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Posts posted by WumpusRat
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I slotted mine with the full Cupid's Crush set. The set bonuses are all awesome, gives a ton of recharge, and occasionally a giant spiked tentacle will confuse a target so that they start shooting their allies, providing even more CC.
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1 minute ago, Erratic1 said:
That was my point, because the thread has ignored that can be the motivation and broadly labelling chasing Def as a bad thing.
So yes, it is condescension.
Eh, I don't see it that way. It's a preference in the way to play. Chasing def DOES mean you have to build in certain ways, take specific powers/enh sets/etc just to achieve that goal. Whereas going by concept means you can pick different things, though if you're adhering strictly to a concept it has the same limitations on what you can pick.
Its no more condescending than saying "Which do you prefer, strawberry or chocolate ice cream?" and having people weigh in on the pros and cons of each.
Then you'll have someone go "but what about neopolitan?!"
Nothing says you can't like both, or mix them. 🙂
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I like the "calendar photoshoot" going on on the little island just east of the tram station.
It seems to be random whether or not it's there, and if the person posing is a male or female.
It's a couple of photographers and one of the Blackwing people lying on a bench in a sexy pose, clad in the helmet, gloves and boots, and a bikini/speedo.
Laughed my butt off when I first found it. 🙂
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1 hour ago, Erratic1 said:
The condescension and, "Concept is king, min-maxing is bad" bit that's been going on is tiresomely uninformed. Yeesh...where to start?
The Human Torch never, ever, not once gets mowed down by bullets. To the extent you see them fired at him in comics the bullets melt then flash away presumably into vapor. Somehow it is okay for however man Superman clones to be running around with Super Strength and Invulnerability but a Blaster builds to make Council bullets as effective against them as they are against the Human Torch and its min-maxing*. Concept is king? Maybe the blaster is supposed to be using his powers conceptually to avoid ranged attacks.
...and that would be part of the concept, would it not? Nothing says a blaster's concept CAN'T be something like that, if that's your idea for the character.
It's not "condescension", it's simply a preference. I don't think minmaxing is "bad", it's just not my preferred way to play. I don't chase the meta, I just build what I want to build for the concept I have.
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Generally my characters are built with a concept in mind, and I set their slots and such up to reflect the concept. Though I will certainly try to make them as durable as I can within that concept.
While I do like getting reasonable amounts of defense and resists, I don't really try to 'softcap' unless the concept for the character is someone who is meant to stand there in melee and not go down. A few of my characters have hasten (my two dominators and several of my trollers, as well as one mastermind), but most skip it. I'll take a resist power from one of the epic/patron pools if I think it'll fit the character concept, but if not I'll figure out something else to take instead.
Generally if I take hasten at all I'm going to try and push to make it perma, simply because if I AM taking it, it's to crank down the recharge on one or more powers in the primary or secondary that have enormous recharge times, and I want to get them down as low as possible. My ninja/empathy mastermind has perma-hasten, in an effort to bring the regen/recovery auras down to as close to perma as I could get them. One of my doms is an illusionist, so I wanted to get phantom army perma, and the trollers that have hasten are /nature and /marine, so I wanted their big buffs up as much as possible.
But basically it's concept first, then mechanics. If it comes down to it, I will abandon mechanics for concept, but I will not abandon concept for mechanics.
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I just picked it up on my two plant users (one dom, one troller), and it's definitely worth taking, even if you don't bother slotting it.
It's VERY tanky, and can snag aggro from up to 5 mobs for a few moments, letting you unload your bigger controls without immediate reprisal.
I'm going to have to experiment with various taunt sets on it and see what kind of mileage I can get.
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I'm a huge fan of it, personally.
I hated the fact that sleep before was basically either skipable, or its only use was to turn it into a proc-bomb on the sets where the sleep did some minimal damage, like Symphony.
Now sleep is an entirely viable form of CC. It's like a second aoe hold for a lot of sets.
My symphony bard is a true CC monster now. Aoe sleep, aoe stun, aoe hold, aoe fear, aoe immob, and a confuse on top of it.
"Stand still and allow me to play your requiem..."
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I have several characters that have full suits of armor as their primary costume, and have whichever armor set I feel works for the concept.
A few examples:
The Fighter (from my 'reverse isekai'd D&D characters' group): Shield/Axe tanker. She has enormous amounts of defense, which thematically is from both her shield AND her plate armor that she wears. It's made of mithril, which makes it incredibly durable and light, so she can leap and run in it without hindrance. She also has capped smash/lethal resist, so that even if something DOES manage to get past her defenses, the "armor" still blocks most of the physical blow.
The Power Armor Girl: Energy Blast/Invuln Sentinel. She's basically thematically similar to Iron Man, in that she's got a suit of armor that allows her to fly, shrug off attacks, and fire pewpew energy blasts at things. She's durable, and most damage just glances off the armor (due to high defense) or doesn't hit very hard if it does get a direct impact (resists).
The Paladin (also from the reverse isekai group): Willpower/Katana tanker. Like the fighter, she wears full plate armor, but doesn't use a shield. So she doesn't have quite the defense that the fighter does. She does, however, have enormous melee defense due to her skill with a sword, able to parry and deflect attacks (set bonuses and frequent use of divine avalanche). The armor absorbs impacts (resists), and her abilities as a paladin can restore her health if she starts to falter (regen).
I have a ton of other characters who wear armor (both medieval and high-tech) and simulate the protection through various armor powersets, or other abilities (toughness, epic/patron armor powers, etc).
But it's pretty easy to come up with a "heavily armored" character and simulate that armor with one of the many armor sets.
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38 minutes ago, baster said:
I can appreciate that you feel differently about it and actually enjoying it. That is nothing wrong with that and we are all different at least somewhat which makes sense, life would be hells boring if we ware all the same.
That said I'm sure everyone played WoW at one point in their gaming carrier and I don't know if upu remember how much of a drag the blue mana bar was on the gaming experience. It took so much fro emersion in my opinion. Later they solved this to the point where it wosent an issue whatsoever and it felt like you could go fighting for days before having to warry about it.
That didn't brake the game but made it better and more emersive in my opinion.
All though classic wow has great many things to offer that are better then the layer expansions especially pass Lich King, some of the later quality of life improvements defrnitly make sense and are greatly appropriate.
I think making endurance maybe not zero but at least much less of an issue especially for the most endurance hungry sets such as Axe, Spider Soldier and I'm sure several more I haven't had a chance to play yet a lot more enjoyable gaming experience for most players. Agein my opinion looking at the world though my eyes. One vantage point of billions.
See, I disagree when you say that running out of endurance "breaks immersion". Personally, being able to "fight for days" when you're just starting out seems less immersive.
A brand new hero isn't going to be as well-versed in their abilities, won't be able to manage the strain of using them and pace themselves as easily.
More experience (and mechanically, more slots, better slotting, etc) allows the character to fight more efficiently and effectively, using their powers with less strain.
And in the late-game, when you're fully slotted and have as many holes in your powers plugged as possible, you can "fight for days" without worrying about most things.
Managing your endurance for a character is part of the game. If you're struggling with the willpower set, you're definitely doing something wrong.
How many slots do you have in stamina? How many slots do you have in quick recovery? Do you have SO's in them? How many end reducers do you have in your powers?
Are all the SOs up to date?
My shield/axe tank was struggling with end issues all the way to 50, and I would constantly tinker with the build to try and get a bit more duration of her capacity in combat. Now that she's got her "final build" done, she's got no end issues at all (unless I run up against stuff that drains end), and she can "fight for days", as long as I don't go too ham on stuff. No using my biggest end attack on something that has a sliver of health left, for instance.
So no, making endurance "a non-issue" wouldn't add any more fun to the game. It would just be removing a layer of complexity from the game. "Dumbing it down" as it were.
End is fine. As a new player instead of asking something to be removed to make it easier, ask for advice on how to deal with it.
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One of my favorites was a gravity/trick arrow troller I made, who abused the hell out of Dimensional Shift.
Drop DS on a pack of mobs, drop an oil slick, disruption arrow, acid arrow, step into the DS and light the oil slick, step back out.
Watch the mobs flail and burn while heavily debuffed. Pick off any that manage to extricate themselves.
Rinse, repeat.
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Most of my characters don't have hasten. The few that do are generally characters with powers I want to bring down as close to perma as possible (Overgrowth, Phantom Army, Carrion Creepers, Serum, etc), or on my couple doms in order to get perma-dom. Most of the others don't bother, since it's easy to get 4-5 attacks with a smooth attack chain, especially if I mix in a cone or pbaoe even against 1-2 mobs.
Taking hasten seems like "wasting" a power pick and pool a lot of times since in order to get the most out of it you kind of need to try and bring it down to perma or as close as possible, at least imo, which means being forced to build for as many recharge bonuses as possible, rather than other set bonuses that might push the character towards benchmarks I'd rather have (capped resists, zero endurance issues, etc). I don't tend to lean on incarnate powers to get around weaknesses, so I tend to build within the concept to account for as many of them as I can.
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1 hour ago, The Chairman said:
Do you monitor Last Hit Chance? I felt like I was missing a lot yesterday, but my Last Hit Chance never dropped below 95%.
Yeah, the CoH rng has always been extremely finicky. The reason the streakbreaker got put in place originally is because we complained so much about streaks of misses with 95% to hit.
Nothing like having 95% to hit and missing ten attacks in a row.
These days I still see stuff like "Miss, streakbreaker forced a hit, miss, streakbreaker, miss, streakbreaker, miss, streakbreaker, miss, streakbreaker."
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1 hour ago, Psyonico said:
I like the idea of an “elementals” mastermind
something like fire imps/ice elementals/animate stone with stone spear/some frost attack/fire breath
I put a writeup of an elementals set like that the other day in the suggestions forum.
As far as other MM sets, generally the theme they follow is something somewhat "generic" rather than tied to any specific faction/group, so as to not limit the players' concepts.
Stuff I'd like to see:
Elementals
Goons (guys in suits, or the old Batman style thugs with black shirts that say "Thug" on it)
Spirits (with dark/psi powers)
Dinosaurs
Medieval knights/archers
Animated Objects
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Let's see...
About 40 of them: Reverse-isekai'd D&D characters ported into Paragon.
Two of them: Twin sisters who were part of the Tsoo, but broke off due to conflicting moralities and now fight each other to prove who's right.
10 or so: Small aliens who chased a Rikti ship to earth and now hunt them planet-side.
Several: Pulp-era heroes who were frozen in time and have come out in the modern age.
A creation made by a dying inventor who perished at the hands of the Clockwork, and now hunts them exclusively to avenge its creator.
A girl who streams her crimes and taunts heroes during them, hoping to lure bigger and bigger names out so she can stream them getting their asses kicked.
An immortal French mage who was part of the Circle of Thorns but now ends up arguing with the Midnight Squad more than anything.
A healer defender whose mind completely shattered during the Rikti destruction of Galaxy City and used up all her power to bring the corpses of her dead team back to "life".
A woman who has absolute post-cognitive hindsight, and spends every day trying to narrow down the number of horrible past day's crimes she sees every night at midnight.
A narcissistic egomaniac who believes she is so far superior to everyone else that she only commits the most ludicrous of crimes just to annoy people.
A tiny "shoulder devil" who has convinced a number of white-collar working guys to become an outlaw biker gang.
Several more: Elemental spirits given form and now wander Paragon and the Rogue Isles enjoying themselves.
And a ton more.
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I've been noodling around with the idea for a while, but never got around to posting it. So, here we go.
Since MM primaries are meant to be somewhat "generic", this would be another set that isn't strongly tied to any one faction, and provide a variety of attack and damage types (similar to Demons) as a primary.
Tier-1: Summon Lesser Elementals
Summons 1, 2, or 3 minor fire elementals (can use Fire Imps model).
Base attack: Flares
Upgrade 1: Fire Bolt
Upgrade 2: Fireball
Base resists: Smash, Lethal, Fire, Psionic, enhanced by the first upgrade power
Base defense: 5% positional
Tier-2: Flares (single target attack)
Same as the Fire Blast set, just with Mastermind scaling
Tier-3: Lightning Bolt (single target attack)
Same as the Electrical Blast set, just with Mastermind scaling
Tier-4: Empower Elementals
Increases base resists of all elementals, adds new powers
Tier-5: Upthrust (targeted aoe attack)
Same as the Seismic Blast set, just with Mastermind scaling
Tier-6: Summon Elementals
Summons an Ice elemental (first summon, use Ice Elemental or Jack Frost model) and an Air elemental (second summon, use scaled down Tornado or Water Spout model)
Base attacks (ice elemental): Ice Bolt, Ice Sword, Chilling Embrace
Base attacks (air elemental): Gust, Jet Stream, Lightning Field
Upgrade 1: Ice Sword Circle (ice elemental), Chain Lightning (air elemental)
Upgrade 2: Greater Ice Sword, Bitter Ice Blast (ice elemental), Zapping Bolt, Lightning Strike (air elemental)
Base resists: Smash, Lethal, Cold, Psionic (ice), Smash, Lethal, Energy, Psionic (air)
Base defense: 10% positional
Tier-7: Summon Water Elemental
Summons a water elemental for a moderate duration, that augments the currently active pets while it is summoned, use Barrier Reef model
Attacks: None
Other powers: Shifting Tides (self-buff, affects other elementals), Watery Barrier (absorb buff for all minions while active), Ocean's Embrace (cold resist buff for all active pets)
Base duration: 60 seconds
Base recharge time: 255 seconds
Tier-8: Summon Greater Elemental
Summons an earth elemental (use Animate Stone model)
Base attacks: Stone Fist, Stone Mallet, Hurl Boulder
Upgrade 1: Fissure, Entomb, Mud Pots
Upgrade 2: Seismic Smash, Stalagmite
Base resists: Smash, Lethal, Toxic, Psionic
Base defense: 10% positional
Tier-9: Elemental Fury
Increase base defense of all elementals, adds new powers
Obviously all the attacks and things would be scaled to fit the pets. The tier-1 pets are purely ranged, while the tier-2 and tier-3 pets are a mix of range and melee. The water elemental was both to add the quintessential "four elements" representation. The recharge is long enough that it's hard to make perma without a dedicated build towards it, much like getting Serum or Soul Extraction permanent, and is there to essentially be a damage boost and bit of protection, along with a thematic cold resist buff. The elementals having resistance to psionic damage is due to the fact that they're essentially mindless manifestations of an elemental effect, and don't really have "minds" in the traditional sense, hence they're harder to damage with mind-affecting abilities.
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I had a similar idea for a new MM primary, but mine was more of just "elementals" rather than one specific type. I'll go ahead and toss it into the suggestion forum as well.
As far as earthquake, yeah, that shouldn't be there to be honest. The 18th level powers aren't really meant to be crowd control/attacks/etc. They're meant to be pet-buffing or augmenting things, or in Thugs, Necro, Robotics and Demons' case, an extra (temp) summon.
Replacing it with something like "Earth Ward" that gives all your pets an absorb shield, or "Strength of the Earth" that gives them a strong heal over time for 30s or something would be more in line with the typical MM tier-7's.
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Oh lord, where to start. I'll just post the MM stuff that I'm still grumpy about:
1) Finally rework Thugs, Demons and Beast Mastery to bring them in line with the other updated MM primaries (the upgrade powers doing SOMETHING, not just being a 1-slot end reducer power), fix Beast Mastery so it's not the absolute bottom-tier primary with so many bugs. When the first pass for the other sets went live, the others were said to be worked on "soon". That was almost 3 years and 4 major updates ago, and there's been no word since.
2) Fix MM Mercenaries so they're not stuck with double-time animations on all their summons and upgrade powers. They're supposed to be 2 seconds each. They've been stuck at 4s for years. I bug-reported it years ago and was talking to one of the devs about it, but it's never been fixed.
3) For the love of all things spandex, a new MM primary. Please. Pretty please? It's the only AT in the game that hasn't gotten a new primary in 14 years.
4) Come up with some way to not penalize the MM primaries that don't have a "spare" pet power. Right now Mercenaries, Beast Mastery, Robotics, and Ninjas all struggle to slot the aura IOs while still maintaining full acc/dmg/end on the pets. 6 slots out of 18 max is a heavy price to pay to make the minions slightly more durable. Ideally I'd love to see the upgrade powers just able to slot the pet sets, even if they do nothing, purely for being able to just throw the aura powers in there, as well as make the 18th level powers on Thugs, Necro and Demons more than just a mule for the aura powers.
5) Pet customization. If nothing else, allow us to recolor things. This has been something I and every other MM player has wanted for aaaaaaages. Pretty please?
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On 6/15/2025 at 3:14 AM, tidge said:
Never forget that the game's rewards are 99.9% tied to defeating enemies, so there should be NO cause for concern if a whole bunch of similar ATs have nearly identical "clear times" by whatever metrics once they have access to all of their primary/secondary powers. When we see full-kit builds using Epics, Incarnates, and IOs finishing identical content within a minute of each other... this is NOT something to get ego-bruised if a personal feeling that "X should be faster than Y" isn't born out by that result. The 0.1% not strictly tied to defeats is the rando Prismatic reward tied to mission completion.
I think I'm really curious as for the people arguing balance back and forth if they're comparing the ATs and builds and such the way balance is supposed to be achieved?
As in, SO's only. No IO sets, no incarnate powers, no temp powers, etc.
Cause just from personal experience, I think it would shake out a lot differently if people were using purely SO'd builds instead of fully tricked out ones.
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33 minutes ago, Heatstroke said:
Admittedly when I made that post Arsenal Control and Assault didnt exist.
Arsenal is interesting, but I definitely want water and wind control. There are enough wind-based powers in the game that you could probably put together a decent setup for a wind assault set, too. You could make the wind pet function a lot like singy, with throwing people around and tossing wind blasts at people.
<edit> Are you sure it didn't exist? I'm fairly sure Arsenal control/assault came out in april of last year, so like 9 months before your post. 🙂
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On 2/15/2025 at 5:07 AM, Heatstroke said:
Ive been saying for YEARS there needs to be Water Assault for Dominators. I think Dominators are pretty much the forgotten class in this game.
Still waiting for Wind Control too.
While water and wind controls would both be fun, I don't think dominators can claim to be "the forgotten archetype" in CoH.
That title belongs to masterminds.
Who have not gotten a single new set since 2011.
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While it's not quite the sense of euphoria I had the very first time I picked flight and lifted off the ground into the air, I still get a little giddy when I grab flight as a travel power.
Floating up into the sky and looking around, swooping through the skyscrapers in Steel Canyon, landing on top of buildings and looking around at the view in the various zones.
Reminiscing about playing "punt the minion" off the top of buildings in Kings Row...
I'm still having a ton of fun, 20 years later.
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I hoard temp powers like they were going out of style. I'll go out of my way to collect them just to have them.
Use them? Why would I use them? I might need them someday!
And it's not just temp powers.
Inspirations, too.
I hoard everything.
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5 hours ago, Uun said:
I like the current version of Dimension Shift. Not only can you turn it off when you want, you can enter the phased area and fight the foes inside the bubble. My Gravity controller is /Storm, and it's great fun to drop Lightning Storm and Tornado inside the bubble and watch the popcorn pop.
I have a gravity/trick arrow troller, and dimension shift is great fun on her. What I do is drop the shift down on a group of enemies, set down all my debuffs, then step into it and light the oil slick on fire, then step back out. The enemies all tend to burn to death and can't shoot at me except for the brief moment I step inside to light the oil.
Once I got used to it, it became my go-to tactic since it works really well, though it takes a bit of time to set up (like most TA stuff).
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The way I tend to earn money is something like this:
Starting out on a brand new character, grab all the stuff I want off the START vendor (usually Reveal, Secondary Mutation, and 2x exp just to get past the first few levels more quickly so I've got a couple powers), and start running through story arcs, TFs, etc.
By around 20th or so I usually have 30-40 merits, at least. I'll turn them into boosters and sell them, and the character will then have around 6-7 million inf.
At 22nd level I'll replace the SOs with 25th level IOs, as they don't need to be replaced, they're not very expensive, and they're around the same potency as an even-level SO.
Once I hit 35 or so I'll start swapping out to IO sets, building slowly towards my final build.
By the time I hit 50, I usually have another 400-500 merits, and I can turn those into more boosters and thus into more merits. Usually around 100 million or so.
If the ones I need are too expensive (LotG, Panacea, etc), I'll spend some merits on converters and flip stuff to get what I want. It usually doesn't take more than 1-2 million inf worth of converters to flip something into a piece I want (less if it's already the same type, and even less if it's already part of the same set).
My builds typically end up costing me a total of around 400 million or so all told (I don't tend to slot purples, and not a lot of PvP recipes), and I pay for by selling boosters.
Combat log
in General Discussion
Posted
You can also set up tabs to monitor only certain parts of combat.
On several characters I keep track of personal damage, pet damage, hit rolls, and healing all in different tabs.