07_CK_09

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  1. Hey peeps

    So does anyone else want the lvl cap increased to lvl 60?

    I would love for this to happen!

    I need the extra few powers and enhancement slots thats for sure. Plus alot of players have wanted this change as they get bored and cant be bothered to create a new toon.

    But it would be a nice change IMO!

    Peacebringers & Warshades should stay at the lvl 50 requirement. Some mobs and zones would be changed due to this change me thinks.

    Any agree/disagree with this idea?
  2. 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...

    [u]Thugs[u]

    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!

    Gang War
    2 Acc 2 Dmg 2 Rchg
    Note: Really a bonus power. The good thing about this Power is it spawns a bunch of pets (about 10) who wield knives and throw rocks at your target. They some nice moderate damage but can be inaccurate but they do taunt your enemy which is very useful. They are good at immobilizing and surrounding your enemy. This is basically your distraction and extra DPS power. If you like it then take it, I think its great in a pinch.

    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!

    [u]Traps[u]

    Web Grenade
    Acid Mortar
    Force Field Generator
    Poison Trap
    Trip mine

    [u]Fitness[u]

    Hurdle
    Health
    Stamina

    [u]Leadership[u]

    Assault
    Tactics

    [u]Speed[u]

    Hasten
    Super Speed
    Whirlwind

    [u]Medicine[u]

    Aid Other
    Aid Self

    [u]Tactics & Maneuvers[u]
  3. Hey there fellow Masterminds and Readers!

    Heres a few ideas on how Traps could be changed....

    It is aware that Traps can be a little challenging to use in the midst of combat so here are a few changes to the powers to make them more effective and enjoyable to use.

    Traps:
    Traps are devices and gadgets you construct to cripple your foes. By using them strategically, you can gain a great tactical advantage. Traps include ambush devises, as well as gadgets that can be constructed to aid you and your allies.

    1: Projectile Net (Used to be Web Grenade)
    Upon impact, the net expels a strong reinforced Net around a single enemy that can Immobilize most targets. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Net can bring down flying entities and halts jumping. Recharge: Fast

    (This is a Traps set and a Net thats been made stronger that can be small and yet expel to be large and wrap around a object is more of a type of Trap than a Web Grenade. Plus Web Grenade is a temp power that can be bought which destroys the uniqueness of of your toons Powers. The Projectile Net power would have a different and faster animation and be shot from your toons hands and a Net would be seen launched directly at a single enemy target which would wrap around them. This allows it to be a trap as well as a gadget)

    2: Slick Casing
    You toss a fragile casing which will explode apon impacting the ground and spread a sticky and flammable substance over a large area. Any enemy that passes through the liquid material will be forced to move at a slower rate and possibly be knocked down even if they leave the area of the Slick. The material can also be lit on Fire which will cause damage. Damage: Minor(DoT), Recharge: Slow

    (Traps are supposed to be lethal and life threatening and instal fear apon your prey. This is the purpose of this trap now. Caltraps was useful but it has been improved and changed due to some other At's and Ninja's (MM power) also having Caltraps)

    3: Triage Beacon
    You can plant a Triage Beacon into the ground. The Beacon is immobile, but it emits a powerful healing aura. The Regeneration Rate of you, or your allies, will be greatly increased as long as you are near the Triage Beacon. The Beacon is invulnerable. Recharge: Long

    (Regen rate increased from 100 to 200% and Recharge Time decreased. This Power was never really being used and even when it was unlocked it didn't really come in use or fulfill what the decription entails which is why its been improved)

    4: Acid Mortar
    You can place a small Mortar on the ground. If an enemy passes nearby, the Mortar will fire an Acid grenade at the target. The grenade will explodes in a small shower of acid on impact. This acid eats through armor, causing minor damage over time. It reduces the target's Defense as well as his Damage Resistance. The mortar will last up to 60 seconds and will fire up to 10 grenades. It can be destroyed by your foes. Damage: Minor(DoT), Recharge: Slow

    (Power not changed as this is a effective Trap power and does not need to improved or modified)

    5: Force Field Generator
    You can build a Force Field Generator Drone. The Drone will generate a Dispersion Bubble that gives all nearby allies increased Defense against all attacks including Psionic. The Dispersion Bubble also protects allies from Immobilization, Disorient, and Hold effects. The Drone will follow you and can be buffed and healed or even destroyed like any friendly entity. However, the Drone is not a Henchman and cannot be given commands. You can only ever have one Force Field Generator. Recharge: Very Slow

    (Effective Gadget that does not need to be changed in any way at this time)

    6: Gas Trap
    You can build a Gas Trap on the ground. Any foes that pass near the Gas Trap will cause it to detonate and release its toxic vapors. The poison is a very noxious gas, and any foes in the affected area may start to choke or even vomit. Affected Foes Regeneration rate and their Accuracy will be reduced as well. The trap is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trap will detonate. Recharge: Long

    (This has similar problems to Triage Beacen. It just does not accomplish what the Description implies which is false imformation and that wont work at all with a Online game as good as this one. Gas Trap is designed to last longer after the Trap is detonated and the radius and animation of the Trap has been changed to look larger. This would allow the Trap to detonate easier as it would not do so easily on a slopped floor even when a enemy is near enouth to the Trap)

    7: Seeker Drones
    You create two Seeker Drones. These Seeker Drones will follow you until they detect an enemy and then they will zero in on their targets and detonate on impact. The small explosive flash of energy does only minor damage, but the concussion can weaken foes. Affected targets will have reduced Damage, Accuracy and Perception and may even be Disoriented for a short while. You can only ever have Two Seeker Drones out at one time and they can be destroyed by your foes. Recharge: Slow

    (This is a good Gadget that does not to be changed much except for the ridiculous Recharge time. This Power does not have a very large radius which should be increased so they will approach a enemu target from a longer range)

    8: Trip Mine
    You can place a Trip Mine on the ground. Any foes that pass near the Trip Mine will cause it to explode, severely damaging all nearby foes and sending them flying. The Trip Mine is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trip Mine will detonate. Setting a mine is delecite work, and if you are interrupted, you will fail. Damage: Superior, Recharge: Slow

    (This is a effective Trap that should notbe changed since it does superior damage. Only bug that needs fixing with this is the radius at which the Trap will detonate)

    9: Detonator
    A good Mastermind means always plans ahead, but a great one knows when to make a strategic sacrifice. You have equipped all your Henchmen with explosives. When the time is right, select a Henchman and set off the Detonator. Undead and Robots are easily rigged and will blow up instantly, devastating nearby enemies. Ninjas, Soldiers and other free thinking Henchmen will try to place the explosive on the ground and get away. But you know... the fuse is short. Recharge: Very Long

    (Has not been changed since this is a effective Trap power and should not be modfied except for maybe the range at which it can be activated between you and the target henchman)

    Anyway they are my ideas for changes to the Traps Powers for the Mastermind AT.

    Thanks for Reading!

    HC
  4. Hey there fellow readers!

    I dont wish to keep you here all day and I want to play the game so ill be quick.

    I am here to share with you all what I think is a great idea for the Mastermind AT on the MMO game City of Villains. A new set of Powers that has not been created yet!

    The Mastermind uses pets to do his bidding and his wishes and they are his primary method of taking care of business and the dirty work....

    The MM AT has many power sets to choose from. Merc's, Undead, Ninjas, Robots and Thugs. These are all great, however heres a new set of Powers that I came to realise that the MM does not have but could have to make the game more enjoyable!

    This is a Power set that would be known as "Ex-Police"

    The background of these Pets is simple, they are Ex Cops (police officers with experiance but they went bad or slightly nuts which is better known as "bent copper")

    Heres my idea....

    Ex-Cops

    They are trained killers of the Law but they gave up on Justice and turned corrupt. They were cut off from the force for unknown reasens but they now follow the command of the Mastermind and follow only his Orders. They are slightly resistance to Lethal and Smashing damage. Their training also makes them resistant to Confuse effects.

    Power 1: Dual Uzi (A Power for the Mastermind himself to use as an attack)
    Description: The MM fires a burst of 3 rounds from his powerful Uzi's. Moderate damage and may cause knockback but slow to recharge (8 seconds)

    Power 2: Cops (Tier 1 Pets being the weakest pets of the set. They wear body armour with "Upgrade Equipment" power active on each pet)
    Description: Calls 1-3 Cops (depends on lvl) to do your bidding. The Ex-Cops use pistols doing minor damage. The third Cop you gain will be a Technician who uses Unique Gadgets. Ex-Cops use a Pistol and can be upgraded with several other weapons. You can only have 3 of these at any given time and using the Power again will replace lost Ex-Cops that have been lost or dismissed. They do Minor/Moderate damage depending on weapon upgrades.

    Power 3: Assault Rifle (second weapon for the MM to utilize as a tactical advantage. Appearance is the same as the Assault Rifle that lvl 26 "Swat" carry)
    Description: The MM utilizes a powerful assault Rifle which fires a burst of 3 rounds cuasing moderate damage (DoT) but taking a slow time to Recharge (10 seconds)

    Power 4: Equip Cops (your 1st Power Upgrade that can used to improve your Pets with better weaponary)
    Description: Equip your henchman with better weapons and training. This Power bestows better Weaponary on your Pets till they are killed or dismissed. The Powers gained are Unique and dependant on the Pet upgraded. One henchman can only be upgraded at a time with this Power and will last untill the pet is killed or dismissed.

    Upgrade effect on Cops: They now use better Handguns (these Handguns have laser sighting which grants better accuracy) and the Tech uses a Electric Net that will immobilize hostiles causing minor damage (DoT)
    Upgrade Effect on Swat: They will know use Tear Gas Grenades that they throw at a Hostile and effects nearby hostiles (causing a AoE distorient for a few seconds)
    Upgrade effect on FBI Agent: He will now use double advanced Handguns with laser sighting doing some extra damage with better accuracy

    Power 5: Frag Grenade

    Power 6: Call Swat (The Tier 2 pets using better weaponary and a few gadgets for a tactical advantage)
    Description: Calls forth 1-2 Swat Cops (depends on your lvl) to do your bidding. Swat Cops are experienced proffessionals and have been trained with advanced weapons and gadgetry. They are also Resistant to Taunt and Placate efffects and also wear body armour that gives better Defense and stronger Resistance to Lethal and Smashing damage. Their weapons is a SMG (automatic machine gun) which does moderate damage (DoT) and takes a slow time to recharge. You can only have 2 of these at once at any given time and using the Power again will replace lost henchman.

    Power 7: Call Chopper (A crazy idea but I think it is great! If this wasn't approved by the Dev's or couldn't be done then it should be replaced with something else but I wont comment further on that basis)
    Description: The MM calls in a a Ex-Chopper Pilot of the Police to come to his assistance. The Chopper is airborn and will fire powerful Minigun rounds at Hostile targets. The Chopper causes high lethal damage but takes a long time to recharge (14 seconds) before it fires again. The Chopper is a seperete Entity that cannot be given orders and will only last for 2 minutes before it dissapears to refuel (is forced to dismiss). Takes a long time to recharge.

    Power 8: Call FBI Agent (Your Tier 3 and last and most powerful pet that uses advanced weapons, gadgets and lethal tactics to throw the fight in your favour)
    Description: Calls one vigilant FBI Agent. This henchman is no push over and no longer follows the Law but only your command. His special training and unique knowledge means he uses advanced Handguns and gadgets. He also has resitance fire Fire and Cold damage due to his Training. You can only have one FBI Agent at a time and using the Power again will only replace the henchman when killed.

    Power 9: Upgrade Equipment (The last and most poerful upgrade bestowing new weapons, gadgets and resources on your pets making them very dangerous)
    Descripton: Upgrade the most advanced weapons, training and gadgetry to one of your Cop henchman at a time. The Powers gained are unique and dependant on the Henchman upgraded. The upgrade lasts till the Henchman is killed or dismissed.

    Effect on Cops: Your Cops will now carry light SMG's causing moderate damage (Dot) and your Technician will now use a Shotgun causing moderate damage and taking slightly longer to recharge and in addition your Tech will also use the "Tazer" power to stun your enemies when in melee range and he also carries a Injection that can heal a single target allie but it can be interuptted.
    Effect on Swat: They will now carry Grenade Launchers (power) and a Heavy Rifle (power) which can cause moderate fire damage and AoE knockback to hostile targets. They also can call apon 1 Canine (dogs specially trained to sniff out and grapple runners) to attack Hostiles causing minor damage but with a very fast recharge time. Only 1 Canine will be summoned at a time and wont be summoned again unless the Canine is killed. The Canine cannot nbe given orders by your MM and will last only for 1 minute or till the Swat henchman are killed)
    Effect on FBI Agent: This is unknown tecnology that the MM was able to utilize and enable his henchman to use. The FBI Agent henchman will now use 2 advanced laser sighted Handguns and a Plasma Auto Rifle that fires super heated rounds of plasma at a Hostile causing high damage (DoT) but it is short ranged and slow to recharge. In addition he also carries a long ranged Rocket Launcher causing high AoE lethal and fire damage to Hostile targets. Last but not least he also carries a Tazer which disorients and causes minor energy damage.

    Thats my Idea for new Powers to the Mastermind AT. Crazy but I think it would be fun and im sure others would agree.

    P.S. The "Web Grenade" is not a suitable trap power for the "Traps"power set and should be changed to "Projectile Net" since it just fits the role more as a Trap and is more enjoyable than a dorky grenade that spews out a web.

    Thanks for Reading!
  5. One thing that bugs me...

    We players PAY hard earned cash to enjoy this game, yet you have to get a lvl 50 just to play maybe one of the most enjoyable contents of the game, that is Kheldians.

    Paying for this game should automaticly enable everything open for you to enjoy! Not force you to spend time lvl'ing a unwanted character to lvl 50 so the creaters can have a guarantee to your cash.

    The Epic AT's should be available from the beggining, we pay for this game and should get full enjoyment out of it.
  6. (Post Update)

    The way that the Mastermind himself holds the Gun is kinda cranky like hes got gut ahce and trying to aim at the same time.

    A Soldier's method of aiming and shooting is to hold the rear of the gun to his shoulder and NOT to his stomach.

    This would go well with the Merc MM and the new gun idea.
  7. This Suggestion is concerning the Mastermind specificly and is NOT a complaint or bug report.

    This Post only concerns the "Mercenary" Powers for the MM.

    Now compared to the other MM's Power's the Merc power's are dull, plain and everyone knows what to expect from them since most people have seen a Soldier before on TV or even with their own eyes. The thing is about these is they are plain and boring. They are Ex Soldiers (Mercs) and are still trained proffessionals and this Power selection should be just as fun as the others. So my idea is that when the Power "Equip Mercenary" is used on a Soldier then some little details with the appearance of the Pet should change additionally. This is for appearance and to spice these Pets up only and will not affect their performance in combat in any way.

    1. "Soldiers" Power should be changed so that that outfit they wear when 1st summoned is alot less plain and also when they receive the 1st Upgrade they would now be wearing some Protective Vest Armour on their chest (Torso) and the Gun they are using would look more high tech also.

    2. "Spec Ops" Power should be changed so that when they recieve this 1st Upgrade their Guns change so that when they are attacking a enemy a laser would appear (from the gun to the target) to show which they are attacking.

    Lastly the final issue is the Gun that the Mastermind (Merc only) himself use's in Combat is patheticly grim. It looks cheap, tacky and it does not help this Power set much at all. The Mastermind is the only one you directly control (your character obviusly) and so you will be using this same Gun throught the whole game and may dampen your enjoyment. What i ask is its not chnaged in any way except that the Appearance be changed. Make it so it appears more High Tech and is fun to use. Change it so when a player sees this Character in action they can say "wow this gun is great...looks good to". The Longbow Rifleman (NPC) use's a Merc type of weapon and would suit the Mastermind great with some differance's like a scope on top of the gun.

    I know that if these were put in effect they would help spice up the Merc Mastermind and make it alot more enjoyable.

    Thx for reading....

    (Forgive the typos)
  8. This Post is out of Date

    Please Ignore it!

    Will also be deleted, thanks!
  9. [ QUOTE ]
    I would like to take this opportunity to apologise to this poster. I read a thread (since deleted) where I assumed he was either a professional troll or a complete retard. Given it was quite a well written (if mistaken) post I assumed it was an attempt at trolling. I accused him of being a troll and he reacted strongly and abusively. I did not mean to give that much offence and I can only apologise for my mistaken assumption and hope he forgives me.

    [/ QUOTE ]

    Yea thanks i guess
    I dont speak online geek talk or whatever a Trolling Abuser is but dont sound good anyway.
    No worries!
  10. The Solution...Update Ideas for the Powers of...
    Corrupter, Dark Miasma (2nd Pool Power)

    P.S. Please Read through all of this Thread and consider Options and think about what i've said please before Replying! Thanks.

    Here to give a few ideas on powers that should be disposed of and replaced with better and more so Dark Power's but still Balanced non the less.

    Dispose Of....

    Tar Patch: You have another Ability later on that Holds your opponents called Black Hole, so whats the point in having both of these? They do the same thing and i can only find one useful since you dont need to both slow and Hold as its a waste of Endurance and a chance to use a New Dark power!

    Solution: Dispose of Tar Patch
    Modify "Black Hole" to have the same Effects of Tar Patch (-RES -FLY -SPEED) and make it so they can be seen and attacked (held still). Tar patch also lowered the Defence of the Enemy so this should qualify also (-RES).

    Replacement: Chaos Burst; You have the Power to Tap in to the Dark Lay Energy of the Nethorworld. A vast amount of Dark Energy bursts from the Palm of the Villain's Hand and strikes a single targeted Foe for shadow damage, the Energy has a small chance to bounce of the surface of the tissue and Impact nearby Foe's causing small damage (-REG). Damage: High, Recharge: Very Slow, Endurance: 22

    And the last power to change....

    Darkest Night: This Ability is ineffective and their are abilitys that do what this does also , this one has more reasen to stay but it should be changed as a better ability could replace it.

    Solution: Dispose of Darkest Night
    Pass on the same Effects to the Replacement power.

    Replacement: Tender Ripple; Nothing Tender about this power! A couple of thin but long tentacles expand from 3 spots of the Wrist Bone at a single targeted Foe and toss them in the air knocking them back causing smashing damage as they hit the ground, When the Tentacles make contact they infect the Target hindering their retina (eyesight) and weakening them (-ACC -DMG). Damage: Small, Recharge: Fast, Endurance: 14

    Shadew Fall: A Team Stealth Ability, it is useful but we can get Stealth through 3rd Pool Powers but they arn't as effective as this. However i would give up this for a Melee Attack.

    Solution: Dispose of this Power

    Replacement: Chaos Blade; You summon a Dark Blade of Energy from a admiring Demon of the Nethorworld and swipe it at your foe at Close Range causing moderate damage and possibly lowering the Accuracy of the enemy. Damage: Moderate, Recharge: Slow, Endurance: 18

    These Ability's i think are alot more useful and nessesery. I mean this is Dark Type Power and you have no Power that does damage!? Thats not right at all! And Power's in the same Pool that do the same thing....is that really needed? For any Power?. However if these Changes take place and are considered i would play your Game's alot more with confidence and atleast i would finally know my favirote Power Pool's and help people more effectively in Combat which means Playing this game is well worth the effort and can be enjoyed more without agravation.

    Thanks for Listening!
  11. Ignore this Post!

    Was made when something else was unknown!
  12. The Robots look a bit geeky

    Make them look more human in shape and form!
  13. Why the hell cant the 2nd Pool Powers for this Class be made better and more useful for us?

    They are meant to support us in combat but all they do is waste whats left of your Endurance after your Primary Pool Power's have wasted nearly all of it from the start!

    I like this class because of the Long Range and the cool Gun you can choose but im fed up not being able to Solo because the Support Powers suck! Add some Stun to the Kinetic Type Power and a Damage Power to a few more!

    Not asking to make them all damage and change everything but i am suggesting what i have just suggested! Just to change the 2nd Pool Power's around and add some more efficient Powers so we can survive on our own instea dof dieing all the time against 3+ enemy's.

    And no im not gonna role a Tanker or anything else because i like the Gun with the Corrupter anyway so just make them worth playing on their own!

    I mean after fighting only 3 enemys the same lvl i have half my health (thats with healing abilitys) and maybe less and no endurance or maybe near half!

    P.S. The power Tranfusion may be bugged as it is a ranged healing ability but at ranged it never works and only at close range does it have a small effect.


    Thanks......i guess
  14. Gun used by MM/Mercenary type
    Looks like a Piece of Plastic that had a black pen spill over it, the MM can use a grenade launcher and it has no launcher attached to it at all So please change the appearence of the gun that the MM carries to a whole new type of Gun more like the Corrupter's (appearence only)

    Ability's
    1.Force Field, These are generally just Force Fields, so how come a repel power is shot at an enemy at long range!? Please make it so its a sheild and all enemys that come close are repelled violently, thank you.
    2.The MM with Mercenary is slightly underpowered compared to the other 3 Power Types (Zombies, Robots and Ninja's) as they have close range specialties and are stronger. So can you give the MM the Flamethrower and Full Auto Ability's (will have to remove 2 other Power's ) but they dont have to be as strong as the Corrupter or else they become overpowered.

    Thank you for Listening.....