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thorsmitersaw

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Posts posted by thorsmitersaw

  1. It probably wont happen. Though if the guys running this homecoming stuff made a campaign to raise money to fund it I would donate hundreds...

     

    I have wanted to reskin thugs as the Family/mobsters since the original game was live. I was so disappointed with how awful thugs looked, I was sure when I heard they were coming they would be mobsters with names like thug, enforcer, gang war... etc. Oh well.

  2. can someone clarify to me why my dudes stand around and do nothing in defensive mode? That is the only mode in which I share damage with them right? Well I seem to only be able to get them to attack anything if I have them attack my target, which immediately pulls them out of defensive mode.

     

    Use the command the default attack command aggressive and change it to defensive.

     

    what?

     

    the attack my target command immediately puts them into aggressive. can you edit the command?

  3. That's really what I was afraid of. I miss old PvP from when CoV launched. God that was so much fun, and I remember being in RV, and seeing pretty much every AT. That was so much fun. I have a feeling I'm about to be disappointed when I PvP next. Maybe we will get lucky and these guys will fix it.

     

    What more do you honestly want? Doms, Corrs, Stalkers, Blasters, Defenders, a few controllers all have very strong builds in PvP from 1 v 1's to 8 v 8's.    As the Banana man posted above, Brutes and Tanks fill a role, it isn't an exciting one but they still have a place.  Veats still mess with stalkers and have some disruption with web nades.  Masterminds will always be annoying for people who fight into them.  People still enjoy fightclub where 2 melee slug it out so scrappers, brutes and tanks have their own little world of PvP.

     

    What is left? Khelds not really bringing much to PvP?

     

    where can I find some of these build about what makes a good dom, mastermind, corr, defender for pvp? I never really got much into it and still am clueless what to build for with any of these. I used to play around with my Trick arrows arrows defender in RV and had fun especially with a  team.

  4. can someone clarify to me why my dudes stand around and do nothing in defensive mode? That is the only mode in which I share damage with them right? Well I seem to only be able to get them to attack anything if I have them attack my target, which immediately pulls them out of defensive mode.

  5. yea. no. please no. no heals. I specifically chose this defender back in the day because it had no heals and I was not expected to be babysitting everyones health. I much prefer to be crowd control and debuff goon with some ok damage. still not sure if I would have more fun this time around rolling him as a defender or a corrupter? are the debuffs on corrupter much weaker?

  6. With the source code out, anything is technically possible. Its more about how much effort are people willing to invest into it.

     

    pretty sure id donate to this specific cause if they did a patreon or whatever.

  7. trick arrow is already fixed, it's called tactical arrow now

    Aren't you clever, I bet you're fun at parties. Tactical arrow isn't available on Corruptors/Defenders. Go away troll.

     

    the thing is tho, I feel like he has a point. I was looking at tactical arrow and was thinking it seems to make me think the few more crowd control abilities I have as trick arrow are not really more over the leg up of the blaster damage. I was already considering if I would want to play my trick arrows guy as a corrupter instead of a defender this time around, and this blaster combos is making me consider leaving that set entirely.

  8. Archery: Lethal damage mostly, overall good, Rain of Arrows is excellent, downside is no secondary effect to speak of.

     

    One big downside with Rain of Arrows is that it is a DoT and has an activation time like a snipe, and once you start, the location of the AoE is fixed -- if whoever is holding aggro on the mobs drags them around, or some fool Blaster pulls aggro of them and they run over to him, you can be left watching your arrows rain down on open ground, unhindered by the presence of any mobs to absorb the arrows. It can be incredibly situational if the rest of your team is more mobile.

     

    I presume most people are also using something like trick arrows which has glue and oil slick which basically 100% ensures no one is running anywhere.

     

    When I played on the old live servers, my trick arrows/archery defender was the only defender I had enough fun playing that I got him up to level 46. I never took a travel power to keep him within my vision of the character (though I did take combat jumping, hurdle, and swift and effectively had a mini-super jump). I never felt underpowered, just more like a soft controller than what people expected from a defender. I refused to take aid other from medicine and when asked if I had heals in a PUG would just reply no, but I can do a hell of a lot more than that. Of course this was before cold domination was a thing and when I look at that set now I feel like it does everything I did and also shield people. so I dunno. I am thinking about rerolling that guy again and trying it out again.

  9. Don't trick newbies into making a Trick Arrow defender because they wanted to be Green Arrow and you told them to 'play what they want'. Trick Arrow is decent in the hands of a veteran player who knows how to optimize their build and afford set IOs, but nobody deserves to suffer through Trick Arrow as their first character.

     

    this was one of my characters on the old live servers before sets and IOs and whatever all that crap is. I had a blast. And I never took a travel power either. I got kicked for not having heals sometimes by ignorant jerks, but I was always useful and I always felt like I added a lot to the team.

  10. If you go Mercs it's almost mandatory to slot an Achilles Heel Proc for -20% RES into the Soldiers Power. All of the soldiers attacks can proc it.

    Low effort to make all of the Merc Pets a bit more viable in the damage department.

     

    You could also slot the Universal Damage Proc (Knockback to Knockdown) into the commando, so that he doesn't scatter all the mobs.

    Many Merc attacks are cones and it's better to keep the Mobs tightly packed.

     

    ...how do you slot for procs? I don't remember this from the live game when I played? are these some newer kind of power enhancement? something to do with the crafting thing I also missed?

  11. Yup, there's 6 "must have" IOs now. Get all 6 and your pets have 35% to all resists and 10% to all defenses except AoE which is 25%, as long as they're within Supremacy range.

     

    Not even counting any resists or defenses they may bring to the party on their own (Such as Protector Bot shields, or Enforcer Maneuvers)

     

    What is an IO?

  12. can someone link me to a guide about this incarnate stuff? I stopped playing live long before this and have no idea what anyone is talking about...

     

    also what are all of these double enhancements like "Def/Rchg"? Is this from the invention stuff I also missed out on?

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