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Just as an FYI: Seems there is a common misconception about the "Nuke".
Read the descriptions carefully.
There are 3 types. None of them are damage dealers, they are buffs/de-buffs.
Ive gotten them all personally. Ive talked with many players that expected the nuclear payload to be high damage. It is EMP, not TNT. Drains endurance, not health.
Im not knocking the rewards. They are a lot of fun to get. I only want to set peoples expectations.
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Are you serious? I mean, I figured that BIO and Chem are buff/debuff, but nuke says that it is extreme energy dot. Its just a debuff? must be a bug or some such.
Dont see why you have a nuke if you cant kill stuff with it. -
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This is actually untrue. Simply feed the hamsters more.
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You hear that, Castle?
Boy, you just got SERVED!
Look what MightyScourge did there. Responding to your post, saying it's all lies, and then offering up no kind of evidence or even really speculation to back the accusation.
Obviously you've been had, Castle. There's no way you can fight back against an ironclad response like that. MightyScourge has found your hidden weakness: that you have no actual knowledge of the system you spend every day working with.
Boy, Castle got DISSED.
Keep feeding those hamsters, Castle, lest Scourge has to call yo' mama out for being so fat.
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Seriously, Whats your problem? This isnt even and insult, I really am curious on what your problem is with this guy? He makes a small joke, and you do the "HAHA sarcasm is SOOO funny" thing. I mean, do you hate every one? Are you just a jerk? Or can you not detect sarcasm? or something else I havent even concieved yet? -
I think the tank who fought me in Warburg today had read this guide. I didnt know any thing about Ice armor before this guide except that it is Teh_Gimpzor. So any way, to day in the WEB I came across an Ice/EM tanker. So we began fighting, and I was winning at first, when suddenly, BAM, I am at half endurance from 80% endurance. Then, my attacks are all slowed. And then I get stunned through integration. We slugged it out, and my QR made a good show, but EA and CE eventually drained me and took my teeth away. After a long epic battle (Probably five minutes. In the middle some MM punk showed up and we whooped him together) He beat me. He was a great sport, and offered me my Code back as we congratulated eachother. But I let him keep it, he earned it for beeting my FOTM [censored] with his "Gimp" build
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You only came in here, saw a topic heading, and went into rant mode without even trying to understand anything that I was saying, which everyone else here has gotten.
So in my opinion, you are a bad reader and probably a bad player, so welcome to the wonderful world of the ignore list.
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No, it just wasn't the topic heading, it was your complaining of how some ATs can be incompetent, but expressly leaving out brutes from that class of bad players. Your own follow up claiming that MMs are the least useful AT confirms your anti-MM bias. So, I did indeed comprehend what you were saying.
As far as rant mode, well, reread your original post. It is a rant against bad players (but not Brute players). Pots and kettles everywhere in this thread.
As far as putting me on the ignore list, that's fine. Doubt you'll do it.
Pants. Pants indeed!
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Ok, first off, CHILL.
Second off. Just because he thinks that other ATs are more useful than MMs doesnt mean he hates them. It means that he thinks others might be better. For example, If I was forming a team in RL to play tug of war, I would want Big, strong people. Just because I dont think small people have as much to offer in this situation doesnt mean I am biased against them, it means that my observations and knowledge tell me there are more useful potential teammates out there. You see, that is the difference. Bias means you dont take any input or observations, while an opinion is formed off of observations you have made.
Second, a bad MM is way worse than a bad brute. A bad Brute will run ahead and get himself killed, serves him right. A bad MM has his pets running around, aggroing [censored], pulling three spawns back on the team, blocking doors, ect. This is WORSE than a brute who gets himself killed. That is why they are more dangerous.
And it isnt a rant against bad players. However, since it is a guide to forming a team, the fact that a guide is necessary implies that there are mistakes to be guided away from. These one of these mistakes is taking bad players. Thus, a guide of this nature cannot help but criticise bad players, even if that is not the ultimate goal of the guide. -
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Ms. Liberty:Ma/Regen Scrapper
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I just wanted to poin out that that is WRONG, and the she is /invulnerability.
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Yeah, I know, but by the time I realized it and posted my complete list, the editing period was up. -
Alrighty, here we go
Back Alley Brawler
Zone: King's Row
Secret Identity: Michael White
Origin: Natural
Archetype: Tanker
Primary Powers: Invulnerability, Super Strength
Background: Michael was the son of a gang enforcer. He joined the Paragon City police force to try and make a difference. When he realized that was not getting the job done he adopted the name and costume of a hero, the Back Alley Brawler. Michael used training techniques from all over the world to toughen his resistance and increase his strength. All through the late 70's and the 80's, he fought in the streets and alleys, of the city. The Brawler briefly went into retirement after that, but came back out to help with the Rikti war. Now he coordinates the efforts of heroes in King's Row.
Positron
Zone: Steel Canyon
Secret Identity: Dr. Raymond Keyes
Origin: Science
Archetype: Defender
Primary Powers: Radiation Emission, Radiation Blast
Background: Dr. Raymond Keyes developed a high-tech battle suit that allowed him to channel bolts of anti-matter into fierce attacks. He used his powers to help defeat the Rikti, but at a terrible cost-due to injuries he sustained at that time, he lost full control of his powers. Now, to protect others from himself, he remains imprisoned within his battle suit.
He is constantly searching for a cure for his condition, but that does not stop him from contributing to the defense of Paragon City and contributing many other technological breakthroughs for the good of all.
Synapse
Zone: Skyway City
Secret Identity: Steven Berry
Origin: Science
Archetype: Blaster
Primary Powers: Electrical Blast, Electricity Manipulation, Superspeed
Background: Steven Berry was just an average man, until Crey Industries got hold of him. The Crey scientists were testing a number of radical procedures for inducing super powers. Steven was blasted with high doses of electricity for days. It amplified the electrical energy in his body, giving him the ability to harness it into super speed and electrical blasts. Synapse escaped Crey's clutches by shorting out the lab where he was kept prisoner. To this day, Crey executives deny any knowledge of the project in which Synapse was an unwilling participant.
Citadel
Zone: Talos Island
Secret Identity: None
Origin: Technological
Archetype: Tanker
Primary Powers: Invulnerability, Energy Melee
Background: Bastion was the very first android hero. In the initial Rikti onslaught, he took heavy damage, and was almost completely destroyed. With Positron's help, scientists at DATA created a second version of Bastion using the old model's original memory core and the remnants of a power suit, once worn by the hero Horatio. Bastion does not fully understand human ways, but he is a valiant defender of Paragon City.
Manticore
Zone: Brickstown
Secret Identity: Justin Sinclair
Origin: Natural
Archetype: Defender
Primary Powers: Trick Arrow, Archery
Background: Justin Sinclair was raised in a huge mansion in the outskirts of Paragon City by his English nanny, Virginia Bowman. The sole beneficiary of a huge trust fund, Manticore received training in all manner of mental and physical pursuits, but excelled in archery. When he turned 18, Miss Bowman revealed to him his true heritage. Manticore's father had once been a costumed vigilante in England, until he and his wife died at the hands of a German villain called Doppelganger. Deeply affected by the story, Manticore took up his father's mantle and vowed to bring the 5th Column down.
Numina
Zone: Founder's Falls
Secret Identity: Tammy Arcanus
Origin: Magic
Archetype: Controller
Primary Powers: Mental Control, Empathy
Background: Numina was born Tammy Arcanus, daughter of Tommy Arcanus of the Midnight Squad. Tommy delved so deeply into the metaphysical that his very being was affected, and Tammy was born with magical powers. Early in her super-powered career, Tammy joined the Midnight Squad. In the 1960s, she and her team were sent into a series of caverns surrounding the Earth's molten core. It was there that the Red Threat, a Soviet villain, intended to destroy the world.
To save the Earth, Tammy possessed the body of the Red Threat. She minimized the damage, but her body was destroyed. Her consciousness survived, trapped within the Red Threat until he was killed in prison during the Rikti Invasion. Tammy's astral form was at last free. She renamed herself Numina and threw herself into the war against the Rikti. In the war's aftermath, Numina uses her abilities to nurture the next generation of heroes.
Sister Psyche
Zone: Independence Port
Secret Identity: Shalice Tilman
Origin: Mutant
Archetype: Controller
Primary Powers: Mind Control, Force Fields
Background: Shalice Tilman was born with powerful mental powers. She used her psychic abilities to help defeat the Rikti. Her efforts during the Rikti War temporarily burned out her powers, and she fell into a coma. Since then she has shared the form of a young heroine, who is the current Sister Psyche. Only time will tell if Shalice will be able to return to her body.
Thier Sidekicks
Ms. Liberty
Zone: Atlas Park
Secret Identity: Jessica Duncan
Origin: Natural
Archetype: Scrapper
Primary Powers: Martial Arts, Invulnerability
Background: Jessica is the granddaughter of Miss Liberty from the Golden Age. She has taken up the mantle to fight for freedom, in this specific case to free Paragon City from its infestation of villains. She has heightened strength and endurance as well as the power of the Liberty Belt, which was passed on to her by her grandmother.
Early in her career Ms. Liberty worked extensively with Statesman, but recently seems to be spending more time working on making certain that new heroes in Paragon City have the information they need, as well as working on the Freedom Corps. It is clear that she is determined to do her energetic best to make the Freedom Corps the premiere hero assistance group in Paragon City someday.
Valkyrie
Zone: Steel Canyon
Secret Identity: Valerie Kellum
Origin: Technology
Archetype: Scrapper
Primary Powers: Spear, Regeneration
Background: Valerie Kellum was an up and coming Archeologist exploring Scandinavia when she discovered what she first took for an ancient spear. A more careful examination led to the realization that the spear had a technological component. She traveled around Europe looking for ideas about its origin and ended up in a local Crey facility. When a Crey security team tried to take the weapon from her it activated and injected Valerie with advanced nanites that transformed her into Valkyrie, an extraordinary warrior with a completely different personality. She broke free and traveled to Paragon City where Positron is helping her come to terms with her new identity.
Minx
Zone: Skyway City
Secret Identity: Katherine Steffan
Origin: Science
Archetype: Scrapper
Primary Powers: Claws, Regen
Background: Katherine Stevens was a young girl in the wrong place at the wrong time. While attending Paragon City University, she volunteered for a Crey research project. When the Crey research scientists realized that she had no family and few friends, they decided to try some of their more dangerous procedures on her. A volatile serum transformed Katherine and gave her some feline features and characteristics. Crey considered the result a failure because Katherine could not be controlled. She managed to break free of her captors, scarring the face of one of Crey's top Scientists horribly with her claws.
Adopting the identity Minx, Katherine lived on the streets or Paragon City for a time. She got involved in petty crimes to keep herself alive. Synapse discovered her there and helped her develop control of her heightened reflexes and her animalistic nature. She is still undisciplined and prone to overconfidence but is fiercely loyal to Synapse and grateful for the second chance he has given her.
Malaise
Zone: Independence Port
Secret Identity: Jean-Pierre Lourdin
Origin: Mutant
Archetype: Controller
Primary Powers: Illusion Control, Kinetics
Background: Jean-Pierre Lourdin was not always a hero. He began his career as a villain in Europe, using the twisted images in his mind to commit robberies. With INTERPOL hot on his trail he landed in Paragon City, where his broken thoughts were detected by Sister Psyche. She confronted him and after an intense battle was able to subdue him.
She spent months healing the damage to his mind and has taught him more productive uses of his abilities. Sister Psyche vouched for him with the authorities and he has been allowed to help with the current crisis in Paragon City. Many are keeping a watchful eye on Malaise, however, for signs of his madness returning.
Luminary
Zone: Talos Island
Secret Identity: None
Origin: Technology
Archetype: Blaster
Primary Powers: Energy Blast, Energy Manipulation
Background: The original Luminary is Kit Rafter. He retired from the Freedom Phalanx in 1995 to become the spokesperson for Hero Corps. At his wedding, Positron presented Kit and his new wife Jeanette with the ultimate wedding present: a new android modeled after Jeanette with powers similar to Kit's. This next generation heroine was the new Luminary, carrying on Kit's fine tradition under the watchful eye of Bastion. Her systems were all more advanced than Bastion's, making her the state of the art in android technology.
The new Luminary has recently shown signs of developing a strong personality. It has caused Positron some concern that it seems similar to Jeanette's. He has performed many tests on her but has not determined the cause.
Swan
Zone: Brickstown
Secret Identity: Lena Elliot
Origin: Magic
Archetype: Defender
Primary Powers: Kinetics, Psychic Blast
Background: Lena Elliot was touched by magic from the moment she was born on the Vernal Equinox. Her life seemed almost charmed; she grew up happy, did well in school and loved her parents very much. Everything she tried she seemed to succeed at. There was a reason for her good fortune. Both her parents were powerful mystics, and performed a ceremony to bless Lena's birth.
Shortly after her 21st birthday the Elliot's luck ran out. They got caught in the middle of a battle between the Circle of Thorns and the 5th Column. The groups were seeking a pair of rings that had been in the Elliot family for generations. Lena's powers manifested and she instinctively threw a protective shield up around herself and her parents. Manticore had been following the 5th Column group and came to the Elliot's aid. The battle was going poorly when Lena lashed out with her psychic abilities, stunning many of the villains. Manticore mopped up the rest, but not before the 5th Column managed to escape with Lena's parents.
Manticore offered Lena the chance to fight at his side and she jumped at the opportunity. As Swan, she aids him in his relentless war against the 5th Column, in the hopes that one day she will find her parents alive.
Infernal
Zone: Founder's Falls
Secret Identity: K'Varr D'Shall
Origin: Magic
Archetype: Tanker
Primary Powers: Fiery Aura, Battle Axe
Background: K'Varr D'Shall was the most skilled demon binder in the Order of the Crimson Lotus, on an alternate Earth. His order bound demons into their weapons and armor, in order to keep Infernal Earth from being overrun by them. They were maintaining and uneasy peace until K'Varr's best friend T'Keron grew jealous of his comrade's power and skill. T'Keron attempted to bind Valmaz, Lord of Demons but lost control of the ceremony. K'Varr arrived to help his friend, but it was too late. K'Varr, T'Keron and Valmaz were all drawn through a dimensional rip caused by the binding ceremony onto Primal Earth, our Earth. T'Keron and the Demon Lord were bound together by the potent mystic forces.
The ways of our world are strange to K'Varr but Numina is assisting him in becoming acclimated and beginning his search for the unholy fusion of T'Keron and Valmaz.
There you go, thanks to Manticore and to boxhead6177 -
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It's probably too much to hope for that the Incarnate to be a hybrid that's available to an existing character via a kind of epic mission thread and/or badge collection. It doesn't really fit the Statesman origin story anyway...unless he was a already low level tanker when he drank that magic water!
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Statesman was actually a "mastermind" in command of a band of thieves before he drank from the well of the furies. It's in the book 'The Web of Arachnos.'
[/ QUOTE ]i was under the impression that states was a scrapper incarnate.. *shrugs*
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Where are you people getting all this horribly innacurate information? States is, and always has been a Tanker Incarnate. Even with the fact that he used to command a band of theives, that doesn't make him a Mastermind, there's a huge difference. Do his powers revolve around him being able to summon these thieves, and get them to do his bidding? No, so not a mastermind. His powers focus on being COMPLETELY immortal, and nigh-indestructable, and his having super-strength. IE - Inv/SS Tanker Incarnate. I can see where it could be confused that he could be a scrapper, considering the damage output he seems to have - even though SS is not available to Scrappers, since many of the signatures have powers not available to their ATs, but he is not, he is assuredly a tanker. This has been confirmed over, and over again. In fact, though there's less plausable evidence to support it (only the CoH CCG, to my knowledge) so is, in fact, Positron - he's merely a Rad/Rad tanker - which is bad-[censored].
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Positron is a defender, not a tanker. There was a post, way, way way way back, like.. pre-cov, that layed out what the powersets were of all the TF and Leveling contacts.
Positron: Rad/Rad Defender
Manticore:TA/A defender
Synapse:elec/elec defender
Citadel/Bastion: Inv/Em tank
Leveling Contacts:
Ms. Liberty:Ma/Regen Scrapper
Valkyrie: Spear/Regen Scrapper. THats right, SPEAR!!!
Thats all I remember, it was a lONG time ago. Maybe even pre-I5. acutally ya, because every one as soo happy for the announcement of trick arrows -
Did you know.... about the MEN of paragon
I was never part of it(too much of a sissy) but back inthe day there was the MAN move ment, if I remeber right, these were the rules:
1. You Were only allowed to use powers available to every one (inherents and poolpowers [this was pre-ancilliary powers])
2. Your first few powers that you had to choose pre-pool powers were not allowed to be used.
3. Your name had to have the phrase MAN in it (yes, captialized)
4. You had to be a controller, IIRC -
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Yep - this is the AI change to "fix" herding...
[/ QUOTE ]I know that most likely you wont care about what I have to say, but I think this "fix" isnt fair to those players who happen to like taking on large groups of enemies.
[/ QUOTE ]Com'on, don't BS. The only reason to herd more than 17 mobs is to farm XP. That's why people like taking on large herds of mobs. With the right builds and team, you can easily get beaucoup XP this way very quickly.
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Uhh, no
What about doing a defeat all mish quickly?
We have to deafeat "all" the mobs, why does it matter if we do it over time or all at once. All hearding does is save time in getting xp. Same thing with slotting for a ton of damage. Are you seriously gonna tell me that slotting for lots of damage is bad?
HEY!!!! WAIT A MINUTE..... -
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Once again we see that subtlety is wasted on the simple-minded.
I will spend no more time on someone of your paltry intelligence quotient.
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Mmmm...superiority complex...tastes good with a side of ego..
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No Kidding. Look Mr. Mensa I agree with your points, but you have got to stop being such a self absorbed [censored]. Seriously, you are probably one of those people who tries to induce hippomotomonstrosesquippedaliophobia in people in normal conversation.
And yes, I do realize the Irony of using overly large words in a conversation talking about not acting superior to everyone. Its even funnier if you check out the definition of hippomotomonstrosesquippedaliophobia here -
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POWER NAME LRM Missile
DESCRIPTION: Sniper Rifle is a powerful piece of hardware. It is very accurate and has a very long range. The impressive round can knock down its target. Like most sniper attacks, you must take your time to aim, so this attack can be interrupted. You must have two other Munitions Mastery Powers before selecting this power.
Sniper (Targeted AoE), Superior DMG(Lethal/Smash), Foe Knock back
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So is it a sniper or a rocket? -
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Pool power notions;
Growth
6 Ogre - +1 ft. height, +bulk, +Melee Defense, +1 ft. Reach for Melee range powers (such as Brawl, Boxing, Dark Melee, Broadsword, War Mace, Energy Punch, etc).
6 Giants Vigor - +50% self-heal and self-purge removes status effects. Seems to swell in size momentarily to break free of effects and revitalize life-force.
14 Jotunn - +3 ft. height, +bulk. Moderate Melee Defense buff, +3 ft Reach to Melee range powers, speed increase as Swift.
20 Titan - Double height, +bulk. Moderate Melee Defense and Resist Physical Damage buff, double reach for Melee range powers, speed increase as Swift.
Shrinking
6 Dwarf - Shrink to 4' or 3/4 of current Char height, whichever is less, Reduced run speed, reduced damage, but lower Aggro range and minor Defense buff. Another version of Stealth, essentially.
6 - Mighty Mite - Toggle, when activated drains some Endurance, but allows full movement speed and damage when Shrunk.
14 Imp - Shrinks to 2 ft, increases reduces Defense and reduces Aggro more than previous version, but also reduces movement and damage dealt commensurately (unless Mighty Mite is active).
20 Pixie - Shrink to 1 ft height, increases Defense and reduces Aggro more than previous versions but also reduces movement and damage dealt commensurately (unless Mighty Mite is active).
*Optional power for Shrinking
Uppercut - Character shrinks to smallest size in a second then enlarges suddenly, striking the target under the chin and knocking him into the air with the force of the punch, possibly also disorienting him when he lands.
Clinging / Friction Manipulation
6 - Wall Climbing - Allows full normal move up walls and across ceilings. Stacks with Swift or Super-Speed.
6 - Frictionless Defense / Slickskin - +Defense buff, as skin becomes smooth and attacks slide off harmlessly. While Toggle is in effect, character also is prone to 'sliding,' which can result in increase Knockback from enemy effects, and make movement at speed problematic (similar to the effect of a Flier overshooting his target).
14 Glue Trap (AoE Immobilize) - small AoE 'sticky patch' within short range.
20 - Oil Slick - small PB AoE 'slippery patch' causes foes around the user to repeatedly fall to the ground in the area. (as Ice Patch from Ice Manipulation)
Transubstantiation (or Elemental Form)
6 - Form of Water / Sea Change - +high Defense against Smashing, +minor Defense against most other forms (but not Fire or Energy). Doubled movement speed in water. Toggle, not usable with other elemental forms.
6 - Form of Air / Cloud Leaper - fly at Hover speeds, instead of Defense Buff of Hover, add minor Damage Resist buff, as attacks are less likely to miss, and more likely to pass through the airy body. Toggle, not usable with other elemental forms.
14 - Form of Earth / Stone Soul - High physical Damage Resist and Dull Pain-like hit point increase when activated, as body turns to earth with overlapping plates of stone (use Devouring Earth Bedrock graphic, not 'poo armor' graphic, please?). Toggle, not usable with other elemental forms.
20 - Form of Fire / Blazing Fury - High Defense Buff and moderate Damage Resist to all types, 5 ft' Blazing Aura does moderate Fire damage, high Endurance cost. Toggle, not usable with other elemental forms.
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Click the link in my sig for a truly awesome Shape Shifter Idea. -
You threadromanced my threadromancy.
Damn -
How Exactly do you test the speed of teleport, considering that a large part of it is based on the reflexes of the user, clicking at the very moment that the new screen appears. I know, because I have TP on my main.
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I agree, it is definately tremor
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Just out of curiosity, why dig up a post that's been dead for 6 months just to post that you agree on it?
And yes, I realize the irony of bumping this long dead thread.
Go Go Forum Necromancy!
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I got bored and this seemed fun. Also, unlike a lot of other ressurected threads, this one is still useful. -
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I agree
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Where the heck did you dredge this post up from?
Someone's been practicing thread-cromancy.
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What can I say, my powers are great and terrible. Ive got more evil things, but they would probably be censored. -
Ya, It should be possible for Regenners to solo 5 +8 bosses at once!!!!!!
Wait!!!!! -
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I seriously doubt resistance debuffs use the same caps as dmg debuffs.
I'm also not entirely convinced resistance debuffs aren't delt with as dmg buffs for capping purposes. Meaning even with uber reist debuffing, you still can't exceed 4x base dmg.
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I think that they do actually, use the same caps -
First the revival of the Rularuu warning, now this, when will the madness Stop!!!!!