Windenergy21

Renowned
  • Posts

    1131
  • Joined

  1. Quote:
    Originally Posted by Obscure Blade View Post
    Yup! It's a /Traps trap!
    OMG I love it lol. I was just going to say yes :P
  2. I'd have to start that personally, unless it's for a farm build, on a fire/rad I'm not a fan of hotfeet, or choking cloud for that matter. Mine has it, but only because I do use him to farm. As a pure controller I avoid both of those. And would certainly not get hotfeet before stamina, enervating field however, i get as soon as possible. It also, though not as bad as hotfeet has a higer end cost, but that's all you need to slot it, 2 end reducers and its debuff is very useful to the team. (Technically same end cost, but is only on during fights, and the anchor can die, overall less end cost due to situations)

    You'll definitely want Lingering Radiation slotted MUCH more. TBH, on most teams, I use this power every mob more than any other control I have, unless it's so bad that I need to use a control. It has massive -recharge/-speed, and is a necessity to have up as much as possible versus AVs for its -regen.

    Health, TBH I love regeneration, but with radiation, you have a heal that can be up often enough that you don't really need to slot health for heals. I'd just put a miracle in the base slot and you should be fine.

    Pet slotting, again, radiation emission is not really a set that needs to have the character slot for regeneration. You really don't need the soulbound allegiance. I would do the 4 Call to Arms recipes for the recovery, HP, and recharge bonuses, and then a acc/dam in the 5th slot to top off the enhanced stats for the power.

    That or only 4 slot it, 2 Blood Mandate and 2 Commanding Presense for 3% recovery in 4 slots while maxing damage with decent acc and some end reduction.

    I like hasten-less builds, but with radiation with AM its definitely a power set i'd suggest hasten for every time. You want AM coming back as soon as possible, and with AM helping as well, it's that much easier to get perma-hasten also.

    As mentioned, and also due to slotting i'd get Lingering Radiation before Cinders easily. I always pick up my controller's aoe hold at level 30, when you can start slotting it quickly to actually get some use out of it.

    Assault, 2 end reductions max. When you're using 2 level 50 common IOs you're at about 84% end reuction IIRC. The 3rd slot will do so little its very not worth slotting for it.

    Were you fully set on going the fire epic route? I've found I don't really need empulse, but that's a big drainer for your endurance especially with hotfeet and CC running.

    And good on the 4 slots on consume if you go with it, 4 performance shifters is really all it needs.

    Quote:
    Originally Posted by Local Man
    Radiation Infection: If you can afford it, 3 Enzyme Hami-Os is perfect slotting for this power. If you have a slot left over, the Achilles Heal Chance for Resistance Debuff is nice. But Dark Watcher would be my second choice.
    Dark Watchers Despair is ALWAYS my first choice for this power. Its so much cheaper than Hami-os, but even witout that, its so easy in 4 slots to max its to hit debuff, which is the real reason to the power, and get some good end reduction, and get 1.5% max hp, 2.5% recovery, and 6.25% recharge time bonus, which is very important to get your AM up as often as possible.

    The power is already doing 25% -defense to enemies. In the lower levels, that's more than enough, in the higher levels versus things like AVs that are resisting that, well at those levels everyone pretty much has their accuracy situation taken care of anyways. So any extra-defense is just fine, and really doesn't need slotted.

    Back to the epic, really matters on your input, personally I'd rather focus on being a controller in a non-farm build, then still look to epics for the damage, looking on to fireball instead of hotfeet. Bonfire is an amazing power to keep enemies away from squishies including yourself, but you're choosing fly anyways, so hotfeets uses get some-what limited and doesn't seem to fit.

    personally, with a couple powers you have mentioned needing like mutation (would get it on a team build anyways) and teleport, this is a build I'd look into going into. I like to avoid purples unless I'm looking for a farm build, which this can, but for most things doesn't need to be.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Fire Rad TP: Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Teleportation
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(15), BasGaze-Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(37), EoCur-Acc/Hold/Rchg(37)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(17)
    Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(3), DarkWD-ToHitdeb/Rchg/EndRdx(3), DarkWD-ToHitDeb/EndRdx(34)
    Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(17), Efficacy-EndMod/Acc(29), Efficacy-EndMod/EndRdx(37)
    Level 6: Fire Cages -- TotHntr-EndRdx/Immob(A), TotHntr-Acc/EndRdx(11), TotHntr-Immob/Acc(15), TotHntr-Acc/Immob/Rchg(36)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Hover -- Srng-Fly(A), Srng-EndRdx/Fly(29), Flight-I(48)
    Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(19), Stpfy-Acc/Stun/Rchg(21), Rope-Acc/Stun/Rchg(40)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Swift -- Run-I(A)
    Level 18: Enervating Field -- EndRdx-I(A), EndRdx-I(19)
    Level 20: Health -- Mrcl-Rcvry+(A)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(23), P'Shift-EndMod/Acc(39), P'Shift-End%(50)
    Level 24: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(25), TmpRdns-Rng/Slow(25), TmpRdns-EndRdx/Rchg/Slow(27), TmpRdns-Acc/Dmg/Slow(27), RechRdx-I(36)
    Level 26: Mutation -- RechRdx-I(A)
    Level 28: Bonfire -- RechRdx-I(A)
    Level 30: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(34), EoCur-Acc/Hold/Rchg(43)
    Level 32: Fire Imps -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(33), BldM'dt-Acc/Dmg/EndRdx(34)
    Level 35: Recall Friend -- EndRdx-I(A)
    Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(40), EoCur-Acc/Hold/Rchg(43)
    Level 41: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(46)
    Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), RechRdx-I(46)
    Level 47: Fire Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(48), ImpSkn-EndRdx/Rchg(48), ImpSkn-ResDam/EndRdx/Rchg(50), ImpSkn-Status(50)
    Level 49: Rise of the Phoenix -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    ------------
    Set Bonus Totals:
    • 5% DamageBuff(Smashing)
    • 5% DamageBuff(Lethal)
    • 5% DamageBuff(Fire)
    • 5% DamageBuff(Cold)
    • 5% DamageBuff(Energy)
    • 5% DamageBuff(Negative)
    • 5% DamageBuff(Toxic)
    • 5% DamageBuff(Psionic)
    • 7.5% Defense(Energy)
    • 7.5% Defense(Negative)
    • 3.75% Defense(Ranged)
    • 3.15% Max End
    • 71.3% Enhancement(RechargeTime)
    • 3% Enhancement(Stun)
    • 1.5% Enhancement(JumpHeight)
    • 1.5% Enhancement(FlySpeed)
    • 1.5% Enhancement(RunSpeed)
    • 5% Enhancement(Immobilize)
    • 18% Enhancement(Accuracy)
    • 1.5% Enhancement(JumpSpeed)
    • 4% Enhancement(Heal)
    • 5% FlySpeed
    • 125.9 HP (12.4%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Confused) 22.5%
    • MezResist(Held) 22.5%
    • MezResist(Immobilize) 25.3%
    • MezResist(Sleep) 24.7%
    • MezResist(Stun) 22.5%
    • MezResist(Terrorized) 24.7%
    • 22.5% (0.38 End/sec) Recovery
    • 10% (0.42 HP/sec) Regeneration
    • 2.84% Resistance(Fire)
    • 2.84% Resistance(Cold)
    • 5% RunSpeed
    • 2% XPDebtProtection



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1420;709;1418;HEX;|
    |78DAA594594F135114C7EFB41D4B69A10B6B3768CB521629F0E6F2602242A252ACA|
    |5E14925150698A4B6A43326FA60448D266ADD8D2CC6179518C537155CBE86DB93CB|
    |07F0DDF852CF722B121F9DB4FFDFBDFF39E79EDB3B679A3CB5CF25C4C21EA178867|
    |259C3981C2AE4CD622197D38A6A323BAB4F3947F4A2164967A72399945D08D1BA19|
    |50894D60486512FBEBFEDE9333330948D5B3A65EC84F0E9FD00D0306DEFDF939ADA|
    |8E5CD4465509D2AC032E3F39A36EDA4E1484E9F9D335D3CD6CDBC66183E9A64B49C|
    |365F289AB4A277785E9FE2EAC9AC616AC5D3CDB0C36EF85E5484BCCAAA786F11222|
    |C6A3F10EA3F12DA3E11DA3F3366217E508C6D66D9C441B2B68D329284EA3182E710|
    |0155A194B25559B7A065D960BC2644DF12521063E538D55A22CB768D719DE0B9410|
    |8DD24B4DF225C820C9537635517B9FC12A17699D0B64288C153B1F3EA167BAF40AB|
    |6A0B1C10E090018E9F9413FA45E86FA380CB3071CAC3729EA53BAE05C63982EF3CA|
    |1FE02217E86CBC3B2359C256AFA6821152C3757126EB60EC3D4CB96E28D92E563D8|
    |21B84E06D71D80415C5481D5C096ADE1369D42E31DC65D42E73DC2E022611C429BE|
    |4BE9B9ED0A69A9F329E11026B8CE7BC613E8E344CFC72DF7EB6AE8215945690AD2B|
    |0AF605AF1DE6066AE1066AE1066AE1068A7203F5700395405B6503B57EA13B91AF8|
    |C6F8CEF9CF5838A74C0EF8DC9BA313E950958A143D6EDE0BA9D5CB793EBC6B96E7C|
    |4BDD475621BA6456D7A2C0B3EC5E622C3356083DF7097D0FA9D663C8EA9559BD2FC|
    |8DAFE92F18AB14EE8DB60F0C9AC4256423EA4849F8EA93FC0081206438C30610D7A|
    |6440FEC6015E2164FBF39AC1072E31FA8F930247918E424E7833E6BFAE37F07FC74|
    |B3BD2D5A0199414883281A3232847717A0C47591C1D4799C269F99DABB20BF70EDC|
    |D04E945D28BB514A1864C797C989E242A941A94571A37850EA501A5102280F50CAB|
    |F0176B40FC2|
    |-------------------------------------------------------------------|
  3. Personally, I have to start by asking why does it have to be a controller. IMO FF is much stronger on defenders with the big point being that with blasting as a secondary, you constantly have something to do while you wait for 4 minutes to re-shield the team.

    With controllers, who have lower valued shields to begin with, which team-wise is still ok for the most part because you're also bringing controls to the situation. But most of a controller's powers are long recharge, one time per battle use powers. Leaving a single target hold, maybe a single target attack power and maybe a debuff etc. So after you bub, and then use a control, for the most part you aren't doing much and will be very bored.

    As far as synergy goes, fire/ff, ill/ff and plant/ff would be my top picks. Fire/ff for the mix of added damage and buffs.

    The Ill/ff, you can stack group invis with the buffs, the set gets a good DPA attack and the single target confuse gives you something to do during battles, and as illusions is very much a ranged playset, as is force fields for the most part, it does work well. "end hog" i've never found a need for superior invis, illusion works best with fly to position phantasm, so I'm always hasten/ss/hover for travel, so SS, and group invis, gives stealth when you need it and full invis. Nemesis snipers are so rare it is not really much of an issue to need superior invis, especially when you have pff with force fields.

    As to the plant/ff, my first reason would be the niche of providing good defense, and having spirit tree to regenerate the damge that IS taken. Its a nice fun thing to do personally. Plus plant has very good controls as well, and dispersion bubble to give the carrion creepers defense.

    But in general, as mentioned i'd as why the FF has to be a controller, its much better and more fun on a defender IMO. Personally love my FF/Psy combo, lots of attacks, decent aoe, and very good build with force bubble to IO out for capped ranged defense to mix with your long range psy powers .
  4. The actual trigonometrics of the power though would be astoundingly easy.
  5. Quote:
    Originally Posted by Frosticus View Post
    Which brings us full circle to my post that said: "so far beyond anything capable in the system it is better suggested for CoX2"
    Except we DON'T know if it can't do that, because there has not been a reason for this mechanic yet. This is the first instance where this would exist, so it could entirely work with the current game engine, only the devs know if it would be possible or not, so no point in putting the idea down based on what "might" not be possible. You never know till you try, putting this out there and having a dev see it is the only way we'd know for sure. No reason to be a nay-sayer yet.
  6. Quote:
    Originally Posted by Local_Man View Post
    DIRECTIONAL Pseudopets? I can't think of anything in the game that does that. I know that Volcanic Gasses casts three nondirectional Pseudopets, and I'm not sure how many Carrion Creepers casts, but more than 8? In a circle? (That earlier diagram had eight.) You could have a Pseudo pet that fires a cone at a target, kind of like how Spectral Terror fires a Terrify at foes in the area, but that would have to go in any direction, and I don't think you could fire a knockback attack (kind of like a small Force Bolt or Gale) fast enough for your purposes. The only thing that pulses that fast are AoE auras.

    It is an interesting idea, but I don't think it would work.
    All they'd do is set it to a faster pulse rate, that part is very easy, as mentioned it would be only repel from the outer pets, not kb anyways, which would work as a toggle like telekinesis anyways. And as to the direction, like i said, kind of like oil slick, the origin of the power would be targettable by the pseudopets, and they would do their cone repel aimed at the origin. As to the mechanics of this, look at where it already exists for the Cape mission when enemies attack the hero 1 relic, or just have the origin perform a taunt to the pseudopets.

    If you are about to question how they could taunt the pseudopets and not the team, that part's easly, give taunt a mag like a mez, have it be so low that the pseudo-pets are succeptable, but not heroes who would have an inherent higher mag resistance. (which may be how the mob that attacks the hero 1 relic and the respec trial nuclear reactor already works anyways)
  7. Quote:
    Originally Posted by Oedipus_Tex View Post
    There are two problems however:

    1) There do not appear to be summoning mechanics that summon groups of creatures in specific locations, facing a specific direction

    2) Even if that did exist, there is a huge problem when you try to fit this power into an area smaller than its radius. For, example, next to a wall. Half the pets are off the map or stuck in geometry. That's the kind of thing that can cause crashes. If you decide to make it so creatures are placed at the nearest point where they aren't off the map (itself a rather complicated calculation) you now have to rotate the pets to face center again. Then you get into situations with hills, with balconies, etc, it gets really complicated.
    1: I already explained fully how your question #1 point would be answered

    2: again, mentioned the draw it would have on the games engine, as far as the "placing at the nearest point" would go, they would just go the the nearest point towards the origin upon which they are being faced. Again, not ideal, but the best of what we can do with the situation and would still work for the most part.

    As to the power itself, between the kb and repel, i'd suggest a full knockdown of the radius, and only the "outer portals" doing the repel towards the center for the best effect.
  8. Quote:
    Originally Posted by Local_Man View Post
    Six or eight small bonfire-like knockback pseudopets in a circle? Well, I know that with Bonfire, foes will often run through the edges or won't be knocked straight back -- part of that is a function of the number of pulses in the knockback. I can see foes being quickly knocked between the pets out of the field, especially if the "circle" is scrunched by being cast in a limited area.

    I don't think it would work as well as you think.

    You're still not understanding that the pseudopets are doing a CONE knockback, towards the origin, not a radial knockback, and much more than just 6 or 8. With faster pulses than bonfire, if they are outside of the circumference, nothing will happen to them. If they are within the circumference of the main power, then they'll be hit by one or more of the cone pseudo-pet knockbacks that is aimed towards the origin.

    The more pseudo-pets with a narrower cone, the more seamless the power would work. Unfortunately as mentioned this is the best we could get with the power until they relook the engine to accomodate the power working as an inverse knockback/repel.
  9. You actually don't even need that, just go to options in the game and select a button to "target farthest enemy"
  10. Quote:
    Originally Posted by MonkeySpirit View Post
    For one, if you used this power in a corridor or some other place smaller than the full circle, the game would probably have no idea where to summon the pets the fall "off the map".

    Actually that's not really for one, thats actually about the only logical answer that I could see being an issue outside of CPU usage. Depends how they can relate them, but short answer is, it wouldn't matter anyways, if there is a wall there where it would be off the map, the ones thats spawn right next to the wall would still push the enemies towards the center, they just might be at a slight angle where they'd actually very slightly bounce off the wall. So short answer is the ones that spawn, or in the case woudln't spawn off the map, would not matter. That or they would just still create the mini-portals based off the origin, regardless of being on or off the map, depends on the actual mechanics of the game engine as to which route it would have to go with.
  11. Quote:
    Originally Posted by Frosticus View Post
    I'm not disagreeing with the way you guys want gravity well/sink to work. Ideally it would do exactly what you say. However, what you want is so far beyond what is possible in this game it is better suggested for coh2. I'm giving you a way to make the power do what you want it to do (assuming the main function is to collapse mobs) in 90-95% of scenarios that is currently unavailable, but not a huge step beyond what the system currently is capable of.

    Or at least not a huge logical step, implementation of powers that cast in that manner may well be impossible in this game.
    And why, outside of possible drain on the game (lag/crashing) would it not be possible. Entirely it would, the only inhibitor would be in the game could physically handle it.
  12. Quote:
    Originally Posted by Local_Man View Post
    The goal, I think, would be to make a spot which has a chance to pull foes into the center. I think that the knockback around the outside would defeat the purpose, and the inside would not be functionally different than either an Immobilize or a knockdown zone, depending on how it worked. It would also require placing a huge pseudopet -- bigger than anything else in the game. It's an interesting idea, but I don't think it would work all that well to be a "black hole" attraction kind of power.
    It wouldn't have to be huge, just the same size as quicksand/ice slick/earthquake/carrion creepers. The original intent of the power IS to knockdown for mitigation, but it would be doing so as knockBACK, bringing them towards the center. As we went over, the game engine currently does not allow it to do an actual "pulling" in to the center, so we would have to do the multi-mini pets on the outside ring to accomplish this currently.

    It would work, it would just not be a seamless as having just the one origin doing negative kb/repel.
  13. Quote:
    Originally Posted by Frosticus View Post
    Not really. You'd have a large "trap" where everything inside stays inside and performs the "gravity well" function as well as can likely be constructed in this game.

    The idea is that it is large enough to place around an entire spawn. Stragglers are SOL for being jammed into the clump from the power alone, but that is consistent with single resolution powers like flashfire. Those outside the casting are still being actively mitigated in some form though which is still of minor benfit vs single resolution powers. Unfortunately the chances of it operating in a two distinct functions (ie lets things in, but not out) is unlikely.
    Its a Gravity Sink, like a black hole. It sucks enemies into it, that's all. Knocking them further away from it would make NO sense.

    Quote:
    I'm doubtful the system can strategically place a series of "minature bonefires minus the damage" like I'm talking about. There is likely no way it could do what you are talking about. You have to find a balance between thematics and what is possible in game. The geometry and precision required for what you are talking about is extreme. The system I'm thinking of only requires the engine to place single function pseudo pets in a circular pattern, which as mentioned I don't think is even possible unfortunately.

    The idea of repelling pseudo pets is fine, but it could never be aimed. It would go in all directions at which point you are doing the same thing I suggested just trading kb for repel. KB offers more mitigation so that would be more to my liking, but repel is probably more visually satisfying of the criteria. Of course it could do both like singy, which is even better.

    For clarification what I'm talking about is essentially a ring of singularities that don't attack just kb/repel away from the entity. Anything inside the ring has been trapped in the gravity sink. Anything outside of it is repelled from it. More powerful foes would have the ability to escape the sink and there is absolutely nothing preventing you from using the unique aoe foe teleport also found in gravity to put stragglers into it. In fact it is encouraged.
    Don't know what you're thinking, what I mentioned is ENTIRELY possible. It's all about vectors and where you place the spawn in location to yourself. And yes the knockback would be fine, was my original intent to have it in there, just wasn't the easiest way to explain the power cause it would cause the variable of knocking them over the origin of the radial power. It also complicates it when they are close to the edge, only very slightly knocking them down towards the center, which i'd be ok with anyways, its still performing the main mitigation of it, was still just easier to describe before by not going into details with this but apparently I needed to :P.

    How it would work is from where you are, and cast the power, there would start a "mini portal" as you were using from directly between you, and the origin, and on the exact opposite side of the origin, then two more directly at 90, and 270 degrees from the mini portal closest to you. From there, it would just strategically place the rest of the mini portals at each next 10 degrees or so.

    Now we have the mini portals placed properly around the entire outside edge of the Gravity Sink.

    Next, much like oil slick, which creates a targettable pet in the center, a pet would be created for the "origin" of the circular radius. It would be targettable for the mini portals, but not killable. From here, they would bascially be using the cone power telekinesis, only with a much wider angle, and with knockdown for eache pulse, targetting the origin for their positioning of the cone.

    Its entirely possible, even if it didnt start the 0 degrees - 180 degrees located around you, which doesn't really matter of its off rotation a couple degrees, it can do what many game mechanics do and keep the 0-180 degree points along the North/south/east/west bounds of the game. However, the mechanic to have it located from your position already exists in the game IIRC with the Oroboros temp power, if you notice the two diamonds always change the way they face based on your character, otherwise they would lie flatly in the same direction when someone else places one on top.
  14. Quote:
    Originally Posted by Frosticus View Post
    Oh ya, more on topic!

    Here's how I'd create a "gravity well" given the limitations of this game (still not sure if this would work though):
    Placeable recticle that would summon a large ring of individual pseudo pets spawned close enough together so it is essentially seamless. The ring would have a ~30ft radius so you can fairly easily fit it around a full spawn. Anything that hits the ring is knocked back in the direction it approached from. So things inside get knocked toward the center. Things outside get knocked away. So the "0's" would be the little pseudo pets and the "I's" would be baddies. Whether system can generate such precisely placed pseudo pets in a single casting? I dunno.



    As for traps. I can't think of a bad traps troller. It offers additional control to augment fire. Offers alphas to help ice. Would work wonderfully with gravity. Lol @ a group of confused mobs bunching up while you plant (pun intended) a mine at their feet. And so forth. The only primary I don't personally see fitting with it that well is mind, but it's not like it would be weak at all, just not that complimentary (imo)
    Well the knocking out would defeat the purpose and wouldn't make sense. They could do a bunch of "outside ring" repellers. And just give them a wide cone repel on very fast and short pulses, all aiming towards the center. That way with the wide, thinking 165 degrees, arc of them outside ringers, even if its not directly to the center, with the next outside ringer very close to the next one, they'll all collectively work towards pushing them to the center.

    For now it could work, not sure, but can only imagine THAT many pseudopets doing a function like that being hard on the system and possibly causing crashes, however, with Carrion Creepers that's pretty much how that works so I could see this working. For now, I'd still, even if on a back end job, like to see them officially implement a negative knockback/repel engine so we could eventually get a proper working Gravity Sink (Gravity Well was my name i thought of it before warshades came out and got that name!, But Gravity Sink works fine)

    The negative knockback/repel engine/function would have many more uses than just in this power. Think devices, or even traps to get rid of time bomb, a cone power that would latch on to enemies, and especially for what chatter i've been hearing of wanting, a whip/lasso power set, like wonder woman/indiana jones, where you would whip/lasso the enemy and pull them towards you. Or a move where you'd grab their feet and drag them to you a bit, causing damage and -knockback. Etc, there are MANY ways to implement this creating a much more wide variety of need.

    They should totally work on implementing this into the game.
  15. Quote:
    Originally Posted by Local_Man View Post
    Is it possible to program in a "black hole" kind of power? Certainly. But if the game engine was not built with that option in mind, it would require some significant programming to either change the game engine or figure out a work-around -- and that's time they can't spend doing everything else. It is not a question of whether it is "possible," but whether it makes sense in light of limited resources.
    I'd take no new zones or content for fixing things that should be to begin with. They can whip up some costumes, proliferate some powers, and fix sets by doing something something awesome like this, I'd say it's more than worth it to eat it for the issue. Oh the dream of a toggle -repel on a tanker *drools* "internia armor" *drools*
  16. Quote:
    Originally Posted by Mega_Jamie View Post
    a bit of ingenuity goes a long way. How about a Targeted AoE that on it's outskirts only have a Repel -KD mechanic, so anything inside the ring gets pushed in, and anything outside pushes out.

    Ok sure Gale haters would probably hate it, and it would take a while for people to learn how to use it effecitvely so theydont split groups, but would be quite a fun power. could be achieved with it summoning a few pseudopets or something.
    I still REALLY don't understand how the devs can't figure how to work this. I have next to no programming knowledge i'll admit, but the tiny I did have seems to me like the equation they use to determine knockback/repel, when centerered around an origin/radial point, has a value that increases from that point. Hence above .67, the higher the value, the farther the knockback or repel. The devs set the numbers from 0-.67 to do knockdown only. Seems like all they would have to do is make the knockback/repel value a negative number for each pulse that the power would do to draw them to the center.

    I DO know, that its possible to do this. What I don't know, is what is so borked about the game engine that they can't, or can't seem to figure out how to get this done. Obviously it's a different engine perhaps, but just look at the Spiderman games like Spiderman 2, where you would pull the enemy towards you with your web, or even back as far as the 2-d and 3-d Mortal Kombat games with Scorpion. It's definitely possible. Not sure where the hangup lies.
  17. Windenergy21

    Rad/Leccy

    Quote:
    Originally Posted by Terror1 View Post
    I thought we were on just the forums. Since they were MERGED and some people seems to have gotten it
    I'm not 100% sure WHAT these forums are, until we at least get our "reply" option back, not just quick reply or quote, and when we get the option for clicking in various commands such as creating a quote or clicking a button to insert bold type, italics, color words etc. These forums are still terrible IMO compared to the old ones :/.
  18. Not to copy paste too much, but a quick thought would be a location based force bubble for the traps tier 9
  19. Quote:
    Originally Posted by UnicyclePeon View Post
    Local Man,

    Gravity/Storm is indeed a winner!

    All,

    Traps would rule for controllers. I also really want Poison. I don't really care about Pain at all. If they proliferated Traps and Poison, I would for sure make:

    Gravity/Traps
    Fire/Traps
    Earth/Traps
    Illusion/Traps
    Earth/Poison
    Fire/Poison

    I would also have to seriously consider:

    Plant/Traps
    Ice/Traps
    Plant/Poison

    Good times!

    Of course, I dread GR and I19 for the whole Incarnates crap. It almost makes me not want to play anymore, and definitely makes me hesitant to make any new characters. By giving 10 new levels, it kinda makes all my "finished" level 50 characters sorta obsolete. It will take too long to play them through the 10 levels, but I'll feel compelled to do so if you can't survive the new zones and such without doing the new levels. The last thing I wanted was for the 10 Incarnate levels to feel like actual levels. I hoped it'd feel more like EQ 1 Alternate Advancement. So now, i've got 49 characters that will all be obsoleted.

    So it kinda makes me not want to make any new characters, even cool proliferated ones.

    Or maybe I'll just decide to never do post 50 content. I dunno.

    Lewis
    EW, i really hope that's not what Incarnate is. I'm hoping its more like what the EQ thing sounds like, ie do enough to earn more slots maybe, like an accolade, but not a level. Maybe one extra power option, but not sure how that mechanism would work without increasing the level, but that's NOT what I want to happen.

    Totally forgot about how much I want poison too, but for now there is a specific reason I want traps. But poison would be very sweet as well. I forget the reasoning but I remember I'd want an earth/poison.

    Traps, I want for a meandered reason. I want a plant/traps, to play with the double regen pseudo-pets. I would like it for the grav/trap combo too. But I also plan to have a traps/DP defender when GR goes out. But I feel if I made a traps/dp first, then the plant/traps and possibly the grav/traps would seem lackluster while playing them. At least if i play them first then when I play the traps/dp i can focus more of the fun of playing through DP (regardless of its horrid stats for HOB that they need to turn down to 1 minute base recharge asap but I digress).

    But as just mentioned I'd like to play the plant/traps first, since I already have a plant/ta, and a plant/rad, I'd like to have the fun with traps on that first.

    Likewise, on the traps issue, time bomb with a defender/troller scale damage, without a self stealth in the set to boot, what's the point? Really wish they'd replace it with something actually useful, even gun drone would be nice to have. Or how about a new actually useful power alltogether. It doesn't have to be copy + paste but for a tier 9 it should be at least something good :/.
  20. Windenergy21

    Rad/Leccy

    Quote:
    Originally Posted by DaveMebs View Post
    Didnt they merge em?
    It was a joke because we ARE on the American forums and he's using European terms that nobody here knows because of so.
  21. Quote:
    Originally Posted by Organicide View Post
    Zomg...the pure, unadulterated win of Grav/Traps staggers the mind. That combo has the potential to make even TIME BOMB useful/fun.

    Trip Mine (+3) > Time Bomb > poison trap > Caltrops > Wormhole > AoE immbolize = aneurysm.
    I was thinking this combo too, though the aoe immobilize won't do much good since you'll be timing the time bomb if you use it to wormhole the enemies when it goes off, since the aoe immobilize doesn't have -kb. But been looking for a decent grav toon I wouldn't mind actually playing. Grav is just still far too lacking of control for my taste atm and doesn't really make up for it in any other way. They need to swap dimension shift into my "gravity sink" power asap :/. (think bonfire only in reverse direction, and repel + knockdown instead of knockback, rech/duration of earthquake and ice slick)
  22. Pretty self explanatory, would be nice to see traps go to controllers for GR's release!
  23. Windenergy21

    Rad/Leccy

    Quote:
    Originally Posted by TameDragon View Post
    Leccy is a slang term for electric here in the UK
    Oh sorry, I thought this was the American Server Forum my bad.
  24. Windenergy21

    Rad/Leccy

    Yeah I'm wondering what the heck Leccy is too? Whatever it is, REALLY!??? Leccy?? How did you come up with that? lol
  25. Quote:
    Originally Posted by Kioshi View Post
    Compared to your build I don't have Eviscerate and a travel power (NR+Hurdle+Quickness is awesome enough for me, even without Quickness I find myself using ninja run a lot on my old defender who has SJ, probably will respec him out of it). A bit lower regen, higher recov, little higher hp and higher recharge. Tough is early and Evasion/Lucky are late, I want this build capped for m/r at level 32 (since I'm using 35 IOs) since I consider AoE a lot less important especially before 40. AoE is 44.9% but with lvl 50 IOs I'd cap it.

    Hero Plan by Mids' Hero Designer 1,703
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    X-24: Level 50 Magic Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Medicine
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Swipe -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(7), LkGmblr-Rchg+(9), LkGmblr-Def/EndRdx/Rchg(36)
    Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(19), Achilles-ResDeb%(21)
    Level 4: Focused Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(9), LkGmblr-Rchg+(11), Ksmt-ToHit+(39)
    Level 6: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(15)
    Level 8: Follow Up -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(23), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Dam%(25)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(27), Numna-Heal/Rchg(27), Numna-Heal/EndRdx/Rchg(29), Numna-Heal(29), Numna-Regen/Rcvry+(31)
    Level 16: Dodge -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31)
    Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(34), Dev'n-Acc/Dmg/EndRdx/Rchg(34), Dev'n-Acc/Dmg/Rchg(34), Dev'n-Hold%(36)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc(37), P'Shift-End%(39)
    Level 22: Agile -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(33), LkGmblr-Rchg+(33)
    Level 24: Quickness -- Run-I(A)
    Level 26: Boxing -- KntkC'bat-Knock%(A)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A), HO:Ribo(46), HO:Ribo(46)
    Level 30: Aid Other -- Heal-I(A)
    Level 32: Shockwave -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx/Rng(39), Det'tn-Dmg/Rchg(40), Det'tn-Dmg/Rng(40), Det'tn-Acc/Dmg/EndRdx(40), KinCrsh-Rechg/EndRdx(42)
    Level 35: Aid Self -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(42), Mrcl-Heal/Rchg(42), Mrcl-Heal(43), Mrcl-Heal/EndRdx/Rchg(43)
    Level 38: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 41: Evasion -- GftotA-Def/EndRdx(A), GftotA-Run+(43), GftotA-Def/EndRdx/Rchg(45), GftotA-Def(45)
    Level 44: Lucky -- GftotA-Run+(A), GftotA-Def(45), DefBuff-I(46)
    Level 47: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Rchg/EndRdx(50), GSFC-Build%(50)
    Level 49: Physical Perfection -- Mrcl-Rcvry+(A), RgnTis-Regen+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1405;707;1414;HEX;|
    |78DA9D935B53525114C7F7818307040442BC03266A9A41D2F4D065C6664A2D1B290|
    |4729A5209710B4719643834E943337D809EBA3E592FA5F6D074796B7AEA7395D1BA|
    |6C98667AEB0CFC7F7BADBDD6DA6BED3927B53BEB11E2C915A1755DAB142C2B9F2DD|
    |60BB59AAC3B52859259D4EFC6CF9D378410DD2D7F3E252B522620F891156D3B67E5|
    |A6AC5A32917D8856466E56E4AEB4020BD5B2ACCB6A23D15A78D23B3B95C4BCD9A84|
    |ACBF22AA3546E98D5125B29B96116CDAAE4C04559A8C15660AE661613577736F6F2|
    |A982D590F5BD3E686912FE65EC8D9EA643DC038C08DB7DC60A415F65AC113AF2841|
    |466699465177E8D76BA09CE102116246C192A0CAA6B0F28D5BFCE28124E6C3024A1|
    |FB874D88A0B805597655DDCED59D5CBD93AB8F1FC35E586C439C435577FCB451C02|
    |F82E798F19BD0D564083BA202590675D574189B7C6E89D053669884BE2DC636210D|
    |592E3E4BB8A60049D1012E37B729DC13146580CBCB2E8777897A1DC830B284A11CE|
    |30E21B24C58822C1F67D97C3C6F84E78DF0BC550808A84103FB74D2F01BC2C9B78C|
    |43C6012176447042565035137C4657107B4E187DC178C97845187F4DB80D5921D54|
    |C889B19E66686D19D141908E85563F7C6E9240D5CFDEA72FA73E4B2836B509519C4|
    |F0B088CF80A5DBDB0C1BE8E5ACF0285D690D5C513568F423151AFF4A38F589F199F|
    |18530F9D8865951030DCAD247E6A8D7C979C675C2E905C60D420F848FA901C6F882|
    |73E09A506FDC84CEC12EC21983E12464216E4A4D35E5FA7B271EA10172F08A25D40|
    |0897774A167DF330E184784E421E303E1C02BC43497D5A66F52BDE40CDDD990DEFE|
    |3CE1078F58FCC793D6DB1F99D0C813D5DB9F67D3E517F8DE0B0EFEAFE79BA755CE9|
    |5E904CDA1A441B4655CADA0ACA2B986AB02AED6518A6836BF7B5A0DFB2E605F1751|
    |2EA15C4609417FE229461A6E10378A07C58BD285E243F1A304510650F6519A7F005|
    |3A4EF19|
    |-------------------------------------------------------------------|

    LOL, sorry, i guess I forgot to change that. My build doesn't use SJ either, but he has all 4 fitness powers. Wanted the kinda "natural" ish type feel, I honestly wouldn't need aid self so i'd never get it anyways. I love eviscerate So I couldn't do without it. And I wanted the fast feel during combat too on all fronts, and I really didn't have any other power I'd want that wouldn't take up slots anyways.

    I'd still like the swift + quickness combat speed, but I suppose I could always get stealth, boost me past that like .2% under the cap I am to aoe, .1% to ranged, and a couple percentages over for debuffs meh. I'll play around with that but I really don't like the -speed stealth gives too. Really wish they'd get rid of that its pretty unnecessary and is just a bad QoL issue, especially since they nerfed its its defense But would give a cool stealth killer type feel.