rightmost part of the power display, they may require scrolling down to see.
  3. I have not played too much, but from what I hear drops sell very well. If you want to invest a lot into a single char, you likely will get far way quicker than you did in the old days. Plus you can get free double xp powers that get you to 50 fast, that's where the inf gains picks up like crazy.
  4. This is city of heroes. There is a damned search box at the character create so you can find your characters. The character cap is.... 1000? My point is: This game has always been about starting alts from scratch!
  5. I'm not sure if my reply also is considered to be classified toxic; if so this TLDR will also be considered toxic; but like I said: The 17 cap is per player. An 8 man team actually has an aggro cap of 136 enemies.
  6. There were two power devs at shutdown, Synapse and... red something? I forget the other one... either way, one of them said in one of their video blogs, without hesitation, that Phantom Army was the reason Illusion was not given to Dominators. They also stated that the reason Scrappers never got the remaining melee sets was because those sets all have some too-strong attacks that would be broken in the hands of a Scrapper with crits, and that Rage would be ridiculous on a scrapper.
  7. Lots of Sentinel attacks seem to have lower cooldown, that likely factors into how much damage they do. This is not uncomon, Dark Blast for Defenders and Blasters is notoriously different. Not all sets get ported-as-is. Have not checked all over, but Archery's Snap Shot seems to be the same on all ATs, and it seems to do this amount of damage on each AT: 24.58 Defender 28.36 Corruptor 44.38 Sentiel 52.55 Blaster Based on this, Sentinels seem to do (base damage) 84.5% Blaster damage (and has no defiance.) Activating the -20% Res debuff seems to be tied to the bar mechanic.
  8. Cant stop imagining a bunch of people punching a burning building in an attempt to stop the fire...
  9. You mean, other than the players and developers that didn't like that the servers were being crippled by this? And again, the people hosting the server are screaming about the resource hog! Since you say "group", the agro cap does not apply to groups, but individual characters. 8 players can each have up to 17 mobs on them. That's 136 critters. 8 tanks or brutes should be able to pull 136 critters to a center location for everyone to go crazy on them. And pets also count, if these were 8 MMs, in theory, we would be talking 6 pets + MM * 8 = 56 targets for the AI to focus on, so up to 952 critters (mind you, the pets will likely die fast.) The change can be weird when a single player is trying to get the hate of many critters, and the 18th and 19th sit there doing nothing, but should there be any other viable target, those guys will just turn and attack them instead.
  10. This sounds like a TMZ headline ;D
  11. I think the thought was that the game had 5 City of Heroes ATs, 5 City of Villains ATs, and 2 EATs for each "side". Sentinels are floating out there, you could say they are the 6th Hero AT, but then what about a 6th villain AT? Personally, I like to think Sentinel is the first Praetorian AT (and patiently wait for the next 4 8) )
  12. Doms also barely have any attacks of their own. You cant be both, a Fire Controller and an Illusion Controller. Nearly no buff set has attacks on them. So by picking Illusion, you got your personal Tank army, but your damage is crippled. Phantom Army does damage, but a big chunk of that damage is healed back if the target survives long enough. Pool attacks are notoriously weak. That leaves the controller basically just with a single Epic ST blast and a single epic AoE to deal damage. I would not say Illusion is balanced for Controllers, at least not intentionally, but it's kept a bit in check by the way Controllers were designed.
  13. Wasn't the issue that it would be too good, having all that personal damage on top of having an invulnerable taunting army of pets?
  14. They also nerfed the "fast" versions of Archery and Assault Rifle insta-snipes. BTW, all this bold text makes your posts very hard to read, plus reads like yelling.
  15. Love the idea of custom rest animations. Like the one for travel powers but maybe instead we can just make some inherent stance passive have the movement poses? Even then, think those implementations are very hacky.
  16. Thinking about it, you can speed boost anyone even if not in a team. Reminds me of the early days when some would send invites the teleport lowbies into huge groups of enemies in Perez Park (why we ended getting teleport confirmation dialog boxes.)
  17. I would imagine, such a thing, if it existed, would have lower damage and be at least slightly more frail than actual Tankers. With some work this game already kinda allows some tank-maging. Between Epic Pool blasts, AoE blasts, AoE holds (that do decent damage,) Nemesis Staff and Sorcery Pool, it's not impossible for a tank to be built with a ranged attack chain (their damage would suffer, though.)
  18. Wonder if the double-xp somehow affects the drop rate of VMerits?
  19. That was intentional, normally, Assault sets don't get ranged targeted AoE attacks, just cones or PBAoE. It's not that uncommon for a power to be flagged as AoE, it's the only way to add "splash" damage in the game, at least as of shutdown. It does a lot of damage to it's primary target as it is, it would be quite OP if it did the full amount to everything.
  20. I say nay. At some point, ED didn't make much sense, because six slotting for damage meant you sacrificed things like recharge and accuracy. These days, sets can give ridiculous recharge, accuracy and end cost discount that are all only kept in check by ED. Some of these things would yield like +200% damage on top of accuracy and recharge, and that's before even thinking about set bonuses.
  21. Would be so cool if we could get a Melee AT that replaces some power (maybe taunt or build up) for a T1 MM pet summon (like 3 -2 lvl mercs.) Such an AT would need to have lower damage than other melee, though, but somehow still force the character to engage on melee combat. Maybe their pets wont attack unless the player is attacking? Problem I see here, though, is they would be kind of stuck on a theme, like, MA would summon Ninjas? And then Katana... Ninjas? I guess Martial Arts may need a new set of martial artist pets... Now I'm stuck with the image of a Martial Artist black belt hero and 3 "students" wearing the traditional gi... someone make this happen!
  22. Yes, and do the patron arcs. You can then return to the hero side and keep them.
  23. It was detached from the patron badge ages before shutdown. You still need the barge, but once you have any, you can pick any pool. Got ghost widows arc done? You still can get Scorpion Shield.
  24. If you talking about speeding a group up, it will definitively be a character with lots of damage buffs and/or debuffs, not one that does damage themselves. Like Adeon noted, Kin/Sonic defender is pretty high up there. Fulcrum Shift on a large group for huge+dmg, Speed Boost for high +recharge, and then spam all your AoE attacks on enemies for big -res. For the most part, when you talk groups, the most damage comes from adding more "damage multipliers" (basically, +dmg and recharge buffers, and -res debuffers.) If facing AVs, then you want some -regen in the mix.
  25. Make sure all your powers are using the same mode (either no-redraw, or original) it seems thing get weird when they get mixed up.
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