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Posts
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Joined
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I felt epic when my Mind/Dark Dominator soloed the first 2 missions of the LRSF with only the Alpha slot. Im stuck on mission 3 with the 4 Heroes on Atlas Building.
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I know GG...I was there at the player summit and gave ideas to this set. :P I'm asking if those pieces where completely taken off the table or are they still there and not finished yet or is there plans for later?
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Whats the news on these pieces? These are the pieces I'm personally really looking forward to.
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I was going to ask them this at the player summit on the 28th. Mainly path auras and Halos being separate from the reg auras.
or as someone already said.
1 Combat only aura and 1 aura for all the time. -
Quote:5 Radios/Papers for the PI Safeguard/Mayhem*even at lvl 50 every 3 paper mishs you get the PI bank mish so you can run it as much as you need to basically, its the lower ones that you cant get again on that toon
You also need to get all the mayhems eventually because each one has an Exploration badge. Just mentioning it.
This is what i did. The arsens are also always in the same location so it made it easy. -
It "should" not count toward the arc. "Should" meaning I agree. It doesn't need to be part of it seeing that you get the reward before you get that mission. We will see how this turns out because i see more and more people complaining about this in the coming weeks.
BTW the way you word things is kinda irritating. Reminds me of your Avatar. I almost didn't want to finish reading the rest of the post because I was annoyed. Keep your anger to yourself. Some of us like to read why we are doing these things or simply just like the story. -
Thorns 1315 badges at 3 years 2 months into the game!
Completely done with i22 badges but the Day Job. Including the bugged one that is. Brotherly Love
20 More badges to get to be at cap. Everything else i can't get. (Not paying to get the vet badges) -
Version 3
Tier 1 Power: Neutron Armor
Toggle: Self +Res(Smashing(20%), Lethal(20%), Energy(30%), Regen Debuff Resist(40%) +Res(Disorient(13), Hold(13))
Tier 2 Power: Gamma Pulse
Toggle: PBAoE, Minor Damage (Toxic), Foe -Def
Tier 3 Power: Proton Armor
Toggle: Self +Res(Energy(30%), Negative(30%), Toxic(30%), Recovery Debuff Resist(40%)) +Res(Fear(13), Sleep(13), Immobilize(13))
Tier 4 Power: Radiation Haze
Toggle: Self Stealth +Def(All) +Perception +Res(Hold)
Tier 5 Power: Molecular Regeneration
PBAoE, Minor Damage (Energy), Self +HP(20%) +Regen(5%)
10 Targets Max
Description:
Darkness Regeneration from the Dark Armor Set
Tier 6 Power: Electron Armor
Auto: Self +Res(Fire(20%), Cold(20%), Energy(10%), Slow(20%))
Tier 7 Power: Chemical Boost
Auto: Self +Recharge +Speed +Res(Slow(20%)) +Recovery(25%)
Tier 8 Power: Cloak of Irradiation
Toggle: PBAoE, Foe Hold, Self -HP
Mag 2 Hold, Duration 7.2 Sec
Duration: 2 Seconds
Explanation of power:
Oppressive Gloom but with a Hold effect and not a Stun. Throw Up animation for enemies
Tier 9 Power: Cold Fusion
Self +Res(Disorient, Hold, Immobilize, Knockback, Sleep, Repel, All Damage but Psionics), +Recovery, +Speed, +Special
S/L Resist
25% Resist --> 50% Resist
F/C/E/N/T
12.5% Resist --> 25% Resist
30% Recovery --> 60% Recovery
175% Speed --> 350% Speed (Run, Jump, Fly)
180 sec. Duration
Description:
When activating this power you quickly gain radiation. Buff % starts at the low end (ex. 25% S/L Resist) and then you slowly try to increase it during the 180 secs of the duration. At 180 secs you end at the max buff. This includes all the other buffs. At 180 secs you explode all the radiation because your hero/villain could no longer contain it. The PBAoE that comes off of you will do Moderate-High damage (up to devs). Your character after the explosion will drop to his knees for a second then get back up (See Romulus Cut scene in ITF). After getting up you will do a KB attack just like Romulus and stomp the ground. This KB attack will be interruptable so you can choose to use it or stop it.
When the PBAoE explosion goes off the crash will be 75% Health and 75% End so you are left with 25% for both. But if you choose to use the KB attack at the very end, it will use up what is left of your endurance and you will not be able to recovery for a short while (-1000% like the others)
Again the KB is interruptable so you can keep all your endurance.
Animation can be like Rage but the glow will get stronger as you gain more buff.
No special way to get more buff, it will be all automatic. -
Quote:I agree on the S/L being possibly too high. Ill look into it. Reason why the Fire/Cold is low because in my mind (I'm no nuclear engineer) Fire and Ice is not good for reactors. Energy and toxic should be high yes but I don't see Negative Fire and Cold being high resist. Reason why I'm not putting in -Regen because then it starts to become a Defender or Trolller. I tried to stay away from making a GM soloer.OK, looking at your basic concept:
Shivans, on the defensive side, are listed as having damage resistance to energy, cold, fire, and negative.
[/INDENT]The melee classes have to have some sort of protection versus smashing and lethal damage, as nearly all melee attacks include one of these two damage types. So, combined with the Shivan resistances, you're looking at the six most common damage types, S/L/F/C/E/N, and nothing yet for toxic or psionic. To not stray too far from Shivans, smashing and lethal protection should not dominate. As bodies emitting massive amounts of energetic particles, what's a little more heat or energy? To go with that, they should have plenty of energy to spare to combat cold and negative energy damage. All in all, fairly balanced between S/L/C/N, higher for F, and highest for E. The only thing I can think of for justifying toxic defenses is that their abnormal physiology wouldn't be affected in the same way as normal bodies by venoms and acids and such; I would maybe justify a toxic resistance as part of an ongoing regenerative effect, but not as a general part of the radiation emission.
Quote:Along with the two toggles and one auto-power for resistances, you have three damaging powers - just like Fiery Aura does. The effects of the damage powers are different - you have the -DEF debuff for the Tier 2 power, you have a Heal/Regen effect (instead of END/Recovery) for the Tier 5, and Hold versus Disorient (for Dark Armor's Oppressive Gloom) for the Tier 8. You've also co-opted Lightning Reflexes from Electric Armor, but added a +Recovery effect as well. You didn't take advantage of radiation's debuffing capabilities to cripple your foes' strengths.
Quote:You have a stealth power here ... for tankers and brutes, this makes no sense, certainly not even as much as Energy Aura and much less than Dark Armor. If anything, you should have an aura that blinds foes, improves perception, and nulifies stealth powers nearby. This would probably be a good choice to swap out for Hide or they could adjust this to a more powerful click power that can act as a PBAoE Placate.
Quote:What I would want you to do:- Swap out your Tier 5 healing Consume for a (timed?) toggle debuff, probably in line with Enervating Field (-Dmg -Res(all)).
- Swap out your Tier 6 stealth for the blinding aura, above.
- Swap out your Tier 7 auto-power for a click self-version of Accelerated Metabolism, either keeping the added status protection or improving the recharge.
Quote:- Change your resistance powers to be Tier 1 30L/30S/30E +Regen, Tier 3 30F/30C/30N +Regen, Tier 6 20E +Regen (or 30E and less +Regen). You end up with a good blend of the 6 most common damage types, with more in energy, but nothing for toxic or psionic.
- Your Stalker swaps are Hide as Tier 1, Tier 1 +res to Tier 2, drop Tier 2 damage aura, and change Tier 6 blind to placate,
Very Nice assessment there. Thanks -
Ugh I'm back, been really busy lately. Here is my change to the Tier 9 power of the Armor set.
Tier 9 Power: Cold Fusion
Self +Res(Disorient, Hold, Immobilize, Knockback, Sleep, Repel, All Damage but Psionics), +Recovery, +Speed, +Special
S/L Resist
25% Resist --> 50% Resist
F/C/E/N/T
12.5% Resist --> 25% Resist
30% Recovery --> 60% Recovery
175% Speed --> 350% Speed (Run, Jump, Fly)
180 sec. Duration
Description:
When activating this power you quickly gain radiation. Buff % starts at the low end (ex. 25% S/L Resist) and then you slowly try to increase it during the 180 secs of the duration. At 180 secs you end at the max buff. This includes all the other buffs. At 180 secs you explode all the radiation because your hero/villain could no longer contain it. The PBAoE that comes off of you will do Moderate-High damage (up to devs). Your character after the explosion will drop to his knees for a second then get back up (See Romulus Cut scene in ITF). After getting up you will do a KB attack just like Romulus and stomp the ground. This KB attack will be interruptable so you can choose to use it or stop it.
When the PBAoE explosion goes off the crash will be 75% Health and 75% End so you are left with 25% for both. But if you choose to use the KB attack at the very end, it will use up what is left of your endurance and you will not be able to recovery for a short while (-1000% like the others)
Again the KB is interruptable so you can keep all your endurance.
Animation can be like Rage but the glow will get stronger as you gain more buff.
No special way to get more buff, it will be all automatic.
Feedback please. Anything to change or make different? Suggestions are appreciated. -
My main toon has more temps and powers then you do at only 3+ years into the game and I use 4 trays. I pull specific temp powers out when i need them. If you seriously have all those powers on trays then I don't know how you can play without getting headaches.
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All i got to say is your all amazing. 9 Trays wth.
Tray 1 single/cone target Attacks
/bind Tab "goto_tray 2"
Tray 2 Ouro/PD/Base TP/MissionTP/Rest
/bind CapsLock "goto Tray 1"
Tray 3 PBAoE attacks/Short recharge Self Buffs (Aim, Destiny, etc.) and Travel powers (Ninja Run/SS and Raptor pack)
Tray 4 Long recharge buffs (Hasten), /bind E "Power", Toggles that drop when Mezzed.
Tray 5 (NOT VISIBLE) /bind T "powexec_toggleon"
I bind all my toggles to 1 Key. That 1 key turns on all toggles
With all this i still have room on those trays. Don't even use 6-9 and only half of tray 2.
On my Hamidon Tank I have ALL 42 commands for Hamidon Raids on 1 Tray. and only use 9 of 10 slots of the tray for them. JUSTICE server! HOME of Hamidon Raiders!
And for temp powers i just pull them into a tray when im about to use them. To have them on my trays all the time is kinda ummm... WHY! hehe Bio Nukes and Chem nukes and other great temps. How much do you really use them to keep them on the trays.
Something is wrong if your using 9 trays. Maybe revise how you do things. -
Quote:Well you could make it so low that it would fix the OP. have it do like 5 damage unslotted and have it be +Regen or Minor Heal (since you have a Heal clickie anyway).I think the easiest thing to do is to make it a damage aura/self-heal toggle.
or perhaps a PBAoE foe -recharge, self-heal.
However, balancing the power to heal from a person's damage out-put sounds exceedingly difficult to balance. It would definitely be a stronger power on a brute than a tank.
I like it as a toggle but the damage would have to be so small to make it balanced. It's definitely something to test though because i don't know if we can find a "middle ground" just by talking about it. -
/signed because the concept is sweet but needs to be modified to be more similar to other sets. I see it being too much defense strong for a Resist Type build.
6) Drain (Click) Moderate-High Damage ST +Health/+END
Too much damage for a Self heal and End power on a "armor" set. Minor I would say. For example I think Siphon Life on Dark Melee is High damage and that's the Melee side. I would say No damage if you keep it HP/End. Minor damage if you take away the /End (similar to Dark Regeneration)
Personally i don't like the +Dmg on the Tier 9 that BrandX suggested but it all depends on the percentage that is chosen.
Overall i like the idea. Needs to be fine tuned but great.
It is all subject to change of course. -
Quote:LOL! good one. Catching spears would be fun.Does that mean you ran into walls, bumped into people and toppled a priceless urn? Or is that just without paying attention?
Regardless, I'd say remove the level-lock as well, then - the content's already restricted, if someone wants to run their level 12 whatever around in there to play "Catch the spear," let 'em. -
Quote:Nope. I fought Siege as an even-con EB and could not kill him due to his heal. I changed my attack pattern to the one i have now and killed him easily. NO change whats-so-ever to my build. Just changed the combo.I'm pretty sure that's only the best when you have the powers' slotting maxxed. IE: Hecatomb set and achilles proc in AS, Armageddon set + Fury of the gladiator proc in SS. Could be wrong as I don't play dual blades as to if it's only the best if it has those IOs, but what makes that chain so good is the 2 -res procs and 2 purple dmg procs.
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Quote:Dual Blades has a great Combo! but....It requires you to not use the combos that are built into the game.With the recent Street Fighting and forthcoming Staff Fighting sets we've seen a far more flexible setup for combos that it would be good to see ported back to Dual Blades. The finishers are generally the longer recharging powers anyway, so such a change isn't going to make (most of) the combos available more frequently per se, just less restrictive.
There are a couple of issues that would need to be addressed..
Firstly currently Typhoon's Edge is the finisher for both Sweep and Weaken on Scrappers, Brutes and Tankers. I'd suggest making One Thousand Cuts the finisher for Weaken (as it already is on Stalkers).
Secondly, Ablating Strike is the finisher for Sweep on Stalkers, with only a 6 second recharge - it's currently gated by having Build Up as the starting power, tieing it to a 90s recharge power (which I think is going far too far the other way!). On the one hand it would kind of make up for the single-target Attack Vitals where it's an AoE for other ATs, but with the knockdown as well it would be just a teeny tiny bit too good. Consequently I would suggest upping Ablating Strike's recharge to somewhere around the 10 second mark, with damage, endurance cost etc. being scaled up with it - I figure any higher and it would push the set's single target damage up too much, but perhaps the bonus damage from the Sweep effect could be reduced a little to compensate for the slightly faster recharge (over the other ATs' version).
So in summary, for Scrappers, Brutes and Tankers you would have the following finishers:
Typhoon's Edge -> Sweep
Blinding Feint -> Empower
Sweeping Strike -> Attack Vitals
One Thousand Cuts -> Weaken
For Stalkers you would have:
Ablating Strike -> Sweep
Placate -> Empower
Vengeful Slice -> Attack Vitals
One Thousand Cuts -> Weaken
A random afterthought: thinking about the alternate animation/power gimmick in Titan Weapons, Stalker's Ablating Strike could conceivably play the Typhoon's Edge animation when the sweep effect is activated, or even be outright replaced with Typhoon's Edge, doing higher single target damage when used before the required combo points are built up, but doing lower AoE damage alongside the Sweep effect when used with combo points.
Any thoughts, glaring issues etc?
BF-AS-SS-AS-Repeat
Increased my scrapper by double (estimating) by not using the ones built in. Have fun! -
Ok i got ti post in here. My suggestion...:P
Radiation Melee (Yes Melee not Melle) and Radiation ARMOR! have fun.
http://boards.cityofheroes.com/showthread.php?t=282309 -
/signed
But keep the level lock on Cim at 35. Having to unlock midnighters is part of the story. It is an organization that is special but for how long it's been out it time to remove that stupid unlock arc.
Side note:
I like how it's talked about a lot more since they finally fixed the Latin student bug :P. -
Quote:That gave me an idea ill add it in maybe tomorrow. Been busy.Probably. A Nuke still has a to-hit check, then it has a 3.0 scale damage component guaranteed, which is just below Total Focus level, then a 1.5 scale damage proc at 75% chance to occur, then another 1.5 damage proc at 50% damage to occur. If you don't use Aim and Build Up, if you miss or if your damage procs don't trigger, you don't kill an enemy. I've had many instances where I've failed to kill a significant number of enemies, specifically enemies who could hold me, sap me or straight up instakill me. With Nove, I've had many instances I'll nuke, miss five of the 12 guys I was trying to nuke, get immobilized and killed while I scramble to down inspirations.
Well, then don't design a power that's like Unstoppable or Elude. There are a ton of T9 power frameworks you could have used. You could have used a mini God Mode like One With the Shield or Strength of Will, you could have used a self rez T9 like Rise of the Phoenix or Soul Transfer, or you could have gone with a "trutling" power like Hybernate. If you want something "unique," I'd suggest starting off a less common baseline, instead of taking arguably the most conventional power design and trying to twist it.
It just comes off like you're designing a power you hate.
Quote:I wish we had Duel Pistols, myself. As for Dual Pistols, the set is simply weak, and it's weak by design. As a direct result of its gimmick - Swap Ammo - the set's power is valued to be much greater than what it is, so the set is counter-balanced to be weaker to compensate. Dual Pistols pays a heavy price for having Swap Ammo, but Swap Ammo does not contribute nearly enough to the set to compensate for this price. If the set had a conventional Build Up mechanic, it might be slightly less "interesting," but its stats would have been significantly higher.
Quote:It's your idea. You sort it out. If you're going to post on a public forum and solicit feedback, learn to deal with it. Look at any of the official Feedback threads on any of the recent Betas. Much of the feedback is "This, this, this and this are broken. Fix them." If you don't consider having questionable design decisions pointed out for your consideration to be constructive, then you simply don't know how to handle feedback.
Quote:I'm not trying to yank control of your suggestion out of your hands, Mafia. You don't have to change things just because I said so. I'm simply saying that the rest of your set feels very solid, and the one thing which sticks out as FAR too esoteric is the T9 power. If you want it to be unique, that's fine, but if you really want it to be unique, then don't shoot for a God Mode power. Those deal with stats so high they're all effectively the same power anyway.
Quote:I like it!
With the exception of Ionized burst. Only the animation though. Please dear gawd, no more KM animations, anywhere, please.
Exception to this is Archery. I know, realistic set, but GAWD it's boring to watch to me :P -
That is the kind of response i like. Something is bad and explain to me why its bad and give me example of past experience. I didn't know about the blasters dieing after nukes. When i nuke on blasters everything is dead and i don't die either even if i stand where i nuke. (Probably with the help of Sets)
I can't stand Unstoppable or Elude. I don't think ill ever need them either but that's me.
Duel Pistols is awesome!
We are discussing it, yes, which means when you don't like something you provide an alternative to the problem, not just bash on it.
From Dictionary.com
Discuss
verb (used with object)
1.to consider or examine by argument, comment, etc.; talk over or write about, especially to explore solutions; debate:
Shouting "them" down. No, just you, because you came off to me "Rotten" because that's all you did was make fun of a power and said it was a horrible idea and didn't give me an alternative other then moving it entirely. You are right about removing the hold because you gave me evidence from past experience (Learn from the past to prevent future ones) on why it should be removed. Evidence of why it should be removed is what i needed. If there was no evidence then i would love to test it on Beta or pre-beta and find out if it's bad or not. Your experience I love and the game loves it too but please provide it next time to someone else or me.
I didn't read all of it cause I'm in a hurry to get studying for my Fiber-Optic Technician Certification Test right now and can't multi-quote right now. I'll change the power later. Prob tomorrow -
Quote:Ok now there is 2 :P Thematic reason is all i have to say. And just like any of the tier 9s too. I never take any tier 9s that have a huge crash but that's because the buff you get from then are uber. If the buff wasn't so strong then the crash wouldn't be as strong. The bigger the buff the bigger the crash. To me if you rely on the tier 9 to survive against something then there is something wrong. If your in trouble and you know your going to die then fire it earlier then normal. Since you go in knowing its not instantaneous then be precognitive on when to fire it. Can't give it Unstoppable buff and not have a crash. That defies what exists in game. Again the Hold can be removed but i like the thowing up hold like [Elixir of Life]'s side effect at the end. OK maybe have no hold but you have to do the throwing up animation for 5 seconds that way you keep your stupid toggle buffs on. Ugh. Complain complain complain. Give me a better power that's unique and not so boring like the current ones. Create something new like they have done with Momentum, Focus, Combo Level, etc. Give me something fresh that is not Over powered and not Under powered.I was going to let Sam speak for himself, since he usually does so pretty well, but if you're going to try to pull the "it's just you" card, I agree with him completely. A crash with an unresistable hold is horrible. Horrible, horrible, horrible. That's WORSE than the crashes on Unstoppable/Power Surge, which are already so bad that many players feel they are never worth using or even taking. A long activation or a period of doing nothing on a power that by definition is used when you're in trouble makes it even worse. You can't afford to use it when you need it, and when it wears off you die anyway. No, a knockback will not stop you from dying, because many enemies cannot be knocked (like AVs), or get back up very quickly (like Tarantulas), or will be out of range of the knockback (like anything that prefers ranged attacks), or the knockback might just miss.
When you suggest a power unlike any other power in the game, it's not inherently bad, but you need to consider if there is a reason why no other power does that.
Reminder!!!!!! It's an idea not a power set in the making. -
Quote:Yes it is listed look at it again.I didn't see the 50% resistance, largely because you didn't list it in the power's stats I take that back, such a power would be quite useful.
Quote:Tier 9 Power: Cold Fusion
Self +Res(Disorient, Hold, Immobilize, Knockback, Sleep, Repel, All Damage but Psionics), +Recovery, Max HP, +Special
5% Resist --> 50% Resist
3% Recovery --> 30% Recovery
2% Max HP --> 20% Max HP
190 sec. Duration
Description:
Options:
1. A long animation on the power to resemble the build up phase. After the animation is over you get the instant max buff from the power for 180 secs. Also maybe an increase in power past the power's buff by absorbing enemies that are tagged from radiation based powers from anyone on your league up to 5 targets. So if your teammate attacks 5 targets and then you hit Cold Fusion. Not only will you get the 50% resist but you will get 10% from each target you hit that it tagged. Up to 100% and same with the Recovery(60%) and HP(40%). Now we have a Tier 9 with a tohit check :P.
2. A 10 Second (or lower, need to test it) build up of energy. More powers you use during the 10 second build up the less buff you will get out of the power. The power that you built up will last 180 seconds after the build up phase. At the end of 180 seconds you will loose all control with a debuff of 50% HP, 1000% Recovery, 50% Endurance, and a unresistable hold effect will be placed on you for 5 seconds. When the power wears off you will explode the rest of your energy due to the lose of control (depending on how much you gained will result in the change in Radius of the AoE and mag of Knockback). The explosion will result in a knockback of a Mag 6.2313 minimum (Repulsion Field).