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Posts
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Joined
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Does this costume work?
Rotlak is a Soldier in the UGF. After nearly dying in combat Rotlak has received cybernetic upgrades and he has been augmented in a number of ways to increase battlefield performance.
1)Impervium Coating: advanced material grafting onto skeletal structures to make bones virtually unbreakable.
2) Muscular enhancement injections: protein complex is injected intramuscularly to increase tissue density and speeds up recovery time.
3) Optical Upgrade: cybernetic linked to a prototype Targeting Drone. As a result his visual perception increase with extreme accuracy.
4) Dual Pistols: advance weapons with and unlimited supply of ammo. The most important upgrade are his cybernetic legs, right arm, left hand, and right eye. These upgrades augments his leaping ability, accuracy, super speed, and provide the ability to cloak. -
How about a Mez/Armor AT and call it Crowd Control. It will have all 4mez, 3melee, powerbuild up, and a taunt as a primary.
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This is weird, but I like it. It's kinda like Lord Recluse at the end of the STF. Instead of having Pylons, you can have pets buffing you. One pet for a damage buff, one pet for endurance buff, one pet for accuracy buff and the last pet for a defense buff/regen. The pets cannot attack but can be killed.
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I am so surprised nobody has built a base full of apartments and have rented them out to RPer's. I have seen some bases with bars, dance clubs, stores, etc... I think it would be cool to see a base with apartments, schools, dojo's, grocery store, Town Square, etc... You can now make a City of Sims base now.
P.S. If this is happening already please send me a pm...lol -
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I should have mentioned that even the toggle powers are not showing as well.
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Hello,
I have been gone for a while and when I returned I realized that my characters are missing the active powers icons that appears under the health and endurance bar. How do I get them back? Thank you for your help. -
Like the title says, I just returned after a 11 month break. What did miss? I spent the last 2 days going through the forums and trying to catch up, but I could not find much about PvP.
I was wondering, how does Dark/Em blaster do in 1vs1 PvP? And does the incarnate's make a big difference in PvP? -
Since the release of Going Rogue I was thinking of making a static team with a theme. I am a like the idea of Tanker Tuesdays. I was thinking of doing a Melee team, but could not decide between the ATs. Then it came to me and the light bulb went off. Each of the 4 melee types has some of the same powers and how about making a team with all the same melee and armor. I like the idea of making Kinetic Melee and Willpower Armor ATs with Power Master, Body Mastery or Mu Mastery epic powers. My idea of a story line is Alien based and they arrive in Praetoria.
The Species
Willpower/Kinetic Melee (Tanker)
Species Elders- with Age they gain a tough skin and become harder to kill; however the damage is not as strong as when they are younger. The Elders are the teachers of the race and they are treated with a great amount of respect. When an Elder speaks their voice is almost intoxicating and everyone will stop and listen. The species continues to grow throughout their life span and elders are extremely taller than the rest of the species.
Kinetic Melee /Willpower (Brute)
Species Males the Males in their prime can do massive damage and have incredible resistance to injury. The male ancestors of this species were the hunters and protectors of the tribes and the draw their strength from the desire to protect everyone of their race.
Kinetic Melee /Willpower (Scrapper)
Species Females-the Females are warriors like the males; however not as durable as the males. They do have the natural ability that the males do not have. They possess the ability to do double damage every so often when engaged in battle. It is believed to be a surge of power is the reason of the damage increase.
Kinetic Melee /Willpower (Stalker)
Species Younglings- when they are young they produce an over abundance of kinetic energy and can do amazing damage. The ancestors of the species devolved the ability to stay hidden as a child to protect from being eaten by predators since the defense of the younglings is very weaker than an adult. They are very hyper and adults have trouble keeping them in line. The soothing voice of the Elders is the only way the younglings will listen and calm down.
Story idea:
They are still a primal species and their planet was desired for their resources by another alien species. The invading species desired the planet so much; however refused to exterminate the natural inhabitance and decided to relocate the species to different planets with similar atmospheric conditions. A small tribe arrived in Praetoria and they are trying to learn about the new culture and begin a new life.
Physical Characteristics:
Hair: White or Light Blue - The culture shaves the heads of males and females, but might change in Praetoria.
Skin Color: Shades of Blue or Gray
Ears: Pointed
Life Span: Average of 200 years.
Younglings: 1-50 years
Adults: 51-150 years
Elders: 151-200 years
Travel Power: Due to the gravity being weaker in Praetoria than their home world they gained the ability leap farther and run faster.
P.S. I tried this on Virture and I could not get into the RPing so I just wan to stick to a theme base team. -
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If someone has tried this with out the alpha slot, please let me know. I like playing with my Fort and have been trying to think of an idea on how to make him better in PvP. From what I have been hearing from people is that the weaker damage from the fort is what hurts it in PvP. So I tried to bump up the damage. Listed below is my idea:
(TT: Assault) 15% DMG+ (Assault) 15% DMG+ (Set Bonus)24%DMG + (Musculature Radial Paragon) 45% = 99% Damage boost
Still trying to figure out how the incarnate works and dont know how the "2/3" not effected by ED will change these numbers. I also did not include the 50% DMG from aim since it will not be perma.
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
New Idea: Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Mental Blast- (A) Devastation - Accuracy/Damage/Endurance/Recharge
- (3) Devastation - Accuracy/Damage
- (3) Devastation - Damage/Endurance
- (5) Devastation - Damage/Recharge
- (5) Devastation - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (37) Luck of the Gambler - Defense
- (37) Luck of the Gambler - Defense/Endurance
- (A) Apocalypse - Chance of Damage(Negative)
- (7) Apocalypse - Damage/Endurance
- (9) Apocalypse - Accuracy/Recharge
- (9) Apocalypse - Accuracy/Damage/Recharge
- (11) Apocalypse - Damage/Recharge
- (31) Gladiator's Javelin - Chance of Damage(Toxic)
- (A) Gift of the Ancients - Defense
- (33) Gift of the Ancients - Defense/Endurance
- (37) Gift of the Ancients - Defense/Endurance/Recharge
- (40) Gift of the Ancients - Defense/Recharge
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (7) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (11) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) Gladiator's Armor - Recharge/Resist
- (43) Gladiator's Armor - Recharge/Endurance
- (46) Gladiator's Armor - Resistance
- (46) Gladiator's Armor - Resistance/Rech/End
- (A) Gladiator's Javelin - Accuracy/Damage
- (13) Gladiator's Javelin - Accuracy/Damage/End/Rech
- (13) Ghost Widow's Embrace - Chance of Damage(Psionic)
- (15) Unbreakable Constraint - Chance for Smashing Damage
- (15) Gladiator's Net - Chance of Damage(Lethal)
- (17) Gladiator's Javelin - Chance of Damage(Toxic)
- (A) Celerity - Endurance
- (29) Celerity - +Stealth
- (40) Celerity - RunSpeed
- (A) HamiO:Microfilament Exposure
- (A) Devastation - Accuracy/Damage/Endurance/Recharge
- (19) Devastation - Accuracy/Damage
- (19) Devastation - Damage/Endurance
- (21) Devastation - Damage/Recharge
- (21) Devastation - Accuracy/Damage/Recharge
- (A) Adjusted Targeting - To Hit Buff/Endurance
- (23) Adjusted Targeting - To Hit Buff
- (23) Adjusted Targeting - To Hit Buff/Recharge
- (25) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (25) Adjusted Targeting - Endurance/Recharge
- (27) Rectified Reticle - Increased Perception
- (A) Luck of the Gambler - Defense
- (27) Luck of the Gambler - Defense/Endurance
- (29) Luck of the Gambler - Defense/Endurance/Recharge
- (31) Steadfast Protection - Resistance/+Def 3%
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense
- (33) Luck of the Gambler - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (39) Gaussian's Synchronized Fire-Control - To Hit Buff
- (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (40) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Gravitational Anchor - Accuracy/Recharge
- (42) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (42) Gravitational Anchor - Immobilize/Endurance
- (42) Gravitational Anchor - Immobilize
- (43) Gravitational Anchor - Immobilize/Recharge
- (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (45) Mako's Bite - Accuracy/Damage
- (45) Mako's Bite - Damage/Endurance
- (45) Mako's Bite - Damage/Recharge
- (46) Mako's Bite - Accuracy/Endurance/Recharge
- (48) Mako's Bite - Chance of Damage(Lethal)
- (A) Coercive Persuasion - Contagious Confusion
- (48) Coercive Persuasion - Confused/Endurance
- (48) Coercive Persuasion - Confused
- (50) Coercive Persuasion - Confused/Recharge
- (50) Coercive Persuasion - Accuracy/Confused/Recharge
- (50) Coercive Persuasion - Accuracy/Recharge
- (A) Accuracy IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Empty
- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (34) Miracle - +Recovery
- (A) Performance Shifter - EndMod
- (34) Performance Shifter - EndMod/Recharge
- (34) Performance Shifter - EndMod/Accuracy/Recharge
- (36) Performance Shifter - Accuracy/Recharge
- (36) Performance Shifter - EndMod/Accuracy
- (36) Performance Shifter - Chance for +End
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Set Bonus Totals:- 24% DamageBuff(Smashing)
- 24% DamageBuff(Lethal)
- 24% DamageBuff(Fire)
- 24% DamageBuff(Cold)
- 24% DamageBuff(Energy)
- 24% DamageBuff(Negative)
- 24% DamageBuff(Toxic)
- 24% DamageBuff(Psionic)
- 4.25% Defense(Smashing)
- 4.25% Defense(Lethal)
- 5.813% Defense(Fire)
- 5.813% Defense(Cold)
- 8.625% Defense(Energy)
- 8.625% Defense(Negative)
- 3% Defense(Psionic)
- 5.5% Defense(Melee)
- 14.25% Defense(Ranged)
- 8.625% Defense(AoE)
- 1.8% Max End
- 4% Enhancement(Confused)
- 65% Enhancement(RechargeTime)
- 24% Enhancement(Accuracy)
- 15% FlySpeed
- 228.9 HP (21.37%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -3)
- Knockup (Mag -3)
- MezResist(Held) 9.9%
- MezResist(Immobilize) 5.5%
- 20% Perception
- 20% (0.351 End/sec) Recovery
- 70% (3.756 HP/sec) Regeneration
- 5.02% Resistance(Fire)
- 2.52% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 1.575% Resistance(Toxic)
- 1.575% Resistance(Psionic)
- 15% RunSpeed
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P.S. I also did not slot heavy on the acc bonus since I will be running 2 leaderships. -
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I wish they would either remove the KB from Luminous Detonation an add a Immob to it, so all other KB powers wont spread the mobs out or add a Immob to Pulsar or Proton Scatter.
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I enjoy dueling with my rad pain corr and I know its not the best, but I like it. My question is... If you had one what Incarnate would you pick? I was thinking of the Spiritual incarnate for the recharge and heal to survive, but I think I could benefit from the Musculature and the extra damage. I currently have soul mastery as my PPP and I have Phase as my escape power. Thanx for your advice.
P.S. How do the Incarnates play in PvP? Are the bonuses noticable? -
I started a Empathy/Psi defender instead becaused it fit the theme better. I did match the colors of the primary and secondary. Now I got to think of the storyline. I decided to make him a mutant.
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Since I have been playing this game I found myself making pure elemental characters such as my Elec/Elec/Elec Blaster, Ice/Ice/Ice Blaster, Dark/Dark/Dark Defender, Fire/Fire/Fire Scrapper, and Stone/Stone/Earth Tanker. I was thinking of making a Mind/Empathy Controller and was wondering if Emp can be considered Psi?
Empathy- understanding and entering into another's feelings
Fortitude-strength of mind that enables one to endure adversity with courage
Clear Mind- self explanatory -
Quote:If that is the case then should it be GDG?GGG stands for Got Dat Game, just like USA stands for United States of America. It's not nearly as difficult as you make it out to be.
U=United
S=States of
A=America
G=Got
G=Gat?
G=Game
1. gat
Old slang, meanging gun. Came from shortening Gattling gun to just gat. Was used during the prohibition era to name any gun, but specifically the thompson submachine gun, aka The Tommy Gun.
P.S. I honestly dont care. I am just bored at work...lol -
Quote:Basically, if you don't understand, I couldn't explain it to you.
All you need to know is:
AAAAAAAAAAAAAAAAAAAAAAAAAAAH!
G
G
G
gotdatgame
AAAAAAAAAAAAAAAAAAAAAAAAAAAH!
So the person that made the SG stutters when they type?
GGG Member: "hey Bro, what is the name of the new sg?"
GGG Leader: " I-I-I like G-G-G-gotdatgame!"
Quote:Vex I am confused - what is the second g? gotdatgame would be GDG...or is the g for extra good? -
I did read it in one of the posts to drop one of the webnades and swap it out for a heal. I like that idea to help increase survivability. I would rather they get a pseudo tier 9 power, but I would settle for a quick yet small heal. As for the damage I do believe they should be able to crit from hide. Why should only the melee crit and not the range?
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Definitions:
pre·ten·tious (pr-tnshs)
adj.
1. Claiming or demanding a position of distinction or merit, especially when unjustified.
2. Making or marked by an extravagant outward show; ostentatious. See Synonyms at showy.
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twad·dle (twdl)
intr.v. twad·dled, twad·dling, twad·dles
To talk foolishly; prate.
n.
Foolish, trivial, or idle talk or chatter.
** Had to look it up. I R not 2 smrt...lol -
got stuck at Outback steak house and I am not gonna make it. I will post when I can show up.
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I like this idea also:
Longbow MM:
3 Longbow Guardians (Dual Pistols)
2 Longbow Spec Ops (Assault Rifle)
1 Logbow Warden (Super Strength)
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Quote:So far this is my favorite idea. I want to be a Arch/TA CorrClockwork might be interesting, although there's not much info I've been able to find on them. Thugs could be pretty badass though.
As far as throwing ideas out there...
Medieval
3 Warriors (2 BS/Inv(WP) Scrappers, 1 Emp/Arch Defender)
2 Archers (Arch/TA Corruptors)
1 Commander (Shield/WM Tanker or Brute)
Summoner - could be a an actual wizard type, or use the commander and make the 'boss' pet the wizard instead.
When you mentioned Wizard it made me realize that people want an Elemental MM:
3 Pure Fire Elemental (Blaster or Corr or Dom or Controller or Scrapper) or 2 Fire and one Elec Elemental
2 Pure Ice Elemental (Blaster or Corr or Dom or Controller or Defender)
1 Pure Earth Elemental (Brute or Dom or Tanker)
I am a big fan of doing something with Archery, DP an Assault Rifle. I like those sets for the tier 9 that does not crash. We will be able to blow through missions
P.S. I should be in game tonight around 7-8 est I will send tells and we can meet in Pocket D and make plans. If we get to many players then I think we should do a Thug theme MM and ask some of them to make a Posse. -
Since we have enough to do the team so far, we can vote on what we want to create. So far I like the Thugs idea and the Praetorian Clockwork. What would everyone else like to create?
What would the power sets be for the Clockwork?
Sweepers- Defender/Corr/Blaster (Energy Blast/Electric Blast?)
Menders - Scrappers/Stalkers (Elec Melee/Kinetic Melee?)
Builder - Tanker/Brute (Kinetic Melee/Elec Melee/Energy Melee?)
Or just stick with the Thugs
3 Thugs (2 Dual Pistol, 1 Fire Blast) Corruptors
2 Enforcer (Dual Pistol) Blasters
1 Brusier (Super Strength) Brute or Tanker -
Quote:They can just bump all the powers back one and add a new AoE heal called Caduceus Venom.I'm doing /Poison for the 2nd time now, this time with Thugs, to make better use of the T9. I've still got the same perception, for a single target specialist, it doesn't take down tough targets any better than /Traps. Oh yeah, and /Traps is great for big spawns as well.
Before porting it to Corrs, I'd want to see the devs take a long hard look at the set.
Alkaloid-Ranged, Ally Heal, +Res(Toxic)
Caduceus Venom-PBAoE, Team Heal
Envenom-Ranged, Foe -DEF(All), -Res(All), -Regen, -Heal
Weaken -Ranged, Foe -DMG, -To-Hit, -Special
Neurotoxic Breath-Ranged (Cone), Foe Hold, -Recharge, -SPD
Elixir of Life-Close, Ally Rez, +Res(Toxic), +DMG, +To-Hit, +Recharge, +Recovery
Antidote-Ranged, Ally +Res(Cold, Toxic, Disorient, Fear, Confusion, Hold, Sleep, Immobilize, -Recharge, -SPD)
Paralytic Poison-Ranged, Foe Hold
Poison Trap-Place Trap: PBAoE, Foe Hold, Sleep, -Endurance