I'd say yes, but my highest hero is 35 (fire/elec blaster), so I'm not sure if I qualify. I still have nightmares about the Eden trial... that was back when you herded the entire room into the craters and just AoEd the shit out of everything. We were doing so well, but the Crystal King whipped our ass so bad it wasn't even funny. Never were able to kill him. We ended up saying "screw this" and gave up.
By the way... DE are a nightmare for my stalker solo.
Also bear in mind that Devouring Earth have this unnerving tendency to ignore tanker taunts outright, then charge straight through the pack to one-shot the Blasters. (And usually ONLY the Blasters, though I've seen them run right at Controllers, too. In neither case had the squishy done anything to aggro them, either. They just GO FOR BLASTERS.)
Ok, so I bought the cyborg pack... and attached it to my account at PlayNC... but I can't seem to get any of the cyborg options when I go to the face tailor. What am I doing wrong?
Also bear in mind that Devouring Earth have this unnerving tendency to ignore tanker taunts outright, then charge straight through the pack to one-shot the Blasters. (And usually ONLY the Blasters, though I've seen them run right at Controllers, too. In neither case had the squishy done anything to aggro them, either. They just GO FOR BLASTERS.)
They enjoy teaming up on blasters, too. The Lesser Devoureds know to wait for the Fungus Amongus guys to sleep you before coming in and playing pinball with your ass.
Ok, so I bought the cyborg pack... and attached it to my account at PlayNC... but I can't seem to get any of the cyborg options when I go to the face tailor. What am I doing wrong?
I have had it work on new characters, but haven't tried an old one. I'll check it out tonight and let you know. But, I didn't have to do anything special.
Oh also did you guys run around those three bridges to get the Ambrosia inspirations you need to survive the Crystal Titan's footstomp attack?
Yes, but from what what I recall (this was four years ago or something), they either ran out somehow or didn't do the whole job. We had a good group going, but he just ate our lunch repeatedly and we ran out of time by the time it looked like we were going to get him down.
Yes, but from what what I recall (this was four years ago or something), they either ran out somehow or didn't do the whole job. We had a good group going, but he just ate our lunch repeatedly and we ran out of time by the time it looked like we were going to get him down.
Eden's not too bad provided you have a well balanced team. Generally, at least 2 buffer/healer types, 3 offensive types, 1-2 control/debuff types and 1 tank is about an ideal balance. Then all you need to do is make sure that before you hit the crystal titan the members of your team (especially those who are fighting in melee range) have at least 3 of the ambrosia inspirations each. Make sure everybody pops one ambrosia just before they engage the titan, and make sure people do NOT try to stack more than one. You can only have one ambrosia active at a given time anyhow.
being the only brute in a large group is like being a celebrity
A celebrity with no Fury.
does that make a big difference? I've gotten it halfway through and not noticed a bunch
Building Fury and keeping it up will make a big difference in your damage output, but if it's a strong group it might not really matter. Just keep hitting your attacks as they recharge, and grab some aggro. Attacking and being attacked build your Fury (even if the attacks don't hit). Maybe set Brawl on auto by control-clicking it (just be careful what you target when you have any attack auto'd), which will make it fill-in when your other attacks are recharging.
And on the flipside of what Pb said, being in a group full of other meleers can make you a nobody, also with no Fury.
HarshLanguage on
> turn on light Good start to the day. Pity it's going to be the worst one of your life. The light is now on.
being the only brute in a large group is like being a celebrity
A celebrity with no Fury.
does that make a big difference? I've gotten it halfway through and not noticed a bunch
Fury is the basis for damage when it comes to Brutes. They usually benefit from slotting for recharge and endurance over damage because attacking more often and for longer will generate better results than slotting for straight damage.
So ok tonight for Eden doens't work out so I've posted Saturday night as a day we can get this done. I'm thinking something like 8 pm EST/5 pm PST.
Interested parties just add your name and character.
Ghost - 50 blaster or 50 Scrapper or god help us all 40 WS.
Looked up the level requirements, and I don't think it's possible for me to level my 35 blaster to 39 by then. I don't level quickly/efficiently, especially when soloing as a blaster.
Or more simply, Brutes need fast-recharging skills. My Brute is the only character I have who uses Brawl.
In my experience, I've had luck using the really fast-animating attacks (e.g. shadow punch, havoc punch, barrage, bone smasher) to build fury up quickly before dropping any bombs (e.g. thunder strike, total focus). I seem to actually lose about as much fury during the animation of the big-hitters as I gain by landing them, so it's seems better to chip away with the small attacks before dropping the bombs rather than start out with the bombs as you normally would with other ATs. Once the fury bar is filled, the heavy-damaging attacks will really start to shine, so and I put damage enhancers in those to really add to the pain.
So I started playing this today, and I had a decent amount of fun. I'm a Tech Blaster with Energy as my secondary. Did I do a good? A bad? How do I join the guild or supergroup or whatever?
So I started playing this today, and I had a decent amount of fun. I'm a Tech Blaster with Energy as my secondary. Did I do a good? A bad? How do I join the guild or supergroup or whatever?
Energy is a good secondary.
/chanjoin "Penny Arcade" will let you join our global channel. After that right click your little chat tab on the chat window and add penny arcade and set it to default. You can then click the tiny little A at the bottom of the chat window to talk to us(there are also binds and such for talking in the channel if you are interested).
You can ask someone in the channel to toss you a supergroup invite if you want but that is just a formality.
Ok, so I bought the cyborg pack... and attached it to my account at PlayNC... but I can't seem to get any of the cyborg options when I go to the face tailor. What am I doing wrong?
Ok, so I bought the cyborg pack... and attached it to my account at PlayNC... but I can't seem to get any of the cyborg options when I go to the face tailor. What am I doing wrong?
Did you maybe not add it to your CoH game account somehow? I would email to [email protected] or PM Lighthouse on their forums.
Ok, so I bought the cyborg pack... and attached it to my account at PlayNC... but I can't seem to get any of the cyborg options when I go to the face tailor. What am I doing wrong?
Did you maybe not add it to your CoH game account somehow? I would email to [email protected] or PM Lighthouse on their forums.
I'm unable to duplcate your problem, Raggaholic, with a new or an old character, so you might want to follow Corvus' suggestion here.
Good morning! When we announced Issue 13: Architect a couple weeks back, we were overwhelmed by the positive response. Much of the feedback was centered around the Mission Architect system which allows players to create their own missions and story arcs. We have been actively following forum threads and private messages about the feature, and have even discussed it with players in person at the Penny Arcade Expo in Seattle.
It became apparent that you guys really want this feature, but in order to fully realize your dreams of writing your own missions you need creative control in one more key area: The ability to create “customized” characters to fight with or against in your missions. Adding custom characters has always been on our Mission Architect feature list, but we had considered it a “stretch goal.” That is, we could launch the system without this feature because our confidence was high that the rest of the system was incredibly robust.
But after listening to you guys, we realize that this feature simply must be in at launch. You have convinced us that it is an integral part of the Mission Architect, and we have reworked schedules and timelines to accomplish this. Rather than push the launch of Issue 13 out completely for one (albeit really cool and very complex) feature, the Mission Architect is going to see a slight delay. What is not going to be delayed is the rest of Issue 13. To that end, the previously announced feature set for Issue 13, together with new features that we are announcing today, will become Issue 13 and Issue 14.
Issue 14 will take on the name “Architect” and contain the Mission Architect feature along with other features we’ll announce at a later date. We are planning Issue 14: Architect to be released Winter of 2009. Issue 13 is now called “Issue 13: Power and Responsibility” and be launched in the Fall of 2008.
Issue 13: Power and Responsibility
Issue 13: Power and Responsibility will contain the bulk of features we’ve announced previously, including:
• Shield and Pain Domination powersets
• Merit Reward system
• Day Jobs (that include a suite of new costume pieces)
• Additional Cimerora and Midnight Squad mission arcs
In addition, we have some other new exciting features to reveal that will be included in Issue 13: Power and Responsibility. These include:
• Leveling Pact
• Multi-Builds
• PvE & PvP Powers rebalancing
• Villain Patron Power Respec
• Supergroup Base Repricing
Over the coming weeks we’ll be providing more details about the above points, but let me give you an overview of some of them now.
The Leveling Pact: A new innovation to MMOs, this groundbreaking system allows you and a buddy to create new characters and have your XP be permanently in sync, whether both characters are online or not. You will always be the same level, even if your buddy plays ten times more often than you do! It’s sort of like “Extreme Sidekicking.”
Multi-Builds: Another innovation to City of Heroes, we are delivering the ability to have two different build-outs of each character, including which powers are selected and which Enhancements are slotted. This will now be possible for characters who want to take advantage of it. By visiting any Trainer you can switch the entire build of your character to an alternate one. You can use this separate build for whatever you like. If you wish to use different power selections for soloing and groups, you can do that. This even makes it possible to have different IO sets slotted for PVP and PVE. It’s up to you.
PvE and PvP Powers Rebalancing: Floyd “Castle” Grubb and the powers designers have been hard at work in finding ways to strike a better balance between the many powers in the game. The scope of what they are doing is too broad to go into details here, but we’re very excited and we’ll share more information soon. Suffice it to say that we know that you don’t want your PvE powers adjusted because of how they play in PvP, so we’re taking a new tact in power balancing with Issue 13.
Summary
Issue 13 was so big we had to turn it into two releases, Issue 13: Power and Responsibility and Issue 14: Architect. Issue 13 will be going into beta soon and launching this Fall. It will include most of the previously announced features of Issue 13, and then some. Issue 14: Architect will include the full-featured Mission Architect and is scheduled to launch to the live servers in Q1, 2009. I am really looking forward to getting Issue 13 into your hands as soon as possible, and starting off a kick-[censored] 2009 with the release of Mission Architect.
Matt "Positron" Miller
Lead Designer, City of Heroes/Villains
Narbus on
0
INeedNoSaltwith blood on my teethRegistered Userregular
edited September 2008
So... instead of giving us the baseline thingy (without badguy customization) in issue 13, they're going to make us wait until it's added in to give us anything at all?
So... instead of giving us the baseline thingy (without badguy customization) in issue 13, they're going to make us wait until it's added in to give us anything at all?
Ehh.
And once again, all the people bitching and moaning on the official boards cost the rest of us some really cool functionality.
The XP Pact, along with the dayjobs...
It seems they really want to reward us for not playing the game.
It's either that, or listen to months of constant bitching until they patch it in. I'm glad they're not going to hold up the rest of I13, though. And Q1 of next year isn't that far off.
Posts
Who has slept with who while I've been gone?
with everyone
oooooooh
did anyone notice he was gone?
anyone?
Now who is up for an Eden Trial tonight or possibly tomorrow?
By the way... DE are a nightmare for my stalker solo.
Also bear in mind that Devouring Earth have this unnerving tendency to ignore tanker taunts outright, then charge straight through the pack to one-shot the Blasters. (And usually ONLY the Blasters, though I've seen them run right at Controllers, too. In neither case had the squishy done anything to aggro them, either. They just GO FOR BLASTERS.)
XBL: Torn Hoodie
@hoodiethirteen
You probably have cancer now. Sorry.
I have had it work on new characters, but haven't tried an old one. I'll check it out tonight and let you know. But, I didn't have to do anything special.
Eden's not too bad provided you have a well balanced team. Generally, at least 2 buffer/healer types, 3 offensive types, 1-2 control/debuff types and 1 tank is about an ideal balance. Then all you need to do is make sure that before you hit the crystal titan the members of your team (especially those who are fighting in melee range) have at least 3 of the ambrosia inspirations each. Make sure everybody pops one ambrosia just before they engage the titan, and make sure people do NOT try to stack more than one. You can only have one ambrosia active at a given time anyhow.
A celebrity with no Fury.
Interested parties just add your name and character.
Ghost - 50 blaster or 50 Scrapper or god help us all 40 WS.
does that make a big difference? I've gotten it halfway through and not noticed a bunch
Building Fury and keeping it up will make a big difference in your damage output, but if it's a strong group it might not really matter. Just keep hitting your attacks as they recharge, and grab some aggro. Attacking and being attacked build your Fury (even if the attacks don't hit). Maybe set Brawl on auto by control-clicking it (just be careful what you target when you have any attack auto'd), which will make it fill-in when your other attacks are recharging.
And on the flipside of what Pb said, being in a group full of other meleers can make you a nobody, also with no Fury.
> turn on light
Good start to the day. Pity it's going to be the worst one of your life. The light is now on.
Fury is the basis for damage when it comes to Brutes. They usually benefit from slotting for recharge and endurance over damage because attacking more often and for longer will generate better results than slotting for straight damage.
In my experience, I've had luck using the really fast-animating attacks (e.g. shadow punch, havoc punch, barrage, bone smasher) to build fury up quickly before dropping any bombs (e.g. thunder strike, total focus). I seem to actually lose about as much fury during the animation of the big-hitters as I gain by landing them, so it's seems better to chip away with the small attacks before dropping the bombs rather than start out with the bombs as you normally would with other ATs. Once the fury bar is filled, the heavy-damaging attacks will really start to shine, so and I put damage enhancers in those to really add to the pain.
XBL: Torn Hoodie
@hoodiethirteen
Energy is a good secondary.
/chanjoin "Penny Arcade" will let you join our global channel. After that right click your little chat tab on the chat window and add penny arcade and set it to default. You can then click the tiny little A at the bottom of the chat window to talk to us(there are also binds and such for talking in the channel if you are interested).
You can ask someone in the channel to toss you a supergroup invite if you want but that is just a formality.
At low levels at least, DB brutes are just ridiculous slaughter machines.
Did you maybe not add it to your CoH game account somehow? I would email to [email protected] or PM Lighthouse on their forums.
If we don't have the numbers for it we'll run something the RWZ TF that is red and blu side for 35+.
It became apparent that you guys really want this feature, but in order to fully realize your dreams of writing your own missions you need creative control in one more key area: The ability to create “customized” characters to fight with or against in your missions. Adding custom characters has always been on our Mission Architect feature list, but we had considered it a “stretch goal.” That is, we could launch the system without this feature because our confidence was high that the rest of the system was incredibly robust.
But after listening to you guys, we realize that this feature simply must be in at launch. You have convinced us that it is an integral part of the Mission Architect, and we have reworked schedules and timelines to accomplish this. Rather than push the launch of Issue 13 out completely for one (albeit really cool and very complex) feature, the Mission Architect is going to see a slight delay. What is not going to be delayed is the rest of Issue 13. To that end, the previously announced feature set for Issue 13, together with new features that we are announcing today, will become Issue 13 and Issue 14.
Issue 14 will take on the name “Architect” and contain the Mission Architect feature along with other features we’ll announce at a later date. We are planning Issue 14: Architect to be released Winter of 2009. Issue 13 is now called “Issue 13: Power and Responsibility” and be launched in the Fall of 2008.
Issue 13: Power and Responsibility
Issue 13: Power and Responsibility will contain the bulk of features we’ve announced previously, including:
• Shield and Pain Domination powersets
• Merit Reward system
• Day Jobs (that include a suite of new costume pieces)
• Additional Cimerora and Midnight Squad mission arcs
In addition, we have some other new exciting features to reveal that will be included in Issue 13: Power and Responsibility. These include:
• Leveling Pact
• Multi-Builds
• PvE & PvP Powers rebalancing
• Villain Patron Power Respec
• Supergroup Base Repricing
Over the coming weeks we’ll be providing more details about the above points, but let me give you an overview of some of them now.
The Leveling Pact: A new innovation to MMOs, this groundbreaking system allows you and a buddy to create new characters and have your XP be permanently in sync, whether both characters are online or not. You will always be the same level, even if your buddy plays ten times more often than you do! It’s sort of like “Extreme Sidekicking.”
Multi-Builds: Another innovation to City of Heroes, we are delivering the ability to have two different build-outs of each character, including which powers are selected and which Enhancements are slotted. This will now be possible for characters who want to take advantage of it. By visiting any Trainer you can switch the entire build of your character to an alternate one. You can use this separate build for whatever you like. If you wish to use different power selections for soloing and groups, you can do that. This even makes it possible to have different IO sets slotted for PVP and PVE. It’s up to you.
PvE and PvP Powers Rebalancing: Floyd “Castle” Grubb and the powers designers have been hard at work in finding ways to strike a better balance between the many powers in the game. The scope of what they are doing is too broad to go into details here, but we’re very excited and we’ll share more information soon. Suffice it to say that we know that you don’t want your PvE powers adjusted because of how they play in PvP, so we’re taking a new tact in power balancing with Issue 13.
Summary
Issue 13 was so big we had to turn it into two releases, Issue 13: Power and Responsibility and Issue 14: Architect. Issue 13 will be going into beta soon and launching this Fall. It will include most of the previously announced features of Issue 13, and then some. Issue 14: Architect will include the full-featured Mission Architect and is scheduled to launch to the live servers in Q1, 2009. I am really looking forward to getting Issue 13 into your hands as soon as possible, and starting off a kick-[censored] 2009 with the release of Mission Architect.
Matt "Positron" Miller
Lead Designer, City of Heroes/Villains
Ehh.
The XP Pact, along with the dayjobs...
It seems they really want to reward us for not playing the game.