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I personally need to choose between :
Acrobatic Mentalist using a Staff mentored by Batman.
Flying Sorcerer using Handblast mentored by Circe
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
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Villain: Ice, Handblast, Acrobatics - Mentored by Lex Luthor.
Villain: Dual Pistol, Gadgets, Acrobatics - Joker oh ya
"All expectation leads to suffering" Buhhda
I'll be playing a PvP server.
(Main) Hero - One Handed - Nature user, Mentor: Batman
Hero - Dual Pistols - Mental user, Mentor: Wonder Woman
Hero - Martial Arts - Fire user, Mentor: Superman
No idea ...several? Don't think I get the full picture on power sets based on reading and videos. Hoping to be like superman or batman =P but will most likely try them all before sticking with one.
...just realized wanting to be like the main heroes or protagonist was the reason swg went down the drain...sad times.
Can't find the differences in the PvP server and regular ones.....I mean yeah pvp but to what extent? Absolutely no pvp on other servers not designated pvp? I want to fight real villains but people seem to be an inconvenience more than fun with the type of community MMOs seem to bring after WoW
The pvp servers (at least in beta) were all out war. You couldn't attack players from the same faction but you could attack opposite faction players of any level at any time when out in the open world. The pve servers were the same except you had to be flagged in order to pvp. You can flag yourself for pvp with a command, not sure if you got flagged from healing or buffing an already flagged player.
Acrobatic, dual wielding villian mentored by Joker with fire.
PvP servers mean that you are flagged for PvP at all times. Chances are, you will get ganked by the time you reach your second mentor mission, at least once. While it can get annoying, its also quite a bit of fun, as you are always on alert, and you'll find yourself getting very friendly with the minimap.
On the PvE servers you can flag yourself for pvp by typing in chat /pvp. Then you are flagged for open world PvP.
You can also do any number of PvP arenas, legends, or you can use the meteor to flag yourself an others if they touch it, so you'll see some PvP even on the PvE server.
Villian: Staff---Ice---Acrobatics
Villian: Dual Pistols---Sorcery---Flight
Hero: Hand Blaster-Mental-Flight
I liked 2-Hand weapon in beta, but its slow and a staff looks cool and is harder to counter in pvp.
SoulPlane 2: The Blackjacking is a American Movie Classic!
In beta, I had a pretty succesful Dual Pistols + Ice + Flying....but something tells me this is not "eficient". Because Ice is a tank class. What is the FOTM powerset for ranged now adays?
BTW anyone know of a good guide describing each of the selections and their "roles"? Heck, even if it's not very detailed...just something to give more ideas.
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I'd be happy to write a little guide about it... but essentially without getting too detailed
Fire and Ice = Tank Role and DPS Role
Fire
Immolation and Ignition
Ice
Cryogenics and Storms
Mental and Gadgets = Controller Role and DPS Role
Gadgets
Tricks and Traps
Mental
Illusions and Telekinesis
Nature and Sorcery = Healer role and DPS role
Nature
Plants and Shapeshifting
Sorcery
Summoning and Destiny
All powers within are subject to change so posting too much on them wouldn't help too much.
As for the FOTM builds, Handblasters and Mental was very popular. So was Rifle and Fire, mainly because they both had broken powers where they could stack or reflect damage incorrectly, and HB and Rifle essentially were made up of nothing but blockbreakers.
Being an Altoholic, I'll probably end up with a bunch of different ones. But based on past Beta experience, the first one's Il'l make will be :
[Vilain] Brawling / Cryogenics (pure Tank build)
[Vilain] Dual Gun / Sorcery (Support role - ranged and healing)
[Vilain] Martial Arts / Mental (primarily Illusions with a tad of TK mixed in)
All of them on a PvP server of course. I really enjoyed the PvP aspect. It's less about gear and level (although that does have an impact) but more about skill - using block breakers or interrupts at crucial moments can make or break the encounter. So yeah, skill does play a big part in the equation.
Ice is a tank, but do not forget there are damage roles and if you enjoyed ice pistols then play it. just understand that you will be stuck in a damage role and you cannot tank as effectively as someone who has selected their weapon for maximum aggro to BE a tank.
FOTM? thats yet to be determined. I found all ranged weapons to have ups and downs, and that mental,fire, and ice all have good merits for damaged damage.
Heres a quickrun of powers and roles:
Ice+fire= Tank
Mental+gadgets= control
sorcery+nature=healing
ALL can be damage, but some are better than others depending on weapon combination and choice of combat (melee or ranged)
SoulPlane 2: The Blackjacking is a American Movie Classic!
Didn't see too many rifles due to the difficulty in the combos but i heard good things. The reflects have been adjusted i've heard, and the problem with all block breakers is that they had no interupts and with the pulse beam no longer juggling your target it meant that whoever your shooting at was shooting back at you. Since controllers have less health than say tanks and healers can heal, it kept a nice balance and i think they'll make a few of HB's attacks vulnerable to interupt to counter its ability to break blocks so much.
I did play as HB/mental as my first hero and it was quite fun. I also played against them and they aren't that tough. Just remember if hes just shooting you, hes not defending. Shoot back and go for the throat
SoulPlane 2: The Blackjacking is a American Movie Classic!
All but 1 of Handblasters combos can be interrupted since the final patch. Any block breaker can be interrupted with a leap attack. Same with rifle, which is what makes controllers and fire tanks some of the most played classes for handblasters and rifle. They use their powers to do damage, and essentially anyone who didn't know to leap attack instead of block would get torn up within moments.
On top of that, the broken powers that would stack did more than enough damage already, and then the increase in damage from the might increases just made them over the top. Thats when it stopped being about tactics, healing and class abilities and more about who can put out more damage faster.
I see a bunch of players on the PvP server going handblasters simply because many new players won't know why they can't block their combos and they'll get many easy kills. Same with rifle. Hopefully they'll nerf all power damage a bit to increase the longevity of battles, but it didn't seem they were going that way.
Watch the skies, be quick on lasso moves and use juggles alot to counter. I agree and hope the reduce damage overall to lengthen battles.
SoulPlane 2: The Blackjacking is a American Movie Classic!
bringing over a few old CoH concepts
Gadgets/MA/Batman - Hero
Fire/One-hander(or two maybe)/Circe - Villain (was hero in CoH but due to concept villain works better in DCUO)
Ice/Brawling/WW - Hero
Something/Dual Weild/Superman . Hero
And a few new...
Nature/Staff/Circe
And some sort of mental character
And a army of throw away alts
This have been a good conversation