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Everything posted by Six-Six
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Oh. Yes, you're right. And I realised I wasn't entirely on the same page. Sorry. but yes, you're right. Thanks. 😃
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I've slotted a couple of LotG's global recharge in def powers hoping they affect my primaries. Is that not how it works? I've seen my rech "spinners" go wild every now and then, or is that from another proc?
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I like the converting lotto. I treat it like a mini-game. I don't necessarily agree with how you came up the the odds, but hey, it's probably just me. I do agree that after a certain number of tries it proves itself unprofitable. Nonetheless, It's a gamble and part of the fun is coming up a winner. I've noted that you can never get particular IOs from certain IOs even if you play the lotto the whole day, which I've done.
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good lord, for a second there I thought you meant purple IOs. those are like 20 mil a pop. Sorry, what do you mean that WP cares less about global recharge? I'm not aware of this in my noobish state.
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I personally think Luck of the Gambler is over rated and over priced. I do enjoy the global recharge, but there are many other sets out there that surprisingly give better set rewards with just 2 or 3 frankenslotted. But that's just me. 😃
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Not sure if what I'm doing is the best way, but it works. Will power has a very good balance of res, hp/regen, and def. I didn't max out res, but built it just enough to complement the def which I got more of from hover, combat jump, and leadership just because I tend to get into the fray more often than I should. I read in post somewhere (I forget) that def is better than res, so you'd be better off def. But having tried that, I could only go so far. so what I couldn't build up in def, I compensated for in res. If you're planning on getting leadership, though, you might want to look into building against end-drain and end management. Always a good thing to not run out of end. HP/regen on WP is basically a non-issue, which gives you some elbow room to handle the end consumption. But don't put too much effort into it. WP is very well rounded which allows you to up your much wanting damage.
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I don't know if this will aid the topic at all, but I'd appreciate it if the hostages wouldn't just walk up right next to me while I'm taking care of the bad guys -- sometimes even between me and the boss. I find if funny, but also distracting at times. And of course totally unrealistic. If I may suggest instead for the escortee to flee when there's a said encounter with baddies. And while you're preoccupied, he/she hides again so you have to find them again... maybe within the immediate vicinity only, not in like a different floor or across the map into previously unrevealed areas. In such a case, maybe an option (similar to pet window?) to tell the hostage to stay put some place while you dismiss threats, or help you fight if they are able, or call them if they're within a limited radius from you.
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Instigator: Take Two. Assault/Defense Tank
Six-Six replied to Steampunkette's topic in Suggestions & Feedback
I think that's a very well thought through analysis. I also feel that it is either the original intent for the Sentinel AT, or its natural evolution. So as a big fan of Sentinels, I would again humbly repeat my request: please instigate this. 😃 -
I didn't vote, because none of the choices were true for me: Population: I don't mind the low population. In fact I'm on Reunion BECAUSE of the low population. I'm in Asia where internet speed is not as fast and reliable so I must avoid high load shards to fend off rubberbanding. Content: I love redside content. the fact that you get to "break the witness' legs" right off the bat is awesome sauce! I do find that some stories are a little too campy, but hey, I get the vibe. Atmosphere: Is on point. Have you been in one of the redside hospitals? almost pissed myself the first time. Contrary to popular belief, the sun also rises in redside. You should see Night Ward, now that's gloomy. Variety: I can't comment on this since I haven't played enough redside/goldside to compare. Morality: I think this is the only motivation that I would pick TO PLAY redside. I've always rooted for villains in movies and comics. I think the good ones have their characters well-developed in the plot (i.e vulture in Spiderman), and most villains suffer from underdevelopment and stereotype casting by the writers; some are even sacrificed so that the hero will triumph. Some villains are also heroes in their own minds, not just out to do "bad things." My main reason for not playing redside is my noob status. I've only played for less than a month, and I'm still trying to get a good grip on the dynamics and mechanics of the game. I missed a few story nuggets when I unknowingly out-levelled them, or because I did not know I was supposed to go to that contact. When I did give in to take a dip redside, I found myself confused: I got some of the story reference to blueside, but didn't appreciate it at the time. I also found myself automatically thinking cops won't attack me or that skulls will. So what I'm saying is, I can't wait to play redside. My time in blue is just training so I can go red.
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there was a mission where elevator 1 was out of order. go figure. I kept pressing and waiting, I thought it was due to rubberbanding, but tried 3 and worked right away.
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I took both DW and SF on my DP/WP main. If you slot it up right, you get a decent amount of damage to recharge ratio. Also I use SF as an interrupt to most casts and some long attacks. Another reason to take the two is without them, you're left with only 6 attacks: 1 fast but weak, 2 AoEs (EC & BR), 2 high damage but also long-ish recharge + high end cost, and a PBAoE with a very long recharge (HoB). I foresee a bit of dead air in your attack chain. Also, those 6 attacks may do all right against mobs, but against a hardy boss, you're going to want single targeted attacks. However, bottom line is it all depends on your game play style. Even if you end up not using DW or SF in your attack chains, you can use them as mules for set rewards and global perks. Another thing I'd like to point out is that your build has quite a lot of expensive IOs. If you have inf to burn, then it shouldn't be a problem.
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Just tried the Ninja tool mastery. I think it's bugged. weapons (blades) don't show up. Action does, but no katana. And there's no option to pick a katana/sword in costumes after you get the power.
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My main is DP/Willpower primarily for the concept. He's a vigilante, no super powers, just guns and an attitude. I love the animation, although some of them are really over the top. I've glanced over some awesome pairings that still work well concept-wise DP/Nin seem to be a perfect fit. One big positive is that Ninja Run from P2W removes the "running with a stick up my butt" of DP when guns are out. Also, I think there's an Epic/Patron power pool that has a few Ninja attacks, although I think that's only for sentinels. WP, SR puts you in the highly skilled gunner like Grifter or even Black Widow. Again, the Ninja Run adds some nice jumping animations to the mix. DP + Elemental/Dark also works. Plus there are a bunch of elemental Ancillary pools that synergise well with it. Special Mention to DP/Time. I saw this post that his concept was a No-escape gunman. Once you're in his grasp, you're bound to get shot. Not sure how it works in actual game, though. I'm afraid I'm too much of a noob to have any authority to discuss stats and math stuff. 😃
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New-ish player. I don't have a level 50 yet. But I've tried Gold Side and Red Side. As a noob who's not familiar with the game and it's content, I found it quite confusing to play redside. While I appreciate that the content is basically a mirror of Blue, my instinct was to attack those who would be considered baddies on blue side. And that throws me off every time I switch toons. Your purpleside initiative sounds not only very intriguing and interesting, but almost a natural progression that the game "should" have. I would very much like to try, but maybe at a later date when I'm more comfortable with the game mechanics and come up with a playing style that's fit for groups. I'd like to elaborate on the last bit: I've participated in LFGs and while they're fun and rewarding, they're just a bunch of guys who tear through mobs. That makes them mobs themselves. I'm hoping to find one (again at a later date) that has some semblance of tactics and team work. After all, the SG should be greater than the sum of its parts, right? Awesome idea. I'll drop a line when I'm no longer a lowbie newbie. =)
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If you want self rez, you can get Back to the Battle from P2W lady. cost like 1 mil, I think. Free if you have the Unbroken Spirit Badge from planting faces. 😃 Also, I do think the devs created Dual Pistols to be paired specifically with Ninjitsu. For one thing, Ninja Run (from P2W) gets rid of DP's "running with broomstick up your butt" animation.
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I take tough. I want all the def I can get. While tough can't be take without taking boxing or kick first, kick was just perfect for my vigilante DP. when they've got a sliver of health left after eating bullets, I walk up to them and give the the boot. makes me smile every time. =)
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(Just For Fun) Maleficus: Baby's First Giant Monster
Six-Six replied to Varkarrus's topic in Suggestions & Feedback
Or you can make it really really strong and have it spawn near Ms. Liberty to get rid of everyone lolly-gagging around her. =) Sorry for the nuisance comment. =) I'm not a high enough level yet to fully appreciate the discussion. I've only seen one giant monster so far -- the squid in Talos or Independence. Didn't know people can solo those. Dang! Awesome idea, though. -
I'm the same when it comes to hunt vs. door missions. hunt, except in a few instances, is just not worth the time and effort in relation to xp gain or story arc progress. To add to your points: 1) It's would be very helpful to have a map pin. Or maybe an alert that a certain mob you're looking for is in close proximity, similar to the hum of clues or something. maybe incorporate it in the police radio function? Another way would be a list that indexes where certain mobs are. 2) sometimes this "joint tally" happens for me. just now I took out 20 Tsoo, 8 of them counted for another mish. on another occasion, a door mish kill count also ticked off a hunt mission. Not always, though. 3) this has also happened to me. I got several rare salvages killing street thugs out of the kindness of my heart to help those being harassed. they weren't part of a mission. on my way to an actual mish, my hero just couldn't turn a blind eye to an old lady getting mugged. I don't know if it was pure dumb luck or if the devs really factored that in. 4) I like this. And it would work better if certain mobs only dropped or were more likely to drop certain salvages. I know this is already in effect, maybe tweak the settings a bit? It think this will also help the crafting economy, maybe hurt farmers I'm not sure. 5) I have a totally opposite idea. (probably not helpful). bare with me. I just took a mish for Serge(?) over at Icon to protect his shop from Tsoo. The moment I step out, two Tsoo buggers were waiting for an ambush. Ok, so you kill them right? that's two down. But now they know you're hunting them, so they make themselves scarce in the streets. But game logic suggests that the map should spawn x number of Tsoo at any given time. this means that if you're hunting them, they're avoiding you. But it also means they're congregating someplace to face you. so it might be a little harder to find them, but once you find the spot, you don't have to look anymore. There will be enough there for you, even more. what this does is introduces you to combat tactics that involve mobs of 15-25 instead of 3-4. a handful, most of us can handle; but not many of us can deal with large numbers. It will be a different kind of challenge that should encourage team play (like putting out the fire) or improve your tactics away from just going Leroy Jenkins into a mob.
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compilation Archetype Concepts: Compilation
Six-Six replied to Zepp's topic in Suggestions & Feedback
I like the instigator. Please instigate. =) -
Of course. If you're not following your concept, then your cheating yourself. And believe me, YOU'll know you're lying. =) I've even skipped a few primaries and secondaries because of the character concept
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I just started playing about a month ago, so I wouldn't know which ones were available in Live. Here are the travel powers (that I know of, or have tried) from the P2W vendor, which is now free or costs minimal in-game currency (still free). Ninja Run - you crouch down and run like Naruto. Beast Run - you hunker down and run on all fours These two stack with the inherent sprint and you end up with quite a speed even with nothing slotted in sprint or swift. You can't slot Beast or Ninja Run. It does not stack with Powerslide. Also, they tend to burn endurance if you use it in combat. A nice thing about these is that if you do slot Run and Swift, you can get a more than decent speed to get around town. Jump pack. Lets you "leap over tall-ish buildings in a single bound." Steam jump. CoH's version of console double jump. Haven't played with steam jump as much, but IIRC, a rocket pack appears while you're holding the spacebar. Jump pack stacks with the two Runs above. I don't have stats to see if stacking improves the distance or height. One thing I noticed is when you use steam either of the special jumps for great height, you lose a bit of health when you land. Coyote/Panther travel power. transforms you to an animal while you run. goes for 1 mil inf. Haven't tried these, and I don't think I will unless I have inf to burn. The three below also cost 1 mil per pop. Lets you fly (convenient) but not fight during flight. Also turns off toggles when you use them. little faster than hover, but slower than fly/sorcery flight. Flying Carpet - haven't tried this, but I've seen it. pretty much what it says on the tin. Void Skiff - you jump on a glowing pink energy disc. Rocket board - white surfboard with red stripes and two rockets on either side (not like Silver Surfer's or Mary McFly's) Under Temporary Powers menu (still in the P2W vendor) you also have a choice of rocket packs. These go for 50k inf for thirty minutes of flight. Not sure if that's real time or logged in time or use time. Haven't used them so I have no idea what they look like, how fast they go or how they work. In Siren's Call, you can buy a Sky Raider's rocket pack for 5k or 50k, I forget, that's good for 1 hour I think.
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I've only been playing for about a month. Tried most of the ATs first, but fell in love with Sentinels. My main is Dual Pistols/Will Power currently at level 44. Tonne of Fun! Energy Blast/Rad (2nd fav, levelling just below main) tried out these to level 10, just to see how they handle. found them fun, but a little more challenging AR/Super Reflexes Rad/Invulnerability Fire/Ice Elec/Elec Archery/Ninjitsu waiting to try these alts currently made, but waiting in line Water/Ice Beam/Ninjitsu Dark/Dark (Warshade minus the tri-form) Beam/Bio I dig every single Sentinel combo except maybe psi and sonic but purely because of the animation. Yes, I'm petty like that. Also tried DP/Nin but found it redundant with my main. I try to keep them as thematic or related primaries and secondaries. Haven't made a concept involving /Regen and /Fire. I guess my favourite one is my main, Dual Pistols (for the animation) and Will Power (for the toggle and forget). Then again, he's at a level where I can appreciate his build, so I don't know how much the others will impress me when they do level up. I heart Sentinels.
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Credit for the write up is all Sunsette's. (s)he's the one who's done all the work and testing. I just read them and share. Sunsette's a god!
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Dual Pistols - PEW PEW not just BANG BANG!
Six-Six replied to Thunderkor's topic in Suggestions & Feedback
I wouldn't mind dual beam pistols option, nor a better sound for the regular one. =) -
New to CoH after it became free to play. My first one, a little bit. I had a concept and tried to keep to the character concept. But if it compromised my staying alive long enough for me to learn the game, then sometimes I turned a blind eye here and there. My next few, I'm trying to be a bit more strict. For one in particular, I rolled a vigilante dressed in plain clothes -- so much so you can mistake him for a civilian walking down the street in Kings Row. He doesn't have super powers. He has Will Power so he's just too dang hard-headed to give up. When it comes primary powers, power pool choices, I have to say no to some to stay true to the character. He's still at a low level right now, so I'm not so sure how that will work out. No flight, no super speed, no travel powers. He takes the train everywhere. It's slow, but it's in character. He doesn't do missions as well. He just got a police radio and goes to where the crime is. Otherwise, he just kills mostly thugs harassing people on the street. Even some enhancements are off-limits. I'm not sure how far he'll go, or how far I'll take him, but it interests me to think how a normal guy with no powers may be able to compete or thrive in a city of supers.