07_CK_09

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  1. Just an idea I recently had while playing the game...

    Their are countless types of powers in the game and dozens of power sets... plus more on the way...

    So I was thinking it would be fantastic if you could actually test out a power before actually unlocking it permenantly...

    My idea is something like being able to go to any power trainer wether it be on the hero side or villain. Then be able to make a power you already learned "dormant" and then immediately awaken another power that you have not yet unlocked.

    You would only be able to make 1 power dormant and unlock another power that share the same power set. For example you could make "Taunt" dormant and awaken the "Hand Clap" power, this would mean you could no longer use "Taunt" but you would now have "Hand Clap" to use instead.

    You would only be able to make a power you already learned dormant and awaken a power you are high enough lvl to learn but have not yet unlocked.

    You would only be able have 1 power in each power set dormant and another power in that same power set awakened.

    You would be able to make pool powers dormant (concealment, speed, flight etc) BUT you would only be able to have 1 power dormant and 1 power awakened form one power pool and no more.

    This feature would be very effective at allowing the player to test out powers before actually unlocking them and once a power has been made dormant and another awakened they would both stay that way until reverted back to normal. However once a player uses this feature it would take at least 1 day before being able to do so again (prevents exploitation).

    It would also cost some imfamy/influence to use the feature every time...

    Thi idea would also be very efficient at allowing the player instead of respecing all their powers to instead lose 1 power from a power set and gain another of their own choice.

    Thats the idea and thought it would be cool to discuss...

    -KC
  2. This thread is concerning the in-game limit of character creation > powers. I mean their seems to be a limit on your choice of powers from lvl 1 (not to do with lvls or AT's). But why is that?

    For example on 1 power set you can only choose between 2 powers but then on the next power set you can only choose 1. What is the reason for this feature? Because all it seems to me that all it does is create some unnessesary limits.

    My suggestion is that you should always be able to choose between 2 powers from both chosen power sets during character creation to give the player more freedom of choice. If this change was actually implemented the player would still have to pick from those same lvl 1-2 powers regardless.

    Thats the idea...

    -KC
  3. Seriously... why is "Gale" the 1st power that MUST be unlocked?

    Gale is a highly situational power and "forcing" the player to unlock it really just forces them to turn away from the Storm Summoning power set completely. I am not saying "Gale" is useless or that the Power itself should be altered...

    What I am saying is that "Gale" and "O2 Boost" should simply switch places in the power set order. This way the player's 1st power to be unlocked is a ally-only healing power (with some buffs) which at the end of the day is useful to EVERYONE, especially a Mastermind AT.

    So my suggestion is that "Gale" and "O2 Boost" be switched around so that "O2 Boost" is the 1st power unlocked and "Gale" is a power that can be unlocked should the player choose to do so.

    Thats the idea...

    -KC
  4. My suggestion is easy and simple...

    Change the "Stimulant" power in the "Medicine" Power Pool so that it can be activated as a self-buffing power as well as an ally-buffing power.

    Stimulant is designed to give the bearer some resistance to holds, sleep, confusion and other negative effects, considering the fact that those negative effects have become common in CoH and especially CoV this suggestion would not be such a bad idea. Also when Medicine is paired with some power sets from other AT's "Aid Other" is really the only alternative (because the player may prefer to solo much more often than find a group) and yet that AT may already possess a ally-only healing power.

    "Stimulant" only reduces the DURATION of holds and other negative efects it does NOT render the bearer IMMUNE to them at all. Also the "Stimulant" power can only be used out of combat because it can be interrupted. This is why "Stimulant" being able to activate as a self-buffing power would be balanced and VERY useful.

    That is my idea...

    -KC
  5. So anyway that is the question...

    Why can't Mastermind's use rez powers - if they have one - on their own henchman pets?

    I can see how it makes sense for normal tempary pets not to be rezzed but henchman summoned by Masterminds are like having 3 hands, they are there to help and make life easier because they are a part of you... litrally.

    So why can't the Mastermind AT be allowed to bring back their own henchman pets seconds after they get killed? Its really a bummer...

    -KC
  6. 07_CK_09

    Gale = Fail

    Storm Summoning... a powerful and useful set of powers for more than 1 AT used by both heroes and villains...

    Has some good buffs and some good debuffs... along with 2 unique powers which cause that extra bit of damage and some extra control...

    But then theirs Gale... I am not saying its a useless power... but what I am saying is that in a general point of view the Gale power is one of the weakest and most redundant powers in the game as of late.

    And the reason I am both upset and proud with these particular powers is because they offer some great diversity for a few AT's but at the same time you are litrally forced to take a near useless and weak power right from lvl 1!

    So my suggestion is simply that you switch 2 powers around with other which would be O2 Boost and Gale... and the reason for this besides the above is as follows:

    Controllers: 02 Boost would make a good heal for teams and for pets and is much more useful than Gale since Tornado is more powerful and renders Gale almost useless

    Masterminds: 02 Boost the same reasons as the above except its even more needed for the high majority of pets that can be summoned

    Defenders: Must I say more? 02 Boost for defenders who are the healers and the buffers makes so much more sense to have O2 Boost than Gale!

    Plus O2 Boost healing for a small amount and providing some weaker mez resistance for a very high endurance on a small recharge makes little sense to me, therefore a cut in the base endurance cost would be nice also...

    Thats all for now folks!
  7. So I was playing my high lvl Mastermind when it suddenly hit me... Masterminds do actually lack their own attack powers, they can be difficult to manage (sometimes boring) and they also lack those important self buffing powers that all other AT's possess, not to mention MM's have the lowest HP in the whole game of all the AT's...

    I also learned that theirs a power in the game that if you are a certain origin (Tech) then the power will do extra damage...

    So I came up with this idea to help with the MM weakness' that are way to mediocre and unfair for the AT. Some pets of the MM powers such as Robotics, Mercs, Necromancy have the abilties to heal themselves or sometimes others. My idea is that these pet powers if you are a certain origin (Tech with Robotics etc) then those healing powers will also effect you when they are activated.

    Such as Robotics with the "heal other" power that the Protecter robot henchman have. If your villain's origin was technology then wouldn't the villain being a mastermind have been smart enouth to allow the robots to heal him/her as well? Especially since he/she uses advanced unknown technology? Wouldn't the robots being so advanced also be capable of healing the Mastermind with that robotic (ally only) healing power?

    This made so much sense to me that I started wondering why it was not in-game especially with all the weaknesses MM's have.

    0_o
  8. Heres my idea for a build that is both very powerful and controlling but also very good at doing offensive damage if a bit endurance costly...

    This is currently a experimental build...

    Note: Fissure is actually "Seismic Smash"

    +---------------------------------------------
    + Built with SuckerPunch's Online Planner
    + http://www.cohplanner.com
    +---------------------------------------------
    Archetype: Controller
    Primary: Illusion Control
    Secondary: Storm Summoning
    +---------------------------------------------
    01 => Gale ==> 1xAcc
    01 => Spectral Wounds ==> 1xEnd,2xAcc,3xDmg
    02 => Blind ==> 1xEnd,2xAcc,1xRhg
    04 => Deceive ==> 2xAcc,2xCufsn
    06 => Hasten ==> 3xRhg
    08 => Combat Jumping ==> 3xDef
    10 => Aid Other ==> 1xEnd,1xHeal
    12 => Snow Storm ==> 2xEnd,1xSlw
    14 => Steamy Mist ==> 2xEnd,3xDef
    16 => Freezing Rain ==> 2xEnd,1xDmg,1xRhg
    18 => Phantom Army ==> 1xAcc,2xDmg,3xRhg
    20 => Aid Self ==> 1xEnd,2xRhg,2xHeal
    22 => Swift ==> 1xSpd
    24 => Health ==> 3xHeal
    26 => Stamina ==> 3xEndmod
    28 => Super Jump ==> 1xJump
    30 => Spectral Terror ==> 1xEnd,1xAcc,1xTrrz
    32 => Phantasm ==> 2xAcc,4xDmg
    35 => Tornado ==> 2xEnd,1xDmg,1xRhg
    38 => Lightning Storm ==> 2xEnd,2xDmg,1xEnd
    41 => Fissure ==> 1xEnd,2xAcc,3xDmg
    44 => Rock Armor ==> 2xEnd,3xDef
    47 => Earths Embrace ==> 3xHeal,3xRhg
    49 => Hurl Boulder ==> 1xAcc,1xDmg
    +---------------------------------------------
    01 => Sprint ==> 1xSpd
    01 => Brawl ==> 1xDmg
    02 => Rest ==> 1xRhg

    end of build
  9. 07_CK_09

    Now What?

    Well i know what i would do. I would like it if we could move over to the US servers if it came to it but we could take our accounts with us so we could keep all our stuff like our veteran badges and high lvl's and so on.

    Motty
  10. This topic is regarding the Mercenaries Mastermind...

    It has been said by MOST players who have experienced the Mercenaries henchman in combat to a high lvl that tho the pets are fun they do lack that exra punch which is offered by all of the henchman choice types. It seems that Mercs do all lethal damage with the exception of some fire damage but theirs to many dot mechanics and damage is never done quick enouth where as the other pets alaways pull this off (robots and thugs in particular). Thugs being untrained and only street wise do near twice as much damage as the trained killers that is Ex-Soldiers? So I offer these changes...

    1. Change the power "M40 Grenade" to a sniper power similar to "Sniper Shot" which the Mastermind himself can use. These pets are all ranged based and the Mastermind should be able to use this to his/her advantage. This is also important for the Mastermind since having Mercenaries for henchman they tend to use dots and nearly all lethal effects as damage. More single target attack powers are required to cause more balanced damage vs stronger opponents.
    2. Change the look of the Commando when upgraded to something more modern and less scruffy like. A dark green sleeveless camo flak-jacket for armour and soldier's gloves would be cool for appearance benefits.
    3. Change "SPEC Sniper" for the "SPEC-OPS" henchman so that it activates more often when at far range and change "LRM Rocket" for the Commando so it can be used at far and moderate range and also cause aoe fire damage.
    4. Change the "Medic" for the "Soldiers" power so that when he does heal others or free them from mez effects he will always consider the HP and stats of the Mastermind and use the power if needed on him/her before he considers any other active henchman pet.

    Thats all the ideas folks...

    NUFF SAID
  11. So Masterminds have a few secondary powersets which have rez capable powers...

    Dark Miasma
    Poison
    Pain Domination

    And yet they cannot rez their own pets which play the key role for the Mastermind's damage? Not to mention their own survival! I mean come on the joke is over now aint it!? Masterminds are more of a solo AT than a team requiring AT after all.

    Why cant Mastermind pets be rezzed like any other player can with a rez capable power? Henchman (MM pets) play the key role and are different from normal pets towards the mastermind AT and they should benefit from this.

    It would be balanced due to the fact it costs more endurance to upgrade pets and each pet rezzed would return with their hp below 80% and no upgrades buffed.

    This change is important as well as balanced and needs to be implemented or at least tested IMO.

    Thats all for now folks...
    -CK
  12. ControllerUK-ML-1239797-ML-

    Moved because it isn't a guide.

  13. Archetype: Controller
    Primary: Illusion Control
    Secondary: Storm Summoning

    Note: Powers not in order and enhances cosidered to be mostly SO.

    01 => Gale ==> 1xAcc
    01 => Spectral Wounds ==> 2xAcc,4xDam
    02 => Blind ==> 1xEndCost,2xAcc,2xHold,1xRech
    04 => Deceive ==> 1xAcc,2xConfuse
    06 => Snow Storm ==> 1xEndCost,1xSlow
    08 => Hasten ==> 3xRech
    10 => Boxing ==> 1xEndCost,1xAcc,2xDam
    12 => Kick ==> 1xEndCost,1xAcc,2xDam
    14 => Steamy Mist ==> 1xEndCost,4xDefBuff
    16 => Freezing Rain ==> 2xEndCost,1xRech
    18 => Phantom Army ==> 3xRech,3xDam
    20 => Swift ==> 1xRunSpd
    22 => Health ==> 2xHeal
    24 => Stamina ==> 4xEndMod
    26 => Spectral Terror ==> 1xEndCost,1xRech
    28 => Super Speed ==> 1xEndCost
    30 => Weave ==> 1xEndCost,4xDefBuff
    32 => Phantasm ==> 2xAcc,4xDam
    35 => Tornado ==> 2xEndCost,1xRech
    38 => Lightning Storm ==> 2xEndCost,2xDam,1xRech
    41 => Hurl Boulder ==> 1xEndCost,2xAcc,3xDam
    44 => Rock Armor ==> 1xEndCost,4xDefBuff
    47 => Earths Embrace ==> 3xRech,3xHeal
    49 => Fissure ==> 1xAcc,1xRech

    01 => Sprint ==> 1xEndCost
    01 => Brawl ==> 1xAcc
    02 => Rest ==> 1xRech
  14. Well is it being considered by the devs?

    Are they thinking of increasing the lvl cap to 60-70?

    Players are getting bored (I hear it alot in the game) and want more powers more diversity and more balance between AT's etc.

    The lvl cap being increased would help improve the game, thats my advice =)
  15. So heres a build which I consider to be a mix of the scrapper (melee high damage) and a controller (debuffs & moderate damage).

    Archetype: Controller
    Primary: Illusion Control
    Secondary: Storm Summoning

    Note: Powers are not in order and the enhancements are intended to be mostly SO.

    01 => Gale ==> 1xAcc
    A power that you have to get but also not a total loss. Very good when a mob of foes are approaching you and your holds are on cooldown. Also good to throw some mobs off a building =P.

    01 => Spectral Wounds ==> 1xEndCost,2xAcc,3xDam
    Controllers mostly get immobilizes or AoE debuffs etc but not Illusion! No! Illusion is more the damage set and I admire this. This power is basically your ranged attack for causing damage, the con of this power is the foe will heal a minor amount of the damage done after a small amount of time. This power falls into your melee attack chain (ranged is bonus).

    02 => Blind ==> 1xEndCost,2xAcc,2xHold,1xRech
    Your single target hold... who can argue with that? Great for holding mins and lts but bosses need 1-3 before they will be held and thats if you hit them.

    04 => Deceive ==> 1xAcc,2xConfuse
    I care not what anybody says! One of the main reasons I like controllers and Illusion so much is due to the fact you can play jedi mind tricks on your foes! Can even be used on bosses with 1-3 hits.

    06 => Snow Storm ==> 1xEndCost,1xSlow
    Illusion lacks control and this power makes up for that greatly! Get it, slow your enemies down (recharge also) and love it when you need it (which is most of the time).

    08 => Swift ==> 1xRunSpd
    Out of swift and hurdle I chose swift because run speed is alot more important... plus the fact that if I could get 3 more powers it would be the leaping pool.

    10 => Boxing ==> 1xEndCost,1xAcc,3xDam
    A moderate damage melee attack that has been enhanced to do extra damage (plus the controller racial). All falls to your choice here and what your tastes are. Due to limitations on power choices I chose the melee pool. This power along with Kick falls into your melee attack chain.

    12 => Kick ==> 1xEndCost,1xAcc,3xDam
    See above.

    14 => Health ==> 3xHeal
    Can never have to much health regen! Take this passive buff, enhance it and love it!

    16 => Hasten ==> 3xRech
    Decreases the recharge time on all your powers... whats not to like? Plus the glowy hands thingy still thrills me after 3 years. I love this power but again it depends on your tastes.

    18 => Super Speed ==> 1xEndCost
    WHOOOOOOOOOOSH! And you are gone! One of the best travel powers in the game to go with SJ (would get SJ if I could but temp powers are ok for now which you can buy at the arena store).

    20 => Stamina ==> 3xEndMod
    More endurance regen? Sign me up baby! They who say no to more endurance regen... should be hanged... or at least spanked. Endurance is need for everything and so this helps with everything! Take it and whisper sweet stories in its ears at night!

    22 => Group Invisibility ==> 1xRech,4xDefBuff
    This power mostly falls again into your love it or hate it bag. I took it because I dont mind making myself less threatening to mobs and making my pets/team mates invisible should the need arise. Plus the extra defense stacks which is excellent since its def vs all.

    24 => Phantom Army ==> 3xRech,3xDam
    You spawn 3 pets which cant be killed and put on a great show with lots of ice, strength and fire powers... whats not to like? Only thing I would change about this is maybe make it last 15 more seconds before pets leave. They do damage like your spectral wounds which again does heal after a small amount of time. These guys basically do the tanking so you dont have to.

    26 => Spectral Terror ==> 1xEndCost,1xAcc,1xRech
    Another love it leave it power. I tlooks cool, causes a good terror debuff and is very accurate with a short cooldown. I like it personally for using offensively vs a mob of foes to scatter/mez them.

    28 => Steamy Mist ==> 1xEndCost,4xDefBuff
    A very good power! You can use it to gain group stealth all the time as long as its active! It adds defense and stacks with the threat reduction/defense plus of group invisibility! Use this when exploring or moving around and want to stay hidden and cast GI in tight spots or combat. Also this powers gives 15% resist vs energy & minor res to confuse.

    30 => Freezing Rain ==> 2xEndCost,1xRech
    One of the defining (many say this) powers of the STorm set. Why is it one of the best? Oh maybe because of the 30% debuff of foes resistance? Not to mention the minor amount of damage it causes. The only bad thing about this is the small radius, best to stay within the radius effect till it ends along with hurricane when you use it against a group of mobs. Take this power, add 1xrech to it at least and love it!

    32 => Hurricane ==> 1xEndCost
    Another great power of the Stormy goodies set for keeping melee foes away from hitting you and knocking over the ranged ones! Also causes a good 30% acc debuff when foes are not being knocked of their feet!

    35 => Phantasm ==> 2xAcc,4xDam
    The last power of the Illusion set and a very powerful one at that! This guy when enhanced with damage is 2nd to the Fire Imps! He will shoot energy at your foes having a great chance to knock them back and causing moderate/high energy damage (not illusionary). This pet will last a VERY long time but it will not zone with you so be cautius. It also spawns little teeny Phantasms that will do damage of their own against 1 foe each.

    38 => Lightning Storm ==> 1xEndCost,1xRech,2xDam
    The last power of the Storms set and a great one at that! When used your character will summon a small cloud which shoots out thudner bolts! The cloud stays in one place as the sound of thunder shoots through your speakers! It will cause moderate amounts of damage and cause terror in your foes! It also gains passive buffs from the initial casting (hasten). Take this power and love it! (Tornado if you want that as well depending on your likes).

    41 => Hurl Boulder ==> 1xEndCost,2xAcc,3xDam
    Depending on what epic pwoers you chose you should decide wether you take an interest in these notes right now.... done? Good! Now hurl boulder has a fairly slow animation but seeing your character grab a chunk of rock from the ground and seeing it get thrown at a gimp faced foe more than makes up for it! Causes moderate smashing damage and falls into your melee (and ranged) attack chain!.

    44 => Rock Armor ==> 1xEndCost,4xDefBuff
    Your poo suit... no really... no REALLY! It litrally looks like a suit of rocky armour that someone threw at you! Cool eh? Provides good defense to stack with your other +def powers!

    47 => Earths Embrace ==> 3xRech,3xHeal
    Another very good reason to choose Earth mastery. A heal with a long cooldown (hence 3xrech) that not only gives you a GREAT amount of HP back but also increases your max HP! Health enhances not only increase the amount of initial HP returned but also the max amount of HP. Also gives minor toxic res.

    49 => Fissure ==> 1xAcc,1xRech
    A good bonus attack if you want it! Causes moderate damage to a group of foes and has a chance to knock/disorient them. Great power for your attack chain! Put more damage in it if you so desire.

    01 => Sprint ==> 1xEndCost
    01 => Brawl ==> 1xAcc
    02 => Rest ==> 1xRech

    Feedback & Comments are welcome as well as your builds=P

    www.myspace.com/my07thheaven
  16. Hey readers

    The topic is Shields that is included in the upcoming Issue 13.

    So the Shield is planned to be made available for the Brute, Tanker & Scrapper AT's but what exactly is the function and the powers of Shields?

    The Shield idea is said to be its own powerset and God forbid I hope it does come as the melee part for the AT and does not take the armour powers side. I mean can you imagine having a huge shield attached to your arm and using some of the melee animations etc? It would just look ridiculous!

    So I am guessing it will take up the melee powerset slot for every AT...

    Heres some ideas for what Shields may do for you (melee attacks also and the most common weapon used with a Shield is a Sword so that will be included).

    Shield Lock: You raise your Shield defending yourself against lethal and smashing attacks. Toggle. +Def (chance to also deflect). 0.25 end cost every second.

    Gridlock: You fallback into a defensive stance locking your shield in place but decreasing your movement a small amount. Activated (Passive for a short time when activated). ++Def -Move. High end cost to activate.

    Shield Slam: You slam your enemy with the bulk of your shield and all your body weight disorienting them for a small time and knocking them back a moderate distance.

    Throw Shield: You throw your shield at a single target causing ranged smashing damage and possibly stunning them for 1 second.

    Sword Hack: You hack at your enemy with your sword causing moderate damage.

    Sword Slash: You slash your enemy with your sword causing high damage

    Sword & Shield Play: You commence a ancient technique with your sword and shield causing lethal and smashing damage. The attack causes your targets armour to soften and lose durability causing loss of some resistance. This attack has a high recharge (2min or more).

    Forced Quake: An AoE shockwave caused by your character as he/she jumps and impacts the ground with the Shield. Causes moderate damage to all foes in a radius.

    Disembowel: A strong attack with your sword. Causes extreme damage and has a high chance to knock your target in the air.

  17. 07_CK_09

    Shields (Power)

    QuestionsUK-ML-1206395-ML-

  18. 07_CK_09

    Shields (Power)

    So theirs gonna be Shields in the next Issue?

    How exactly will this work though? Will we get a whole new cossie slot for shields? Will it be a whole new power set where you only use a Shield?

    I am actually hoping that what they do is make it so its called Weapon & Shield. This would allow the player to have the Shield and a bunch of melee attack powers along with being able to block and protect yourself with never before seen powers using the new shield which goes under "weapon" in the cossie drop menu.

    What else will the Shield do? Will we be able to choose its colors, detail etc?

    Will it be able to deflect lethal/smashing attacks like physical shields do?

    Will Brutes/Scrappers/Tankers all have the same type of powers for this Shield?

    Thanks for reading...
  19. What IS the reason for the weakness of the Kheldians?

    That they are the epic AT? Oh wait they aren't epic at all its the story which is different that makes them epic

    Is it because they have epic powers? Oh WAIT! They dont dont do any supreme damage! Weird!

    But even though they are not EPIC they they get some slack of the rope like other AT's? No they dont! They have some a** wipe in almost every mission they participate in with a big retarded lookin ray gun that shoots and takes off 35% HP with EVERY HIT!

    Do other AT's put up with this? Do the villains EPIC AT's have this annoying and out-raging monstrosity? NO!!!

    SO WHY SHOULD KHELDIANS!?

    I dont care about the Lore and Warshade is my fav AT for the Hero side but im fed up of being killed solo by Qhantums etc in 3 hits or less and not being accepted into teams because of foes that kill me near instantly!

    REMOVE QUANTUMS! Remove any foe which causes a severe and unfair disadvantage for the Warshade/Peacebringer! Nobody else who players any other AT puts up with this, why the hell should we!?

    Players who use WS's or PB's pay the same amount for this game as any other player, why should they suffer while others have it a bit easier!?

    Fix this problem!

    Thanks for reading =D
  20. [ QUOTE ]
    The point is that compared to other sets Rad is percieved as the best by most people. Adding additional damage/debuffs etc would increase the imbalance against other sets which would then need to be rebalanced as well.
    As stated Cntrollers are supposed to be support ATs; Rad, Storm, Kin etc allow them to do far more already. The devs wont change a power to allow them to consistantly out damage Damage ATs - it's what they are trying to avoid not promote.

    [/ QUOTE ]

    Explain that again this time comparing Sonic Repulsion with Radiation Admission and Kinetics with Thermal

    -CK
  21. [ QUOTE ]
    Actually your slightly off Jay, every power you listed except for Power of the Phoenix, Mutation, Falllout and Resurrect can be used on the controller tier 9 pets (except where mind doesnt get the pet)

    Saying that there are many powers which are situationally useful, Defender primaries / troller secondaries are buff sets, and theres no reason not to have "team only powers" one could argue that taunt is team only, then theres Vengeance, granted a pool power, but still.

    [/ QUOTE ]

    Eye for an Eye freind...

    Mutation is the team power along with the SelfAoE Heal and AM...

    Fallout should be Enemey target based to give it high usefulness instead of very little.

    -CK
  22. [ QUOTE ]
    There's not a hope in Hell!
    Most people belive that Rads overpowered for Controllers already along with Storm and Kinetics and never should have come over as a secondary.
    And you want to add a nuke into the set!

    [/ QUOTE ]

    Minor or Moderate damage is hardly considered a nuke...

    It alreayd does EXTREME damage but its limited to allies only...

    If it was enemies the debuffs would go weaker and the damage half.
  23. Greetings readers!

    Ok the topic discussed here is the secondary power set for Controllers regarding Radiation Emission.

    Now this set of powers when observed closely is a very effective and useful set of powers and I have little problems with them. But I have noticed a small issue that gets in the way of gameplay which could be corrected all for the better...

    The issue is the power "Fallout"

    This power makes a ally corpse explode for damage and some debuffs. But the BIG problem thats obvius here is the fact that this is a team ONLY power. Now I understand that Controllers are said to be team AT's but I think thats a load of [censored] for players like me who Solo more than they team.

    Sure ok so all Controllers (except 1 power set) are able to summon pets but the fact is when defeated they cant be targeted for use of this power ergo rendering the power inapt and only half as useful as it should be.

    So the easy and balanced change to this power would be so that instead of targetting allies you target an enemy corpse to use the "Fallout" power.

    Its fair and keeps to the role of this power set which is about serious debuffing leading to high damage (some buffs as well).

    I know this change should be made.

    Thanks for reading all!
  24. Hello fellow readers

    The issue is the following facts...

    Repulsion Field
    Projects a field around YOU that repels foes in a very small radius (melee).

    Force Bubble
    Creates a Force Bubble. When foes try to enter the bubble they will be repelled and powerful foes who enter the bubble will be knocked down. Range of bubble is 30 ft.

    Problem: They both do the SAME thing!? Why do we have 2 powers that do the same thing!? Repulsion Bomb was changed so that it effects enemies and not allies directly which means you corrected problems with that power. Now correct the "Repulsion Field" power please!

    "Force Bubble" does exactly what "Repulsion Field" does except its a hell of alot better at a small endurance cost which can be reduced anyway (Repulsion costs more if your surrounded in melee).

    Repulsion Field should be a ally only buff and repel nearby foes which is what Forcefields is all about, allie and self buffs! The bug is the fact that "Force Bubble" renders "Repulsion Field" near useless (foes dont enter melee range when Force Bubble is active) that nobody will choose the "Repulsion Field" power anyway.

    Please consider this change!

    Thank you
  25. Welcome to the Infinite Majesty!

    A record of my long dorment powers! It is said that AC was a brilliant Hero turned Villain but his build was majesty and invention brought to reality by blood and courage.

    The build is basically a Invention of the mind that strengthens the Body and Mind. Heres is the build of the Notorius fighters and his thugs...

    Thugs

    Pistols
    1 End 1 Acc 2 Dmg
    Notes: If your like me and love the MM but at the same time you want in on the action and fun then like me you would most likely take this power. At the beggining its low in damage but it will add up with buffs and enhances to the overall DPS of your Thugs.

    Call Thugs
    2 Acc 4 Dmg
    Notes: No choice with this as a MM. These are your meat sheilds, the layer of cream, the smoke from the fire and the stone. These guys are your tier 1 pets which you can get at lvl 1 and should do so. They wield pistols and wear cool outfits along with glasses later. They do excellent damage along with the Arsonist who is your 3rd Tier 1 pet, he does Fire damage like Fire Breath and throwing bombs for aoe damage and Scourge. You get 2 of these at lvl 6 and the Arsonist at lvl 18 who has apack of petral bombs strapped to his back like an insane muppet gone hype. Your path to ultimate majesty and victory starts with these guys.

    Dual Wield
    1 End 1 Acc 2 Dmg
    Notes: Again either take it and have an extra attack power to add to overall DPS as a group or choose not to. But in my honest opinion who can say no to dual wielding pistols?

    Equip Thugs
    2 End
    Notes: Cant say no to this either unless you want to lack the damage you need to survive. Plus all your pets look even cooler with this power. With this upgrade which is the first of 2 your pets powers will increase. Take this and love it.

    Call Enforcer
    2 Acc 4 Dmg
    Notes: Your Tier 2 Pets you can aquire at lvl 12. These are your damage dealers till lvl 36+. They are in one word brilliant. They dual wield UZI's (they have a submachine gun with no power upgrades) and do lots and lots of DoT damage with the 1st upgrade and high AoE dmg with the 2nd upgrade. They wear trench coats with the 2nd upgrade along with a munitions belt and glasses like the fricking Mafia! Do not say no to these guys or the shame is on you!

    Call Bruiser
    1 Acc 4 Dmg 1 KkBk
    Notes: Your Teier 3 and final pet. This guy is basically what the description says. A Brute (your own brute!?) with his own Fury bar! He even enters the world on a motorbike! Anyway his powers are super strength and invunerability and he uses them well indeed. He packs a heavy punch and is the most capable DPS pet when he has Fury and Enhances backing him up. The only annoying catch is his Hand Clap power that comes with 1st Upgrade which may cause your some petty trouble depending on your powers. Also he may sometimes get stuck using his ranged power Hurl Boulder. But then again him staying at range till the enemy enters melee or gets close is great since Thugs are ranged based pets. Besides that he is a great pet to have and is feared for his extreme damage when he has Fury near full. Take this guy and hand him some oil for that bike! Shake hands after a good victory! This guy will bring you plenty! With upgrades he gets some chains wrapped around his arms, chest and hands along with some mean tattoos and glasses plus a cool spikey belt.

    Upgrade Equipment
    1 End 1 Rchg
    Notes: Your Tier 2 and final upgrade power. You should definately take this! It gives your pets the AoE capabilities you need! This will give your pets the Thugs look and turn them from boyz to men in an instant! This power brings the glory!

    Forcefields

    Force Bolt
    1 End 1 Acc 1 Rcg 1 Kkbk
    Notes: No choice in taking this power, but then its not a bad power to have in your bag of tricks. It basically sends a small bubble at one enemy having a 100% of knocking them back. Its great for keeping an enemy held and distracted while your Thugs do the hard stuff.

    Personal Force Field
    1 End
    Notes: This is one of those love it or hate it forever powers but personally I got to say that I loooooove it! Now this power is your "oh &!^!%! I think I may be fooocked!" power. When activated it grants you such high defense that NO ATTACK of any kind can get past and even if they do you have a high resistance and take small damage from it. This power used with Aid Self is brilliant for a tight spot when most of your pets are dead and you need to make a strong come back right in the thick of battle. Its also good for traveling with most travel powers. The only catch to this power is you cant effect anyone else while its active and all buffs will be considered self only so your pets and allies cant benefit from your buffs either including Supremecy.

    Dispersion Bubble
    1 End 5 Def
    Notes: A love it or... no you can only LOVE this power! It grants protection from hold, disorient and immoblization which are very common the higher lvl you get and you WILL need to be protected against these or you will be one dead Mastermind at high lvls. The other cool feature is it grants Def against all attack types which is useful along with a secret bonus called "Deflect" which is when lethal and smashing attacks are avoided completely.

    Repulsion Bomb
    3 Rcg 2 Acc 1 KkBk
    Notes: Another power similar to Force Bolt except it is AoE. It also has a small chance to disorient the enemy and detoggle in PvP. Tis is another power which you either like or hate but I take it anyway because detoggles is always liked. The downside is a 3 second cast time.

    Force Bubble
    1 End
    Notes: Another excellent bubble power and very useful indeed. This creates a larger bubble the Dispersion Bubble. When enemies enter the Bubble they will be repelled. Great for AoE control in tough battles. Some enemies like AV's and other players may get through the bubble but even then theirs a good chance they will get knocked down. A endurance reduction is the only thing needed here. The downside to this power is it can cause a large amount of agro in a wide open space, but if your a smart Mastermind your pets will be in bodyguard mode anyway plus you have Personal Forcefield if it gets really bad.

    Fitness

    Hurdle
    1 Jump
    Notes: It increases jump height mostly. Good for me since I have no super jump but I do have super speed which can be annoying when jumping over stuff and getting caught at the feet.

    Health
    4 Health
    Notes: Extra health regeneration is always apreciated. Plus its needed with Aid Self in this build.

    Stamina
    4 End
    Notes: Now extra Endurance is ALWAYS wanted! This icnreases the amount of Endurance that regens every second or so which is always highly thought of by players so it really is useful especially with this build.

    Leadership

    Assault
    1 End
    Notes: Gives a extra bit of accuracy to you and all allies including your pets. Extra accuracy for all your and allie powers is greatly appreciated and players will adore you for the thought. Also grants protection vs taunt and placate so bad luck you tankers, brutes and stalkers!

    Tactics
    1 End
    Notes: Grants you extra damage and your allies including your pets. More damage for you and your pets plus your allies is greatly useful. But what should really be considered here is the fact that your now protected from confusion! No more attacking your own pets in PvP and no more pets attacking you! This fills one hole in your Forcefield bubble. Also a extra bonus is the fact that you detect stealthed foes more better now which is bad for Stalkers and controllers/brutes plus any who would try to cap your butt from the shadows.

    Speed

    Hasten
    3 Rcg
    Notes: One of the best powers in the game I know. Flurry aint useful for a Mastermind but Hasten is fricking invaluable! Dramtically reduces the cooldown on ALL your powers! Now that is useful! Also causes your hands to glow yellow. The only drawback for this is you dont get extra endurance and your powers will drain you even faster. Good job we got Stamina tho eh?

    Super Speed
    1 End
    Notes: One of the best travel powers in the game which REALLY increases your run speed. Not exactly superman speed but really is fast getting you anywhere in a zone 4 times quicker! Also makes you near unnoticed when running past foes.

    Medicine

    Aid Other
    1 Rcg 3 Heal
    Notes: This build has no Healing but plenty of protection. This along with some enhances and hasten wil alow you to keep all foes at the shore of your sheilds while you yourself can heal your pets for any damage that does get through, this is considered by me to be VERY useful.

    Aid Self
    2 Rcg 4 Heals
    Notes: Again this build lacks healing and YOU yourself need to be able to heal... yourself. You will need this power along with Personal Force Field & Hasten to survive where others would fall. Also makes your cranium glow purple and grants some resistance to disorient.

    Thats the build of my majetsy! Hope you learn my freind! AC is out and going to cause some villainy! Adios!