Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Sovera

Members
  • Posts

    4821
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Sovera

  1. Brutes are still ok, but Tankers are just better after the patch that buffed them. But for those who like Brutes then continue because you'll be fine.
  2. Play a tanker. <_< >_> Okay, on a more serious answer, I play as a Fire Tanker and they don't bother me, and FA has no particular resistances to psi. That said it's big on the motto that dead things don't hurt back. We might need to look at your build instead.
  3. I rarely look at the clues. Partly because they don't show up in the order that they were found. It is common to scroll up and down trying to find what the last clue was about and I eventually drifted out of bothering to check despite being an important lore part. I also seldomly remember to look at the bio of the characters which is a pity because when pointed out I realize many authors have added interesting blurbs. Random NPC chatter dropping the clues and boss chatter is what I like the most since it is right there and then available. Unfortunately per my understanding some of it is currently bugged.
  4. There is one. Check the modder tool that @The Philotic Knight created. He should be showered in strippers for it. If he is happily married then showered in cuban cigars. If he doesn't smoke then in cookies.
  5. I'm just glad this world (and this game) has room for us all. I'm fine with having someone else lead but I don't find it an ordeal. First because I run point. Be it Blaster, Scrapper or Tanker I'm usually found diving in first. But since these past months I've been on a Tanker only binge I know I'm the linchpin. And since I strive to be self-suficient I don't -need- a specific AT. Having a kin is always nice, as is having all sorts of buffs, but the team will not crumble if they are not present. So with me as the linchpin I can recruit whomever at whatever level (though +4x8 content does need me to be incarnated to pull this off). Controllers (don't like them, but don't refuse them either), Defenders, Scrappers. All is good. Someone is semi AFK dealing with a child or a phone? Carry on, as long as it's not an obvious door sitter who AFks at the door, then moves to the next mission and repeats it. But someone who is AFK for three or four missions is fine by me. I just don't assume malicious intent and that they may be dealing with long phone calls from parental units (mine can take up to 15 or 30 minutes despite making noises at being a bit busy atm). CoH is just that easy as far as I am concerned. We can shape the difficulty for the team. Market Crash? Only one incarnate? +2 is it is. Five incarnates? +4 if everyone is up for it. But that's why I typed that initial line. I'm glad there is room for us all. Imagine if instead too many people wanted to lead the teams and not enough were left to join? All those calls and people wanting -you- to join -their- team! Instead I can lead and you can follow ^^
  6. Man, that misspelling... or lack of it? 😄
  7. Team stealing... ow. I can imagine joining a group for a Manti, see the leader is 30 and say 'Hey, let me have the star so we'll be at 35' and get an exasperated, 'Ffs, team *stealers!*'
  8. Clockworks have this (annoying) gimmick where they have a weakness to knockdown turning it into knockback. But for the rest you must have been fighting at least -2 enemies which is about the threshold for KD to be turned into KB. I suggest you test again paying closer attention to the levels.
  9. With my current build and a level 50 Flight IO in Swift Fly + EvM gives me 78kph. On live I get 72.95 with just those two. An added Fly IO in Swift does not alter this. With AB I'm at 100.49 and after a handful of seconds this climbs to 101.89 so just shy of the cap. The common 5k flight pack is 58 mph. Using EvM does not change this. Using the flight pack with Fly works together keeping the flight pack aesthetics with Fly speeds. Same behavior with Rocket Board, Magic Carpet and Skiff. So these can now be considered aesthetic customization of the Fly powers requiring only an extra toggle or click. It may or may not be possible to make a bind to activate both with just one click but regardless they have gone from curiosities to honest alternatives to the flying super hero theme. It is just spoiled by when ditching them to combat Hover without their aid. I went and tested the customization for the Flight pool with the tailor. One thing I immediately noticed is how 'Bright/Dark alternate' in Hover gives no clue to what it does. I don't know if it is possible but having the character not just sit there doing the idle animation but instead adopting the Fly/Hover pose would be a lot more intuitive. Despite the added 'no FX' for Afterburner it still has FX. Just a darker pallete, but still doing the animation and showing colors. The 'no FX' for Hasten, for example, removes all FX.
  10. And the change to the rocket board and etc seems... pretty damn awesome? Am I correct in reading that EvM and Fly will work together with the rocket board and such? So we can use those travel powers as honest to god customization! Pity I can't have the disc power animation for Hover to fight on, sniff, but still, shweet! When does SS get the motorcycle of the Thugs' bruiser?? 😄
  11. Only for muling purposes. Even on a WP character you might want to push your Smash/Defense up and four slotted with Kinetic Combat it helps getting there. Later on Follow-up, Focus and Slash is all you need.
  12. I tried that one once. The rikti boss was +4 and its bar sat unperturbed until it was defeated.
  13. My money has been sinking with all my alts taking TT and the new teleport that also costs 10 mill. Then I put them to the side. Good inf sink. Even earning money back it's still an average of 25 mill ish per character between all the teleports, the travel powers, the ressurect and etc.
  14. Come for Ice Patch, stay for Frost (and Freezing Touch). I re-made a new build for the Fire/Ice tightening things and even ditched Frozen Aura (I don't like it. I don't know why I don't like it. The numbers are similar, animation time is similar, but I don't like it and dat it) and I'm re-leveling a new character with it. Instead of, you know, respec the old Fire/Ice... but that's crazy talk. <_< >_>
  15. Spin is. Martial Arts may be the better all rounded combo but nothing beats that *crunch* sound of Spin doing a super hero landing and HP bars depleting all around me.
  16. This is lovely to have. My biggest thanks for adding this to the tools available for players, Carni!
  17. Oh, you're one of those who believes that the moon exists?
  18. Fire/Ice Melee tanker. Made it in the past, found it pretty damn good, posted about it. Then I moved on to the next thing. Now that I am trying leveling through arcs and finding myself in the same low level bracket for a good while I have 'rediscovered' that combo and how nicely it plays freezing and melting things with a decent AoE (Frost is one of the few cones I am happy about), Build-up, -and- Burn, all available by level 18 so that I can tackle those really early arcs.
  19. I read people snarking about speeding through without their written consent. And then I consider Synapse, yeah, where as the usual leader in one of these I will announce I will throw a TT before the end of the mission, will ask if others have it and assign the next person, will encourage people to split up 'as long as you're able to survive, otherwise stay close' or go find the glowie or boss while I stick to the squishies and keep on defeating mobs for the XP while the hunt happens. I've been in rare Synapses where we had a lack of AoE and experienced players and it took close to two hours, and I've had experienced players chaining TTs and splitting leading to a record one hour on the dot, but on average with my pushing it is usually done in an hour and ten and change. What people seem to miss is that mobs are infinite. They are not a precious commodity that needs to be husbanded. Not there when the team started to defeat enemies? So what, enemies are endless and more will spawn next mission. Someone speeds through and hunts the glowie so the map is not cleared while looking for it? So what? More mobs will spawn the next mission so time not spent in -that- particular glowie hunting mission will be spent in the next. I don't like speedruns and I don't join any TF announced as so, ever. But if I'm running a TF and a mission pops up saying it's to find a glowie or kill a boss then I don't see the point in slogging through every enemy of the map because... you've heard it here, mobs are infinite! It's not as if there are 100 mobs in a TF and if I leave 20 behind it's 20 less I'll never be able to get back. Next mission more mobs will show up. But, the enjoyment of the thing is important too. If they want to take it slow it's valid. I just want to be clear it is better to form a team and be clear about what the goals are (no speeding, group stays together, etc) which people will join if they agree to the terms.
  20. At level 10 Brutes annihilate all competition since they have a huge damage boost thanks to Fury. By level 22 this difference nearly disappears. My advice is to stick to Tanker since the damage difference is minimal and the toughness is much better. My own take is definitely an Electric Armor/War Mace if wanting to stick to theme. Too many electric based powers and effects (and FX) from the armor to ignore, and it ain't Thor if there is no hammer. It can be any other god of thunder and lightning out there, but it won't be Thor. That said Invuln/WM could be fine too, and just add an electric aura in the tailor. No other AT will really serve. Brutes are squishy to be a Thor, Scrappers even more so, and I cringe at the thought of a Defender/Corruptor Thor getting randomly one-shot due to the squishyness of those ATs.
  21. I have mentioned this a few times already but it has been glossed over. I personally make some difficult decisions over a single IO and don't see myself dropping slots into travel powers. To be completely honest, and I am not saying this in a snarky way, this change favors a lot the casual players who randomly slap slots semi randomly all over their build. The only way would be for travel power IO sets to be reworked to give significant bonuses that would allow them to be alternatives. I have several builds that have Brawl and Boxing slotted with Kinetic Combat for the S/L defense, powers I am not going to use. I would happily allocate these slots to my travel powers if I could get the same bonuses there. I often try to disperse those muled slots from Brawl to other powers that I will actually use. Even if the end result is the numerically (or a bit worse) I prefer those slots augmenting power I do use, even if it's just, for example, a few % more in To Hit (when I'm already at the softcap to hit +3 anyway). But this may be the next thing down the line. We were given this, which exposes the weakness in the travel IOs. So maybe they will work on that part next. Or maybe not and we are to rely on gimmicks like the jump pack.
  22. On the other hand if I agro two packs the world should not end as many in this thread seem to be indicating. And what happens if I agro two packs is part of them wandering off to pick at the team.
  23. +5 endurance reduction (Ok, ok, radiation armor sweats endurance). Toggles are terrible places to place procs. -res procs are something that very limited use outside of pylon tests and then on a toggle where they only have a chance to go off every 10 seconds means that if people that slotted it so were to sit down and test it they might notice no numerical difference between it existing in the build or not.
  24. Hasn't this been going on for ten years or so? When it finally comes out we will be using VR sets and threadmills.
×
×
  • Create New...