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Prior thread's over this way! So, how do I get in on Goon action? We've got a global chat channel. Type /channel_join SuperGoon into your chatbox. Also note that's singular, supergoon, not supergoons. If you mess that up and ask about why chat isn't working, you shall be publicly mocked. And... that's it. Seriously. If you play Star Trek Online you can even chat with goon in ChampO from there, and vice versa! There's some goon guilds/supergroups of varying activity levels around, but there's no real pressing need or reason to join one aside from a free costume slot. Guilds require someone to invite every alt you want in, while the chat channel can be joined at any time. There's almost always multiple people on, but not always an ongoing conversation. If it's quiet, speak up! If you hit a lair or a group quest or something, ask for a party! Yes, you can play the game for free! Despite originally launching as a pay game, Champions Online is now Free to Play. You don't even need to have bought a retail box, and you can even just download it off Steam if you like! A free ("silver") account doesn't have all the options of a paid subscription ("gold") account, and you'll be locked out of freeform power selection, have fewer character slots, and similar things. But you can play the game from start to endgame without ever paying a cent, and while you get more value for your money by subscribing you can purchase several benefits (such as character slots, costume slots, additional archetypes, etc.) from Cryptic's store for one-time costs. Subscription vs. F2P on their site shows what you can get. My advice to a new player would be to not worry about subscriptions until the point where you find Archetypes confinding, or think it's tempting to buy something off the C-store that a subscription would grant. Cryptic founds "Cryptic North" to help develop Champions Online! Twelve new staff members, most of the staff of Flying Lab Software (the folks who did Pirates of the Burning Sea). It's not exactly a surprise that ChampO's been... languishing on life support development, so hopefully tripling the size of the team will help things out. Vehicles are here! (11/09) Yes! All new vehicles! They're kind of like the "Become <X>" devices, except make you a flying tank or a fighter jet and thus are infinitely superior. And you can customize them, add equipment, all that sort of stuff! There's even whole entire missions focused around them, too! A full writeup on vehicles can be found on the official site. The cash shop ones cost $16.50. The Filling an obvious hole in the prior Champions Online power scheme, the patch adds an assortment of utility-gadget style powers, such as a complete assortment of boomerang attacks (and energy builder!), some smoke/gas grenade powers, and so on. It also changes how Stealth worked in the system. Instead of being a somewhat useless power on its own, it's now an offensive passive that include a toggled stealth that deactivates temporarily when you attack or otherwise show yourself and a high-damage ambush-style attack, all in one power pick. A lot of the new powers interact with it as well, or have advantages that make them interact, often doing more damage when used from stealth. In addition there's other related content, like alerts, costumes, and vehicle powers you can buy on the c-store. Silver players aren't left out in the cold too; there's the Night Avenger hybrid archetype that was released with it. Massive changes to the game happened! If you've played sometime in the past, a lot of central game systems have changed for the better. If you have a high-level character, you'll definitely be respeccing, and you'll probably need to spend a little time regearing. What's changed? Well, in no particular order...
Okay, that's cool. But why should I play this game? It's free, it can't be good, right? On the contrary! Despite a somewhat... shaky launch, Champions Online is perhaps one of the most fun MMORPGs to actually play right now, and has been improving constantly since release. In fact, it has several things that other MMOs don't, or don't do as well.
You had to ask, huh? While I have a great deal of love for ChampO, there's no point in mis-representing the game. You'll either appreciate it for what it is, or be disinterested quickly. But that's why it's free, right?
Okay, I'm in, and there's a billion options. How do I make a character that doesn't suck? If you're a free player, this one's pretty easy; there's Archetypes. Think of them basically as "classes" like in most other MMOs, pre-made builds along certain power themes ("big strong guy", "fire controller", etc). Unlike freeform builds, these are locked into certain roles, tank or support or DPS with the powers and chosen super stats to aid in that role. You have a few power choices along the way, and the choice of power Advantages are all yours. Even gold characters can use archetypes, and if you're completely overwhelmed you may want to try one. Except the Mind. Because it sucks. Some Archetypes, generally those released after the game went F2P, cost an extra fee if you're a silver player; gold players get all the Archetypes free however since you could just make them yourself with a freeform character. Also note that archetype characters don't have any choices in how they spend their specializations, as their trees are pre-chosen, but can still spec as desired within these trees.
But I have a subscription! What about Freeform characters? A lot of people get overworked about these, since there's so many options available. While there are helpful guides around on the official forums and elsewhere, a better idea would be to understand how the powersets are put together, and what you really need in a character. In general if you're inexperienced you'll want to pick a powerset and mostly stick to it, at least until the 20's; this gets you higher-level powers quicker, and the support powers in the set are guaranteed to enhance your attacks and such. What do you really need on a character though?
Don't be afraid to experiment. Even cross-set builds can work fine, if you have passive buffs that support them! If you don't know where to begin there, take a look at Quarry and Defiance, as both powers are set-agnostic regarding what they boost. If you need more in-depth advice, fellow goon Bluhman has done posts explaining the individual powersets and stat choices in greater detail. Note that many of the powersets have changed or had additions and revisions since the guides were written, but the general advice can still be useful.
So. Uh. Skip the spam. What doesn't work? The balance in ChampO (well, in PVE anyway) is better than it's ever been after the F2P patch, but there's still some sets that need... work. Archery, Fighting Claws, and Telepathy are currently the weakest sets in game right now. Archery is basically explicitly inferior to Munitions at the moment, and many of its powers have cooldowns (problematic with enemies that stun/knockback), although it has several powers (Quarry, Evasive Maneuvers) that work well with other sets. Fighting Claws is explicitly inferior to the other martial arts sets; it has absolutely no AoE (besides Inexorable Tides, which all MA sets share) and its Form is generally weaker than the rest. Dragon's Claws is the only power in the set worth taking, and it can be taken by other MA characters. And Telepathy is a dedicated support and crowd control character in a game filled to the brim with tankmages and where crowd control is weak enough to be nearly useless. There's not much else to say about it; it doesn't even have a toggle passive, and is in desperate need of review. Telekinesis and Power Armor have some problems too. Telekinesis is basically weaker than the other melee sets and has some problematic powers; fortunately there's a large patch on the test realm (as of this writing) and it will likely come out a lot better. Power Armor meanwhile works perfectly fine, but the fact the powers work differently than others (being toggled for the most part, and mutually exclusive in use with non-toggled attacks) means it plays really, really poorly with other powersets. Power Armor's buffs are really good, but you want to stay far, far away from its attacks unless you're a dedicated PA build. Despite my warnings, all of these powersets still work perfectly fine in game. You can and will be able to hit max level, likely with ease. They just aren't as good or have similar competing sets that work better in practice. It's just something to consider if you're a minmax sort. I hit the endgame! Now what? Roll an alt. No really. If you're a gold subscriber, you get a free alt slot for getting a character to 40. That isn't good enough? Well, to be honest Champions Online has always been a little sparse here, but as time has gone along they've been adding more endgame content, or group-focused content that works at every level. There's Lairs, such as facing off against the angel Therakiel or going against your nemesis. More recently however have been the adventure packs! More in-depth than a mission and longer than a lair while scaling in size and reward to the size of your team, they're quite fun and can be replayed as much as four times per day if you're so inclined. As of the latest patch, these are now free for silver players too!
If you're a Gold player, sign up for the Public Test Realm. In addition to the obvious chances to mess around with patches before they're launched, you can try out C-store purchases at no cost. While most of them are pretty obvious in what you get, the fact there's no refunds for C-store purchases is probably enough motivation to test things out there instead. You can even try out builds and the like, as there's an NPC outside of the Millennium City powerhouse that will boost your level (to any multiple of 5, anyway.) If you want a gold subscription cheap, go and buy a retail box. They're only $5 or so these days from Amazon, Best Buy, and the like, and even if you have an active account they give you a month free. Quite a bargain. Note however that you can only activate a key from any particular retailer once, so don't go and buy ten boxes from Amazon or something equally dumb. When you save a costume, it actually saves it as a jpg file, with the costume's data in the image's metadata. This means you can browse your costume gallery quickly (even if the actual image is low-quality, to keep file size down), and also easily upload and share them if people ask. What's that about a weapon draw macro? Normally there's no way to pose with your weapons drawn, if you're a powerset that uses them. Despite there being pose and walk animations for weapon powers, usually they automatically get sheathed/vanish a few seconds after using an attack power. But! There is one (probably a bug, but an unfixed one) method of avoiding this. First, add: /bind KEY PowersCancelAllActivations Of course replacing "KEY" with an actual... key on your keyboard you'd use. (Do I really have to clarify that?) Then all you need to do is get your weapons drawn normally; doesn't have to be in combat, you can just wail on a destructable object or something. Hit your key (let's say F12 for this). Then activate the power again, and hit the key again. So basically, use it twice in quick succession. This confuses the game a bit, and hooray, your weapon stays out. It may take a few tries to get the timing down though; if you're having trouble, wait a few seconds between attempts so you aren't messing up an otherwise successful go. It also only lasts until you activate an attack power again, but the only point of this is to prance around a costume contest or something so hey. Upcoming releases! Unfortunately, while Cryptic used to keep a Calendar on the official site listing upcoming releases, they've since stopped this since being bought by Perfect World. Any upcoming info has to be found off their official forums, twitter, or similar methods these days. In general though, Cryptic is basically the anti-Blizzard in terms of updates, favoring smaller but more frequent content additions, especially since the F2P patch has given them lots of . If it's been a while since something's been added, there's probably a larger patch en route. Outside links:
Asimo fucked around with this message at 05:18 on Jun 22, 2013 |
# ¿ Jul 7, 2011 22:51 |
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# ¿ Apr 28, 2024 14:27 |
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My vote is "character that most closely resembles their player". Also: The dark ages costume set is apparently missing a part or two, you may want to hold off there if this is important. Did the last mission of Aftershock, and it's pretty fun. Not very long, maybe twenty minutes, and heavily boss-focused. In fact, it's nothing but boss encounters, three of them, although one is in a "vehicle" and the last is a team-based battle against multiple supervillains. If you don't have an Asimo fucked around with this message at 23:44 on Jul 7, 2011 |
# ¿ Jul 7, 2011 23:04 |
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Bluhman posted:The OP link to the CO-Wiki also goes to the manual page. Just pointing out. Dammit. Also, Bluhman's tips are excellent. But yeah, I should clarify; the toggled Power Armor attacks don't play nice with other sets, but the non-toggled ones are fine to play around with. Only real downside is particle damage is only boosted by a few other offense passives; aside from the generic damage boosts like Targetting Computer and Quarry, I think it's just Electic Form? If you really want to take advantage of Shatter, Frost Breath and its advantage is the quickest way to stack chilled, and after two or three ticks you're almost guaranteed to have most of the enemies in nice and destroyable frost cages. Still more setup than most energy sets though. Asimo fucked around with this message at 02:43 on Jul 8, 2011 |
# ¿ Jul 8, 2011 02:39 |
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Some observations on Headquarters, having played around with multiple ones on the test server: Each character gets their "own" HQ. You still have to own/purchase the "type" of HQ to have access to it, but you can pick different options for different characters. For example, say you only had the "Cave" HQ. One character could have a cave with rusted metal and 60's tech, another could have a volcano lair, and another could have a jungle cave with an open roof, all without paying extra. If you wanted a Moonbase for a character though, then you'd need to buy it. The different bases have differing amounts of customization, partly due to I suspect some being more completed than others. The Cave has the most by far, with the Sanctum and Moonbase being roughly similar, and the Basement having almost none at all, with most options being "default" or "nothing here". I imagine it'll be fleshed out later, but if you're concerned about that sort of thing don't pick it. Of course, that's what you get for living in mom's basement. Also yes, low gravity is an option for the moonbase.
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# ¿ Jul 8, 2011 09:53 |
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Aphrodite posted:It's not an option. You can't turn it off. Cryptic... Bluhman posted:Literally everything works with Aura of Primal Majesty. Granted, my pet-based character is Invention (although with Ritual of Arcane Summoning too, since hey it's almost a robot) with minimal attack powers, and winning most fights is basically the equivalent of "aim at enemy, set attack drones into turret mode if it's something difficult, win". Between support drones, bionic shielding, Aura of Radiant Protection, and Inertial Dampening Field almost nothing short of a Legendary poses an appreciable threat. But that helps less for the arcane-type summon builds.
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# ¿ Jul 8, 2011 21:25 |
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Aphrodite posted:No, the bug is that the option appears, not that it doesn't work. You're not supposed to be able to toggle it.
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# ¿ Jul 8, 2011 21:33 |
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Well, there you go then. If you need an example of the sort of twinkery you can accomplish in the freeform chargen system, that's one!
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# ¿ Jul 8, 2011 22:09 |
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Huh, this will probably have wide-reaching balance consequences in the long run, especially since they've done an entire melee review already balancing around the old numbers.
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# ¿ Jul 9, 2011 02:02 |
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Bluhman posted:The primary experimental gun attacks under the roof of Gadgeteering are a little underwhelming in damage terms. Experimental Burst Ray on the other hand has useful random effects and actually is good damage compared to similar-tier stuff like Submachinegun Burst... in theory. The problem is that it's a charge power rather than a maintained power, which is far less useful in practice. It's common for enemies to run to the side to avoid ranged cone attacks; with something like a Breath attack it's easy to just stop and re-position, but with Burst Ray you're stuck firing off your shot and wasting half your energy against a single target. You can (and will) be knocked back or interrupted while charging, forcing you to start charging again. And while with things like SMG if your target dies the power continues, allowing you to damage other enemies nearby, with Burst Ray if your target dies while you're charging... do nothing. You don't fire, and you don't lose energy, but you lose the charge and can stop over. Since you're almost certainly going to be a pet build as Invention, this is a far more likely scenario than it sounds, and incredibly annoying in practice. The chance of failure with repeated charges is obnoxious as well, as the damage buff isn't quite high enough to justify it. You can tap experimental burst ray at least, but it's a higher energy cost and lower damage than its competition if so. Bluhman didn't mention Attack Toys, and I see a lot of people skip them because they're... well, attack toys, but they're actually incredibly useful as a pet power if you have a concept that can tolerate it. Since the F2P patch the toy automatically summons duplicates, and while there's a bit of a ramp up time, with a full set of toys out at Rank 3 they do surprisingly high damage, and tend to attract attention away from you or your more valuable pets. There is a bug(?) however where each additional toy counts as an extra controlled pet out raising endurance costs, but if you're a dedicated pet build you're probably either in Sentinel or used to letting them do most of the work anyway. quote:--Two Gun Mojo serves as the primary tool for ranged damage in this setup. Though, the actual use for the move is to get a stack of enrage to feed its other two big-hitters. quote:--Bullet Beatdown, for the akimbo pistols build, ends up being the main output for damage, as the planned build uses a Martial Arts Focus Form (in this case, Form of the Master) to obtain energy returns. Consequentially, it also boosts melee damage, which makes the Bullet Beatdown come out as a super-damaging melee attack with a wide number of debuffs on each hit, ranging from roots, to even a chance to interrupt enemy actions. With the advantage, Not Without Incident, the attack becomes AoE by chance, or whenever enraged, and when combined with Parry + Elusive Monk, the attack also will make you more capable of dodging! quote:-For the majority of the time, your main attack combo for sustained damage will be Concussor Beam, Minigun, and Micro Munitions; Concussor beam hits a single target and propels it backwards a bit, but does really good damage. THe Minigun will hit like the Gatling Gun, hitting enemies in a line for rapid damage ticks. It's important to take Minigun's advantage, U-238 Rounds, as one of the selling points of Power Armor attacks is how much they can reduce enemy defense. Micro-Munitions fires rockets which explode around a central target. Also note that you can fire each of these attacks at completely separate enemies, so long as the angle between the different targets isn't more than around 70 degrees. Asimo fucked around with this message at 00:14 on Jul 10, 2011 |
# ¿ Jul 10, 2011 00:05 |
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doomfunk posted:For a build as likely to lack strength and con as a Munitions build is, Howl is absolutely a better consideration than Enrage, especially if you're going to have Int superstatted for Quarry. Which reminds me; how's that self-heal advantage on Enrage? It sounds... questionable even with Defiance, but I wonder if I'm missing something useful again.
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# ¿ Jul 10, 2011 05:24 |
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I see I have chosen wisely in the past.
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# ¿ Jul 10, 2011 06:46 |
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Bluhman posted:If you're hurting for extra defense, though, Eye of the Storm is another excellent alternative, as it increases your defense while it is maintained, in exchange for some damage (and the ability to move I think...) quote:-- The main reason said payoff isn't worth it is because of Dragon's Claws; this downward swipe of the claw acts almost exactly like Dragon's Wrath, but has the added bonus of an extreme bonus to crit severity. This makes it much more powerful than Dragon's Wrath in PvE circumstances; while DW can pierce some defenses, most enemies in PvE areas don't have any. Meanwhile, the raw damage that Dragon's Claws offers on crit will completely decimate high-health enemies without defenses, and because of this, all the other single-target attacks Claws has are rendered moot points. quote:-- The focus form of Martial Arts is Form of the Master, which grants stacks of focus when dodging enemy attacks. Its advantage, Storm Eye Prana enables you to recharge healing techniques faster. This enables you to do the same thing that was done using the Quarry Pistol Build; you can stack multiple Bountiful Chi Resurgences on top of one another for double dodge heals. quote:-- Thunderbolt Lunge is the main lunge that all these sets share, allowing the user to close in on targets very quickly. It doesn't stun like Mighty Leap or Void Shift does, but can do so if you take the advantage of Essence Assault. Lunges aren't completely necessary for melee characters, but serve as an easy and quick way to immediately get into melee range. quote:Thanks to the knockback mechanics, this can be used to quickly build up knock resistance stacks on enemies, making it a valuable resource for maximizing the damage from Knock-heavy sets like Might and Heavy Weapons.
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# ¿ Jul 10, 2011 09:37 |
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Bluhman posted:Indeed it does. I've been able to get Haymaker taps to go from around 1600 damage to 2100 by using a combination of Demolish and Knockback resistance application. It's very easy to test and do on the Powerhouse dummies.
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# ¿ Jul 10, 2011 09:57 |
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As a Lifetime subscriber, you don't really need a whole lot. The obvious things would be Character slots maybe (sure you have 16, but you'll run out... eventually...), and of course any costume bits or travel powers that are useful for a particular concept. It's not like the points expire so you can keep them around until something really gets your attention, and as mentioned in the OP you can test out devices and such on the test server without any actual cost (if you're gold/lifetime anyway). e;fb
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# ¿ Jul 10, 2011 19:39 |
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Aphrodite posted:You do get a new character slot every time you hit 40 with a Gold character though. So you can technically have infinite slots for free.
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# ¿ Jul 10, 2011 19:53 |
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Regarding Heavy Weapons: Thermal Reverberation is fun to take with it since a few powers can cause fire damage, but I find that Molecular Self-Assembly is better. Eruption is surprisingly handy for what it is, as it's a knock-up, it has decent damage, it refreshes Enrage (something Heavy Weapons desperately needs as its enrage builders are kind of annoying), and... it has a three second cooldown. Tap it whenever it's up and you've got basically a constant stream of energy coming in. That said, the set is still kind of inferior to Might in a few ways. Not drastically, but it takes a much larger investment of powers and advantages to have the same level of net functionality. I still love it though. Also, Roomsweeper is the best power in the game, bar none. Okay sure there's things with better damage, but it still hits pretty hard, it's an AoE, it stacks enrage crazy fast, and it sends enemies flying about fifty miles. It's the quintessential Might trick.
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# ¿ Jul 11, 2011 02:26 |
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doomfunk posted:Heavy Weapons has such a bitch of a time maintaining Enrage on its own that yeah, it makes a really great Tiger form attack set. Lots of charges, lots of big meaty attacks, lots of fun.
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# ¿ Jul 11, 2011 03:40 |
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Also, I linked the guides you've done so far in the OP, Bluhman. Sure, the thread's only three pages so far, but I figure it'll be easier to have some direct links for people reading it later.
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# ¿ Jul 11, 2011 04:32 |
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Bluhman posted:Oh! Thanks, Asimo. Taking some of these powerset pictures has been a bit difficult. (but also some of the funnest things I've been doing nowadays with this game. ) quote:-If you're a character with quite a bit of constitution and use burst-damage attacks, then Imbue will be another fine choice. Imbue will guarantee that the next ability you use hits as a critical with severity scaled off of your constitution. This means that not only can you make your attacks hit much harder, but also your heals, and when combined with a technique like Resurgence, you can get a bunch of health restoration in a pinch. quote:- Seraphim might not be optimal for team healer situations, but for solo play, it does a pretty good job if you're focusing on doing Paranormal damage and also obtaining survivability via heals. The fact that it also helps in restoring energy also makes it a more sustainable alternative to the Paranormal offense passives. quote:-Darkness comes out as a quite self-sufficient all-rounded thing, which, though it uses an offensive passive that implies DPS, has a skillset that reflects anything but. Instead, Darkness' strength lies in its ability to slow down enemies and keep them well controlled, while still doing quite good damage. Quite honestly, the playstyle of this set can be described as 'telepathy if it was actually done right'. quote:-Darkness' prime area attack is Shadow Embrace, which sends a tight cone of tendrils out to repeatedly damage enemies. The damage from this attack isn't anything special, but it is extremely good for spreading the fear debuff, which is fairly key to Darkness' gameplay and triggering its energy return, Spirit Reverberation. Shadow Embrace has many versatile advantages available to it, namely Dark Displacement, which causes enemies to become repeatedly tossed in the air. The advantage also used to come with the functionality of Fatal Allure as well, but the real reason you wanted this advantage was to knock enemies down, not to draw them in. By sticking with Dark Displacement, you have a much lower chance of disrupting enemy formation. quote:-Late game sorcery yields a surprisingly potent cone attack in Skarn's Bane. Aside from doing a lot of maintained damage for a cone, it has application in PvP for removing energy forms and other buffs placed on enemies. Though this isn't a huge factor in PvE, the attack is still notable for its damage, outdoing most of the breath cones of other sets and even Shadow Embrace. quote:--Ritual of Radiant Summoning summons an angel, which is the only pet of the four capable of healing. If you're constantly losing health, it'll almost never attack, and it tends to place some priority on healing you instead of others. However, its heal is slow, and once in a while, it tends to get left behind if it's been wounded and needs to heal itself. No, I'm not bitter. quote:-Bestial's sole AoE attack is Frenzy (...) quote:-The main reason Infernal is largely popular is for its single-target heavy hitter: Defile. Huge energy costs aside, Defile comes out as a self-reciprocating attack, which does major damage on hit as well as reducing the enemies' defense against toxic damage and their healing capabilities. Following it up with another defile will keep those debuffs constantly applied, meaning that each following defile blast after the first will do more damage to the target. The fire set can certainly benefit from what Defile has to bring to the table, but unfortunately, the opposite doesn't quite apply. On a related sort of note: both Supernatual slotted passives suck. Okay, okay, Regeneration isn't too bad, but it teaches some bad habits in terms of soloing and leaves you surprisingly vulnerable in the late game to heavy-hitting cosmics or swarms of enemies that can damage you faster than you can heal, even if you can bolster this through other powers that boost dodge/damage resistance. Pestilence on the other hand is absolutely worthless and you should never take it even unless I've missed yet another twinky use for something. In general you're far better off with Defiance or Unstoppable or something that boosts physical damage for Bestial, and Firey Form or Ice Form for Infernal (as they boost Toxic damage). Asimo fucked around with this message at 09:50 on Jul 12, 2011 |
# ¿ Jul 12, 2011 08:52 |
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doomfunk posted:With some defense tweaking Regen becomes incredibly potent, such as stacking up dodge/avoidance or wearing 50% resistance bonus primaries. quote:Pestilence used to be very attractive as it was the only offensive passive that would augment ranged physical damage in some way. It's definitely not the best passive but I will qualitatively state that it does augment damage quite a bit, and the damaging aura around your character actually hits very hard. Between the aura and Devour Essence guys in melee drop with ridiculous speed. quote:It's not Ice Form, and it covers everything in bugs, but it's not terrible. It's also worth mentioning that the other passives that buff toxic damage output in any way (aside from Quarry) only grant any defense vs elemental attacks, which are uncommon at best. quote:(Quarry and Invuln are the best passives. ) While lots of folks here are all for defensive passives over offensive ones, and I agree, you can still do pretty well with an offensive passive, especially if it's a melee one that grants a level of general defense that you can exploit/augment. Most things in PVE really aren't that hard especially if you have a self-heal or some other defensive power, and if you start to have trouble in the endgame you can always respec or join a group. Having messed around with an Aura of Primal Majesty/Enrage build on the test realm, it really is sort of crazily good as an "offensive passive". The constant ugly SFX and the fact that it's very obviously gaming the system just makes it feel wrong to me though, even so. doomfunk posted:People still scoff at Ice as a viable offensive powerset on its own for good reason, though. Asimo fucked around with this message at 21:58 on Jul 12, 2011 |
# ¿ Jul 12, 2011 21:48 |
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Borgonderbee posted:I love this game
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# ¿ Jul 13, 2011 04:08 |
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doomfunk posted:For all the talk we've been doing about build synergy, you're absolutely right. For about half the powersets in the game right now if you just stick with the powers in the set you'll be able to punch through the whole game. You only need to work on optimization if you want to do ~interesting~ things like soloing Nemcon or Andrithal.
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# ¿ Jul 13, 2011 12:58 |
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That's a feature, not a bug. And yeah, I'm not sure the weapon pack is really worth 380 cryptic fun bucks, although they are some fairly nice designs. The big rock axe does finally maybe make a powerset that fits the old premium rock costume set though. In any case, have some images.
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# ¿ Jul 13, 2011 21:15 |
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FlyinPingu posted:I just wish that instead of an axe they added a rock hammer or something, that'd look way cooler. Also since it isn't obvious from the screenshot, the first weapon in the second image is named a "mace" in game, and has four prongs in a cross-shape.
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# ¿ Jul 13, 2011 21:43 |
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Jan posted:Until they add an electric guitar as a wieldable costume option for Heavy Weapons, I'm not buying any weapon set.
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# ¿ Jul 13, 2011 22:19 |
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Grandpa Pap posted:Being stricken with the curse of alt-itis, I've been dicking around with my Sentry ripoff. Most of my characters are knockoffs of Marvel/DC guys. I initially felt bad for being rather unoriginal, but after seeing three identical Hulks, a near-perfect Flash and even Galactus all in one night, I no longer care. Grandpa Pap posted:And using his eye beam powers on some fool.
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# ¿ Jul 15, 2011 08:20 |
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doomfunk posted:You left out Concussor Beam, which is the worthwhile hand slot power. Really the big issue with Power Armor is, I think, not the fact that they have such dumb rules regarding what takes up which slot, but how lovely most of the powers are. The set "works", in that you can build a PA character that's incredibly effective, but it's just awkward in every respect and meshes poorly with non-toggle powers even in its own set, let alone others. I've tried for months to try and get a satisfying build going but it's really just impossible, and really it's probably safe to consider the set a failure as an experiment and hope Cryptic revamps it. And yeah, the energy builder advantage is absolutely worthless. It it worked more like the one Sparkstorm has, where it didn't interfere with other power usage (or at least, non-hand-slot power usage), that'd be one thing. But having to deactivate your energy builder to use another power in exchange for constant middling damage is not an "advantage".
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# ¿ Jul 15, 2011 17:46 |
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Yeah, Behemoths are definitely one of the better archetypes. Might in general is an amazingly fun set, and it gets one of the better solo defense passives (Defiance, which not only makes you tough as nails but grants energy when you're hit) and the most fun power in the game (Roomsweeper) early in. Inferno isn't bad, but the energy sets in general are somewhat squishy; manageable if you know what you're doing, but trickier for a newbie. And yeah, that's a big failing with the costume creator UI. The drop downs at the top of each category aren't immediately obvious, and there's some categories that don't appear at all unless certain other categories are set (such as Bracers not showing up unless you have Hands/Short Gloves set already, for example). Asimo fucked around with this message at 02:19 on Jul 16, 2011 |
# ¿ Jul 16, 2011 02:17 |
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Rocketlex posted:Roomsweeper is amazing, but I think Mighty Leap is my current favorite power (at level 14). Being able to dash between dudes quickly, stun them, and knock their buddies away (I got the upgrade that does that) is really fun. quote:Also, I did some Hero Games for the first time today. My take away: Behemoths are useless in Cage Matches and awesome in Zombie Apocalypse. I'm debating whether I'll be doing enough PVP to make the "Pinned to the Ground" advantage worth it.
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# ¿ Jul 16, 2011 02:52 |
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I'm unsure if Challenging Strikes' debuff (the AoE version; extra threat, no taunt, -5% damage) stacks atop that or not, I'm sure someone more knowledgeable can chime in there. But yeah, Cryptic really went out of their way to make it easy to do a tank, even if you really have to spec for it to actually hold aggro over some of the damage monsters freeform chargen can spit out.
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# ¿ Jul 16, 2011 06:01 |
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Aphrodite posted:Sort of. Aphrodite posted:My mistake, it's 2/5s for efficiency. Not 1/5s.
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# ¿ Jul 18, 2011 21:04 |
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Really though, the bigger lesson is that there's no real reason to level tradeskills in ChampO outside of the travel devices and a handful of costume pieces. You'll have better gear from quests while leveling than you will from your skill, since it will invariably lag behind, you can just get the bags and devices off the AH, and there's nothing really at the endgame that farming elite lairs or adventure packs isn't superior too, especially if your super stats don't mesh up to something any of the tradeskills favor. I mean there's no real reason not to have and level one, and there's a handful of upgrades that are incredibly difficult or impossible to find as drops, but... eh, almost all the use is in maybe throwing gear at alts. At least the game's intelligent enough to pull reagents from the bank while you're crafting.
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# ¿ Jul 18, 2011 22:08 |
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FlyinPingu posted:Uses for crafting: Bags, consumables, customizable gear to help your alts out (as by the time they'd be useful for the character crafting them they'll have outleveled them,) mini pets, and unlockable costume parts. doomfunk posted:Crafted dodge/avoid primary defenses until you can get a lucky blue/purp from a lair or adventure pack. EDIT: Also, since it came up in game chat, what the hell does "+X% to Minimap Radius" on an item actually do? Asimo fucked around with this message at 23:23 on Jul 18, 2011 |
# ¿ Jul 18, 2011 23:20 |
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Bloodly posted:...Seriously?
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# ¿ Jul 19, 2011 00:48 |
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Rocketlex posted:
Allatum posted:Especially power replacers.
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# ¿ Jul 19, 2011 02:41 |
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Yeah. Even scaled to solo, the boss fights of the comic series and the adventure packs are pretty grueling. Unless you're custom-making a build to farm certain low-level items for resale, you're usually better off waiting until the 20's, where you have a more solid build and probably several utility/defense powers now that you've filled out the core competencies. Archetypes... well, probably depends on which archetype, but may just be better off with a group really. None of it is unbeatable or unfair, but it's definitely tuned a lot higher than content you'll run into at lower levels.
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# ¿ Jul 20, 2011 03:33 |
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I'm not all that fond of Teleport honestly, even if it is incredibly effective. It doesn't "feel" faster than flight, and while you go from zero to full without a charge, there's also the annoyance of doing so and getting hit by combat at the wrong moment and having to stand around for ten seconds while it recharges. You also can't just point and laze back with autorun like you can with a flight power, and if I can't do that I may as well just take Super Leap or Swinging. They've also finally fixed the semi-exploit of being able to block while zipping off using it too, I believe. That said, it's still one of the better travel powers, and I certainly won't fault someone for abusing it.
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# ¿ Jul 20, 2011 06:22 |
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Bloody Pancreas posted:Earlier someone asked about a single blade/Darkness hybrid build, and I was wondering how a Dual Pistol/Darkness build would work? I would think DEX/INT would be the key superstats, but beyond that I can't see how the two would fit together. There's probably someone who can make better suggestions here, though.
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# ¿ Jul 20, 2011 06:48 |
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Bitchtits McGee posted:and no less than three different(ly named) Hulks. quote:Completely unrelated n00b question: are Blade powers supposed to not make any noise, or is that something I should be ticketing?
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# ¿ Jul 20, 2011 09:25 |
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# ¿ Apr 28, 2024 14:27 |
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Aphrodite posted:The Druidic Sanctum is really nice. It's a big change to the design of the Sanctum hideout. Tornado Flight... I quite like the subtle effect, but it really needs to not fade when you move, definitely. The Djinn device meanwhile does explain why they added a "summon mystic flaming swords" AoE power to Sorcery on the PTR though. (And does anyone actually use those items? They're a nice novelty, but...) doomfunk posted:You're pretty much spot-on with what I'd advise, Asimo. quote:steady shot grants an on-next-hit crit buff Also, if you're taking advantage of Bullet Ballet (and you probably should as it's amazing, just be sure to grab its Advantage ASAP), you might want to look into Form of the Tempest. Enrage has higher boost to your damage since it'd work on your ranged powers, but you'll be critting quite a bit and the energy return from Focus is both reliable and easy, and the damage boost in melee is quite noticeable. Regardless, you almost certainly want to take Howl from Supernatural, as it both applies/refreshes Enrage for your pistols powers to exploit (although it doesn't stack it), but it also drops fear on everything around you (making your darkness powers better). Even with a 25ish second cooldown, it is literally perfect for a Munitions/Darkness hybrid build.
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# ¿ Jul 20, 2011 21:33 |