William_Valence

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  1. No problem Sam, but I cant seem to get any better closeup shots. How do you get the shots from the Costume creator? Everytime I hit prnt Scrn when at the Tailor nothing happens.

    Edit:



    Here's a fairly decent one. Still be cool to know how to Screenshot in the Costume creator though.
  2. So I just logged into this guy for the first time in a while and remembered I saw this thread.





  3. Quote:
    Originally Posted by JayboH View Post
    EDIT: Updated. I was wondering if you could summarize Noxious a bit so I could add that.
    Noxious Gas? Summarized it would be Lower recharge to perma-able levels, endurance cost may need to be raised.
  4. I love Poison as a concept, and probably my favorite concept is my Thugs/Poison. Imagine The Joker mushed together with the Mad Hatter, or Willy Wonka as a drug dealer.

    If I had my way with Poison here's what I'd do and why.

    Alkaloid and Antidote - Antidote gets Alkaloid's +Res(still unenhanceable) and it would get the same treatment as ID with regard to being AoE. Alkaloid would get a +Perception and KB protection added. No AoE obviously.

    Envenom/Weaken - Stays the same

    Neurotoxic breath - Would be modified to accept Hold IOs and sets.

    Poison Trap - Poison trap would still be single target, it would lose it's interrupt time and use the throw gob animation. It would have 10 tics. On the first tic there would be a chance to sleep and a 100% chance to drain 10% End and give allies around the enemy some end. Every tic after would have a 10% less chance to drain 10% end. Like Fire power DoTs, if a tic fails there would be no more chances.

    Noxious Gas - This is where the biggest change would come. If I had my way the recharge on this power would be lowered to perma-able levels.

    The first 8 powers don't live up to the other sets. Even with the suggested buffs. The available debuffs are beat out by AoE debuff sets when there are 2 or more enemies, and any sizable buffs to the debuff potential of Envenom and Weaken makes the set too powerful as the trade off that comes from the ability to double stack them with NG is lost.

    Players would spend the first levels relying on their first 8 powers. They would learn when a debuff is needed vs a control being needed vs a buff. They would learn to manage the blue bar and predict the need for certain powers, and as they gain more enhancements they'd get a bit of an endurance buffer. Then they get Noxious gas. Enemies are tougher now, and with the likelyhood that NG is up all the time, the endurance buffer the player once had would be gone. They would once again need to learn to balance the need for super debuff for some control or buffing. Poison would have a base debuff level that matched other sets with the ability to, in a very targeted way, provide some powerful utility. At least that would be the goal.

    My main concern is that if the single target debuffs were made powerful enough to compare with the other sets, then when Noxious Gas is up it would be too powerful. Keeping the single target powers for when you need that next level debuffage allows for single target king without falling behind the AoE sets.

    Anyway, it's quite likely I'm insane, and i'll keep playing my MMs until the pets start freezing mid zone and not just the transitions or the AI degrades to nothing, but I really would like to see Poison improved.
  5. Quote:
    Originally Posted by Steelclaw View Post
    * The United States will be introduced to the most dangerous and vicious PvP zone in the history of the game... British Parliament.
    Lolparliament
  6. William_Valence

    Poison. Fix it!

    Poison definitely needs some love.

    If I had my way, I'd move Alkaloid's toxic resist to antidote, and add a +perception and -kb. It's text would be modified to say: When used correctly, poisons can heal as well as harm. Alkaloid consists of just the right ammount of amino acids to safely heal a single targeted ally. The Alkaloid also improves the target's senses, making them more perceptive and improving their balance.

    I'd allow for Neurotoxic breath to accept hold enhancements and IOs

    I'd add a tohit debuff to PGT and remove the interrupt

    And I'd lower the recharge on Noxious gas. I personally think the set is balanced around NG being active, and think it would be best to make Noxious Gas Perma-able. However, I would not increase the duration. Lowering the recharge to a perma-able level instead, would increase the EPS from using the power.
  7. Quote:
    Originally Posted by Organica View Post
    That would be the one. ^_^
    Thought so Fills a Doc Q faster than I can fill a team when I'm giving away the midnighter and lost savior badges.
  8. Quote:
    Originally Posted by Windenergy21 View Post
    Sorry, I stopped reading most if it when you said that fireball has 142.33 BASE damage.

    Averaging the DoT% it is 71.324 damage.
    Heh, my bad for not double checking mids. Blaze mastery powers have an extra 62.56 fire damage in there for some reason. Just shows, even the best tools need to be verified.

    So double checking, and your right about the 71.324. And unless both tomax and mids are wrong, energy torrent is 18.77+41.29+(61.94*.05)= 63.157.

    So fireball has 1.3x Energy Torrent's recharge, and 1.13x damage.

    Body mastery might be getting another shot from me. I chose Blaze because of mid's numbers. Well, that and the character's calle BLAZing Boneshot.
  9. Fireball is 32s base recharge, 1.188s activation, and 142.33 base damage.

    Energy Torrent is 24s base recharge, 1.32s activation, and 69.35 base damage.

    Fireball has a base 4.3 damage per second, and Energy Torrent has a base 2.7

    Fireball gets more from both recharge slotting and damage slotting.

    Fireball 3 slot recharge: 16.42 for 8.1 damage per second. 3 slot for damage brings it to 277.44 for a damage per second of 8.4. Slotting for both gives a damage per second of 15.8.

    Energy Torrent with 3 slot recharge has a recharge 12.31 for a damage per second of 5.1. 3 Slot damage for 135.18 and a 5.3 damage per second. Both slotted gives a 9.9 damage per second.

    Basically, with the same slots and bonuses, Fireball with have a 1.3x longer recharge, and do 2x more damage. The actual difference between recharge times will get smaller, with bonuses, as the recharge times themselves get smaller. While the difference in damage will get larger, with bonuses, as the damage values themselves get larger.

    For killing Fireball is the better power.

    Energy Torrent would be better for a build that's looking for more survival. Personally I'd rather fireball, but I can see why people might want the Knockdown.

    On a different note, don't back up to use Throw Spines, if you can. When space allows, you'll get more benifit for the absolutely huge area if you leverage combat jumping and activate it above the group.
  10. Would this be the same MG that fills a group faster than you can type, "I'll join"?

    And gratz on the 4-man STF!
  11. -"Monte Carlo Method? Like with the cars? Sure, I know all about that!"
  12. Quote:
    Originally Posted by brophog02 View Post
    The tankmage forum is thataway --->
    I know where the scrapper forum is, you dont need to tell me.
  13. Quote:
    Originally Posted by Rebel_Scum View Post
    Ranged characters with defense are a little iffy, though.
    That's not as much the issue with Assault/Defense as much as the powerset combos that would be possible if such an AT were allowed.

    Off the top of my head, Psi/SR or EA or Ice would allow for softcap with the potental for capped regen/recovery. Less insane but still problematic, Fire/Fire would give the player Embrace of flame, and Firey embrace, for additional Damage scale of fire damage to each attack and 85-125% damage to fire for 30s. The percentage would depend if the AT gets the dominator, brute, or scrapper self damage mod. Also, mud pots and chilling embrace are powers shared between Assault and defense sets. So an Assault/Defense AT would require some modification to sets before it would become viable. That's what I think might make it a no-go. If it were as simple as set the mods and make powers available I think we would have already had it.

    Quote:
    Originally Posted by Cayenne View Post
    I think that it would be more interesting if it had weaker defenses, and was forced to kite as part of defense. The inherent for an AT like that could be 'Rootless': no primary or secondary powers root you.
    I don't think offensive powers will ever be Rootless, and blaster's are a good example of how "range as defense" is generally a bad idea. Also, I believe that non-offensive powers don't root as it is. I know healing flames, build up, firey embrace, and the non-offensive /FA toggles don't root. Flying, aka hover tanking, is available to all players and mimics the Rootless kiting without the loss of an actual inherent. Areas where there isn't enough room to hovertank are prohibitively small as to prevent the utility of running around for survival anyway. Areas where it would be effective, it is already possible to do, and would not be a benefit to the AT. Also, areas where it might not be possible, due to rooting, wouldn't be so much more effective as to be the boost to performance expected from an inherent. All in all, it doesn't seem to be an advantage to the AT as much as an annoyance, and not worth being the inherent.

    Though it would be fun to fly around rapid-fire power bolting things without having to stop. It just seems to be more novelty than anything else.

    That's just the PvE consideration. While it wouldn't do much for PvE, it would be the opposite for PvP. It would be absurdly unbalanced to prevent rooting for only one AT in PvP.

    Quote:
    Originally Posted by Cayenne View Post
    Make it an AT that isn't really meant to be in melee, but rather near melee.
    I think there are enough sets meant to be either ranged or either melee. Considering the variance of the assault sets, any new AT that uses the assault set should be interchangable between ranged/melee. That was the basic thought process when coming up with the AT. Good at about any type of combat without being the best at anything. Blasters outdamage, scrappers outdamage, brutes outdamage, tanks outlive, brutes outlive and the skirmisher isn't bad at any specific thing. It can take a hit, blast, or smash but it gets beat by those who are more specialist.
  14. I really want an Assault/Defense AT, so I decided to make a suggestion as to what one might look like.

    AT name: Skirmisher

    Primary: Assault

    Secondary: Defense

    Base health mod: 1.5 (1606.3)

    Max health mod: 1.5 (2409.5)

    Melee damage mod: 1.05

    Ranged damage mod: 1.05

    Melee Damage resist: .85

    Range Damage resist: .65

    Melee Defense buff: .85

    Ranged defense buff: .65

    Maxhp Buff: .100

    Heal self: 160.635

    Resist cap: 85%

    Defense cap: 200.38

    Regen cap: 2500

    Recovery cap: 8.34

    Damage cap: 500%

    Inherent: Talented- Bonus to base damage and survivability and resist cap. Along the same vein as the Veat regen/recovery inherent. Already baked into base damage/defense/resist scale, and resist cap.

    The basic Idea behind the skirmisher is a set that is good at most things but not the best at anything. ItÂ’s inherent is a bonus to its Base damage and survivability scales as well as the resist caps, however, they do not reach levels achievable by the specialized ATs. The Skirmisher will always be more survivable than a scrapper, but the scrapper will out damage the skirmisher. A tanker will always be better at survivability and aggro management though not damage. While a brute will find its base lower than the skirmisher, but will have the potential to exceed the skirmisher in both damage and survivability. Taunt effects would be removed from all powers that have them, and the Skirmisher would have no native way to manage aggro without dipping into the presence pool.

    This AT would be available as either a hero, villain, or praetorian.

    Epics would have a little of everything, some control, melee, range, utility, AoE. It wouldn't be intended to fill holes as much as other APPs are.

    An example for Power mastery might look like:

    T1: Boost range

    T2: Laser Beam Eyes

    T3: Energy Transfer

    T4: Repulsion Bomb

    T5: Surveillance

    While Pyre mastery could look more like:

    T1:Melt armor

    T2:Char

    T3:Bonfire

    T4:Greater Fire Sword

    T5: Rain of Fire


    I have some concerns about Assault/Defense, but it's a combo i've always wanted and would like to consider possible.

    Anyway, I'd like to know what people think.
  15. Quote:
    Originally Posted by Arcanaville View Post
    However I'm not sure if I would call that combo highly versatile, or just weirdly powerful. Except for the things that are just nasty to masterminds in general, like massive AoE, I find it to be one of the tougher MM combos around. Bots certainly outdamages it, but it holds its own and with all the darkity dark dark stuff flying around in that combo it can be really hard to kill with anything short of an AV.
    Necro is in my opinion the middle of the pack for MM primaries. I'd say it's Thugs>Bots>Necro>Demon>Ninja>Mercs With necro and demon trading places depending on situation. Minor aside, did you know /releasepets dissmisses henchmen and forces the death animation? Can be useful for Necro/ at times.

    As to it's versatility, if it isn't versatile what is? /Dark is like the swiss army knife of debuff sets, has heals and team buffs. I personally prefer it to traps, if only by a small ammount.

    I guess the important question is, what is it that you look for when determining your opinion on a build or powersets diversity. Why is howling twilight, a rez/mez/debuff wierdly powerful instead of an incrediblly versitile tool that can be used in many different circumstances?
  16. Looking at my Thug MM build, I got curious about what could be done with a different secondary.

    Playing around, I came up with this:

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Thugs
    Secondary Power Set: Dark Miasma
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Call Thugs -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
    Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(36), Nictus-Acc/EndRdx/Heal/HP/Regen(36), Nictus-Acc/EndRdx/Rchg(36)
    Level 2: Tar Patch -- EndRdx-I(A), EndRdx-I(7), RechRdx-I(9)
    Level 4: Darkest Night -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(17), SipInsght-Acc/Rchg(19), SipInsght-ToHitDeb/EndRdx/Rchg(19), SipInsght-Acc/EndRdx/Rchg(21), SipInsght-%ToHit(21)
    Level 6: Equip Thugs -- EndRdx-I(A)
    Level 8: Assault -- EndRdx-I(A), EndRdx-I(9)
    Level 10: Howling Twilight -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(11), Stpfy-Acc/EndRdx(11), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(37)
    Level 12: Call Enforcer -- HO:Nucle(A), HO:Nucle(13), HO:Nucle(13), HO:Enzym(15), HO:Enzym(15), Achilles-ResDeb%(17)
    Level 14: Maneuvers -- HO:Enzym(A), HO:Enzym(31), LkGmblr-Rchg+(33)
    Level 16: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(23), EndRdx-I(23)
    Level 18: Gang War -- EdctM'r-PetDef(A), SvgnRt-PetResDam(40), C'Arms-+Def(Pets)(40), ExRmnt-+Res(Pets)(40), RechRdx-I(43), RechRdx-I(43)
    Level 20: Vengeance -- HO:Membr(A)
    Level 22: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(50)
    Level 24: Fearsome Stare -- N'mare-Acc/Fear/Rchg(A), N'mare-EndRdx/Fear(25), N'mare-Fear/Rng(25)
    Level 26: Call Bruiser -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(29), BldM'dt-Acc(29), BldM'dt-Dmg(31)
    Level 28: Petrifying Gaze -- Lock-Acc/Hold(A), Lock-Acc/Rchg(33), Lock-Rchg/Hold(34), Lock-EndRdx/Rchg/Hold(34), Lock-Acc/EndRdx/Rchg/Hold(42), Lock-%Hold(43)
    Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 32: Upgrade Equipment -- EndRdx-I(A)
    Level 35: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 38: Dark Servant -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39), HO:Perox(48), HO:Perox(50)
    Level 41: Weave -- LkGmblr-Rchg+(A), HO:Enzym(42), HO:Enzym(42)
    Level 44: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
    Level 47: Scorpion Shield -- LkGmblr-Rchg+(A), HO:Enzym(48), HO:Enzym(48)
    Level 49: Power Boost -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- T'Death-Dam%(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 1: Supremacy
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A)



    Code:
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    Replace power boost with recall friend, a stealth pool power, or even black hole if thats how you roll. Tactics could probably be replaced as well, use the slot to add another hold, or a utility power instead of dropping power boost. Both powers could be dropped allowing for an intangible power, stealth, or Recall friend. Lots of potential.

    Reminds me why I always think dark is one of the best buff/debuff sets available.

    Strong defenses, strong debuffs, strong heals, stun, fear, hold, slows, stealth, a rez and some team buffs.
  17. Quote:
    Originally Posted by Arcanaville View Post
    But Ill/Rad always seems to me to be "pretty good" at almost everything, except maybe straight damage. Decent control, decent ally support, decent healing, decent foe debuffing - it seems to be strong in lots of things even if its not the best at any of them. It seems to be a very versatile combination, particularly with inventions and epic damage support.


    Is it the most versatile? Dunno. What do you all think? What are the most versatile combinations out there for solo and teamed utility? There are some amazing powers and abilities out there that Ill/Rad doesn't touch and never will: Carrion Creepers, Fortitude, Earthquake, Howling Twilight, Against All Odds, Gang War, Soul Extraction - lots of fun and weirdly powerful stuff out there. I've played with most of them, but I haven't leveled every combination out there by any means. From one to 50, solo and task forces, tip mission and end game content, I'm curious to know what people think are the most versatile powerset combinations out there: the ones with the most variety of utility and solo capability. Its a twist on min/maxing where the goal is not to be the best at anything, but great at everything, or as good as possible for as many things as possible.

    I think Ill/Rad can lay claim to being one of the most versatile. Its good with just SOs. It gets really good with inventions. Its good at essentially every level. Its a decent soloer and an excellent team utility combo. I put it to the forums: what combinations can lay equal or superior claim?

    Doesn't have to be a controller, by the way, although I suspect many of the candidates will be controllers.

    And a meta question: how many people out there explicitly build for diversity? How many are willing to sacrifice damage or other things to explicitly add something that might only be situationally useful, but you just have to have that utility (for example, no respec of this character is ever going to lack the recall-mutation combination, ever, so long as it exists).
    Actually, this is what I've been trying to do with my Thugs/Poison. In my opinion poison is bad, very bad, but it does have a lot of different things. I've been trying to leverage that. Very hard to softcap with elixer of life and antidote by the way, but I wan't what they give, so wierd slotting ahoy.

    Thugs has melee damage, ranged damage, gang war, defense debuff, and resist debuff if you slot achilles heel, knock back/down, AoE and ST damage

    Poison has holds, slows, defense debuff, resistance debuff, tohit debuff, heal, team toxic and cold resist, and team mez protection

    Took leadership, to help bring my pets to the softcap, but I took vengence as well to try it, and is a fun power, that now, I don't wan't to be without.

    Doesn't have the variance in control, and dark would definitely be better, but it should be fairly good. Thugs is a beast set with a lot of different strengths. Poison makes me sad, but it has it's tiny fingers in a lot of different things. Not to mention it's cool looking powers.

    Dropping some powers would let me softcap more types than just S/L and I could pick up another hold, but the utility is just too valuable in my opinion.

    A Thugs MM, in my opinion, has the potential to be good at pretty much anything. It's damage is impressive, and not specific to ST or AoE. While T3 henchmen are pocket tanks. The buff/debuff secondary, is an immense addition to it's utility, and often have control baked in. Definitely Top 5 for versitility in my opinion.
  18. Just a note on the whole "need IOs to be able to do stuff" sentiment. I rolled a 3 characters, a Traps/DP, a Warshade, and a Necro/Dark. Each of these is completely unslotted. Traps/DP has TF commander, saved the world and has been on numerous speed STFs, LGTF, ITF, and when I feel like getting back to that character (currently working on a Dark/Fire tank) I'll do the Incarnate stuff. The warshade is lvl 46, and is working just fine without an uber build, and I keep planning to slot the Necro/Dark, but then I play him and forget he needs it.

    The player is more important than the build. The build makes things easier, but thats just because you add potency to what you already use. So I have no empathy for people who say "I cant do that it's too hard and I want to use just SO's". It's just not true, your either lying or have no clue what your talking about. May sound harsh, but it's true.

    Taking my Traps onto the BAF, It was player error that caused us to fail, not the lack of any super build. We got through the first part no problem, then didn't coordinate with Nightstar. The second group I tried with were coordinated and got to siege, but lost their cool when the puller got lost and couldn't find Siege.

    Teamwork, and not playing like an idiot trumps purple builds. I'd take an unslotted stalker who knows what their doing before I take an idiot who coppied Dechs Dark/Fire tank build any day.
  19. Quote:
    Originally Posted by Fleeting Whisper View Post
    Literature, theater, and film is full of stories in which the true meaning of the outcome is uncertain due to an unreliable narrator.

    What about Beholder in a swimsuit?

    Good lord, who knew bad could feel so good
  20. Quote:
    Originally Posted by Golden Girl View Post
    Picture Snip...[/URL]
    I think it would be more like

    Quote:
    Don't you understand? There is no other way...

    Freedom isn't easy, Character, it's going to come with suffering. If you can't accept that, then I'll just have to do this on my own. I'm not going to let someone who is as weak-willed as you get in the way of our victory over Cole!
    And then he attacks you.
  21. Soul transfer FTW! Mag 30 stun, 60+ damage, heal for 300 health an enemy, fill my endurance bar, and become untouchable for 15 seconds.

    And I don't have to die to use it?

    Ohhh...RotP

    Being able to manuver enemies so the knockback wont prevent the entire 333 damage (before enhancements) from hitting them, becoming untouchable for 15s, and adding half my total health and endurance to my bars?

    Forget blasters! Tanker nuking, more often, without crash, with healing, +endurance, and greater than MoG level godmode all in one power!
  22. Never said Cole was a good guy, and Cole isn't the loyalist faction.

    All I'm saying is the Resistance arn't the good guys by default.

    Resistance are more like the Soviet Russians, or Taliban, or Saddam. Not good, but the enemy of my enemy and all that jazz. They arn't a threat to primal now, so they get to be primal's ally. History shows, however, the apparent lesser of two evils becomes the greater when you remove it's competitor.

    Resistance != good, but Loyalist != bad. Cole = bad, Calvin Scott = bad, Tilman = bad, Beholder = Bad

    You can be a Loyalist that's against Cole, and against the resistance.

    Vanguard is shortsighted, longbow is a tragic mistake given life, and Calvin Scott is, sady, quite capable of exploiting those weaknesses to carry out his twisted revenge.

    If DeVore wasn't such an idiot, I could see playing a resistance character that want's to put her in power.

    And I'd be very sad if there wasn't high level Loyalist content added later on, but I'm capable of waiting and seeing.
  23. Quote:
    Originally Posted by Golden Girl View Post


    You should go check-out how both sides are flagged for the Valentines event
    Too busy seeing which side tried to kill every living thing in Nova, or tried to destroy all drinkable water available, or turned living beings into suicide bombs, or tried to blow up a hospital.

    Obligitory smiley
  24. Quote:
    Originally Posted by Golden Girl View Post
    Seems kinda weird then that the devs have made them the right side to be on then
    Neither side is the right side. Loyalists use and kill innocent praetorians for their own motives. Either because they're (to quote sam) Jerkass's, or they believe it's for the good of the people.

    Interestingly enough, the resistance do the exact same thing. They kill innocent praetorians and risk their well being, all for what they believe, is their own good.

    Not to mention, the devs seem to have made Resposibility loyalists the heroes, while Wardens are more vigilantee (Fits sam's vigilantees are Jerkass's theory, because that's exactly how the Resistance acts), Power loyalists are rogue, and Crusaders are most definitely villains.
  25. Quote:
    Originally Posted by Chymerus View Post
    Seems like a cool idea, and obviously you've put a lot of thought into it.

    I like that one would have to actually put thought into slotting and use of their primary (or secondary) powers to actually manage their endurance instead of just turning off powers. One question though.

    When you say .2 endurance cost for certain powers, what do you mean? If you mean that as an auto power it is constantly draining .2 endurance, what happens if the player DOES run out of endurance, they are auto powers, so, they can't stop the end drain in order to recover their endurance. Unless obviously they slot enough IO set bonuses to counteract it, which is fine because there are plenty of recovery bonuses in game, but what about before they actually start slotting for said bonuses (i.e. low low levels)?
    You are correct. They are auto powers with endurance costs like toggles. The advantage of being auto powers is, that if they do hit zero endurance (which I hope would be likely) the defenses stay active. They won't, however, be able to use any of their other powers, making them a nicely armored paperweight. Though it occurs to me that players would still be able to use Taunt.

    Also, I'm positive, minus any /very/ low level exemping (haven't checked so I can't say for sure), those powers alone wouldn't kill a player's recovery. Perhaps when added to maneuvers/tough/weave/CJ, but that's just another way to make people think more when using a fire and forget set than they might expect to, and as I look I see I forgot to add the endurance cost for Re-enforced and Hardening. I'll have to edit them in.