Brenodyja

Apprentice
  • Posts

    15
  • Joined

  1. The only confirmed energy benders in the series have been Aang and the Lion Turtle... both of which placed their hands on the forehead and hearts of the opponents! To bend the mind and will blah blah... This has been repeated when the Lion Turtle did this to Aang, when Aang did this to Ozai, and when Aang did it to Yakone...

    Now, if you pay attention to Amon, he doesn't actually use the same technique... He places on hand on the forehead (which I believe is for show) and the other hand is placed on the back of the neck!!! If you search out Amon, its a pressure point located on the back of the neck! Just sayin, it might be related to how he is taking away bending (I bet not permanently)
  2. Ok here is a crazy idea...

    Vigilance is about being alert and proactive according to its definition, but in its current form it is reactive and not very useful to many primaries correct? How about vigilance is about being "ahead of the game" in terms of damage...

    What if vigilance was a power that automatically buffed whatever ally the defender was targetting... you don't turn it on or off, its just auto-fire but only affects friendly targets... This power would somehow buff the target (ie +def, + res, +status prot, + regen?)...

    Essentially the idea is that as long as the defender has his eyes on the ally, that person would receive those buffs to be proactive about the damage! This would be great too because almost every set could benefit from keeping a single teammate extra safe and I think thematically fits in well with the "assistance" role that the archetype naturally plays!
  3. I was thinking that maybe an inherent power for EACH powerset might be alot of work to ever implement... so what if we take this more general? Just group all the powersets into "types" and give them the same inherent and then say this only applies if the powerset is your primary (So a Fire/Kin would have a fire inherent, while a kin/fire would have a kinetics inherent)...

    We have common powersets right now that could be grouped into categories... Fire, Cold, Dark, Classic Weapons (Axe, Mace, Archery), Firearms etc... Say anything with a primary of fire could all have the inherent of resist slow and -rech debuffs (This character is warm to the touch and radiates thermal energy which keeps them moving)... Just come up with a general power for each category?

    I'm not sure doing power pools is really a smart idea either, but if we would I think you could maybe just have them apply to the travel power pools (only if you take 2 abilities from the pool?)...
    Fly: You are light on your feet even when on the ground, so all ground based powers are less effective on you.
    Jump: Your ability to jump great heights shocks your opponents when you take off and land, everytime you leap a small non-stackable -tohit is applied to these areas.
    Speed: You are a blur to most enemies because of your speed... While moving a small defense buff is applied to yourself (but if you stop running you are easy to hit again)
    Teleport: Your ability to instantly travel to locations has given you a special spatial awareness... Now you are more aware of your surroundings which allows you to hit your enemies more often granting you a small +to hit buff...
  4. Quote:
    Originally Posted by Necrotron_RO View Post
    All they need to do is give Hasten a 'No FX' option, and I'll be happy.
    Please!!! That actually goes for most of these pool powers... I don't care about customizing them, just allow a no Fx option on all of them!
  5. Brenodyja

    New Archtype

    Just a thought here...

    Take a look at dominators and the role they play in the game... To me they provide all around good crowd control, ranged damage, and melee damage! They are balanced (rarely overpowerd except a few sets might perform higher than others) and don't step on too many toes while still providing a strong soloable character! What if instead of balancing this new class against a blaster or scrapper, we look towards something to pair up with a dominator!

    So with that mindset in mind I propose this...
    CLASS NAME: X (I don't care what its called)
    PRIMARY: Assault (.75 damage scale to both melee and range... could tweak depending on balance)
    SECONDARY: Armor (.65 to .75 of Tankers?)
    INHERENT: This power will be a toggle inherent that functions alot like Rise to the Challenge or Invincibility, in that it detects enemies nearby and provides bonuses (and limitations) depending how many are within its aura. Basically, when there are 0 enemies nearby, the power will provide a damage bonus to all powers, but decrease defense and resistance numbers... As more and more enemies enter the aura, the defense and resistance numbers will increase and the damage bonus will go down! There will also be a slight taunt aura in effect (not able to pull from the true tanks and brutes, but strong enough to keep aggro off of squishies) Tweak the numbers however you want to balance this class...

    Basically, the purpose of this class is to be a solid ranged damage dealer during most gameplay, but if crowd control is needed, the aura will allow this class to grab aggro off of squishies and take the fire without faceplanting (much like how a dominator can provide damage and extra crowd control in team situations as well)

    Just a thought for everyone...
  6. Brenodyja

    New Archtype

    I think that alot of posters are missing the whole point to this thread... We are trying to figure out ways to add customization to the game (things that are right now impossible to make)... Yes we all know there are ways to achieve a ranged character with decent defensive numbers through different means, but that is besides the point! I think that a ranged/armor class is possible to implement and probably should for the sake of customization! I know that the base damage/hp/scales would be low and we all wonder what "role" this character would serve on a team... but we have redundancy in a lot of characters right now! I would turn away a stalker if it meant picking up almost any other damage archetype, but they still get teams because it doesn't matter!

    I think what would be best is to look for a character that would be a good template for this type of comic character, and mold the sets the fit that (remember an inherent could make or break a character...)

    Also, we should do the same for a melee/support class (which i think has more potential than the ranged/armor imo)
  7. The build I made capped out the defense (with the kinetic combat in boxing already)... Those extra slots go to hasten because it makes the recharge actually perma (119s recharge) without even having to use siphon speed! Seems excessive but i think its more useful than putting the slots anywhere else in the build!
  8. This build is very close to my Fire/Kin/Mace Corruptor's build (obviously less AoE Damage, but still has a decent ST attack chain)... Defense capped to S/L, perma hasten w/o siphon speed running! I have my fire/kin level shifted with a T4 musculature and pyronic and clarion and I solo +4 x8 ambush runs with bosses

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Energy Blast
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Power Blast
    • (A) Entropic Chaos - Chance of Heal Self
    • (37) Entropic Chaos - Accuracy/Damage
    • (40) Entropic Chaos - Damage/Endurance
    • (40) Entropic Chaos - Damage/Recharge
    • (43) Entropic Chaos - Damage/Endurance/Recharge
    Level 1: Transfusion
    • (A) Accuracy IO
    • (29) Doctored Wounds - Heal
    • (31) Doctored Wounds - Heal/Endurance
    • (31) Doctored Wounds - Endurance/Recharge
    • (31) Doctored Wounds - Heal/Recharge
    • (34) Doctored Wounds - Heal/Endurance/Recharge
    Level 2: Power Bolt
    • (A) Entropic Chaos - Chance of Heal Self
    • (3) Entropic Chaos - Accuracy/Damage
    • (3) Entropic Chaos - Damage/Endurance
    • (5) Entropic Chaos - Damage/Recharge
    • (5) Entropic Chaos - Damage/Endurance/Recharge
    Level 4: Siphon Power
    • (A) Accuracy IO
    Level 6: Power Burst
    • (A) Entropic Chaos - Accuracy/Damage
    • (7) Entropic Chaos - Damage/Endurance
    • (7) Entropic Chaos - Damage/Recharge
    • (25) Entropic Chaos - Damage/Endurance/Recharge
    • (29) Entropic Chaos - Chance of Heal Self
    Level 8: Hasten
    • (A) Recharge Reduction IO
    • (9) Recharge Reduction IO
    • (9) Recharge Reduction IO
    • (23) Recharge Reduction IO
    • (23) Recharge Reduction IO
    • (25) Recharge Reduction IO
    Level 10: Siphon Speed
    • (A) Tempered Readiness - Accuracy/Slow
    • (11) Tempered Readiness - Damage/Slow
    • (11) Tempered Readiness - Accuracy/Endurance
    • (15) Tempered Readiness - Range/Slow
    • (15) Tempered Readiness - Accuracy/Damage/Slow
    • (50) Tempered Readiness - Endurance/Recharge/Slow
    Level 12: Aim
    • (A) Rectified Reticle - To Hit Buff
    • (13) Rectified Reticle - To Hit Buff/Recharge
    • (13) Recharge Reduction IO
    Level 14: Super Speed
    • (A) Celerity - +Stealth
    Level 16: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (17) Kinetic Combat - Damage/Endurance
    • (17) Kinetic Combat - Damage/Recharge
    • (21) Kinetic Combat - Damage/Endurance/Recharge
    Level 18: Tough
    • (A) Reactive Armor - Resistance
    • (19) Reactive Armor - Resistance/Endurance
    • (19) Reactive Armor - Resistance/Recharge
    • (21) Reactive Armor - Resistance/Endurance/Recharge
    • (43) Steadfast Protection - Knockback Protection
    Level 20: Speed Boost
    • (A) Endurance Modification IO
    Level 22: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (46) Luck of the Gambler - Defense
    • (46) Luck of the Gambler - Defense/Endurance
    Level 24: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (45) Luck of the Gambler - Defense
    • (46) Luck of the Gambler - Defense/Endurance
    Level 26: Tactics
    • (A) Rectified Reticle - To Hit Buff
    • (27) Rectified Reticle - To Hit Buff/Recharge
    • (27) Endurance Reduction IO
    Level 28: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 30: Increase Density
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 32: Nova
    • (A) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (33) Obliteration - Damage
    • (33) Obliteration - Chance for Smashing Damage
    • (33) Obliteration - Accuracy/Recharge
    • (34) Obliteration - Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Recharge
    Level 35: Transference
    • (A) Efficacy Adaptor - EndMod
    • (36) Efficacy Adaptor - EndMod/Recharge
    • (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (36) Efficacy Adaptor - Accuracy/Recharge
    • (37) Efficacy Adaptor - EndMod/Endurance
    • (37) Efficacy Adaptor - EndMod/Accuracy
    Level 38: Fulcrum Shift
    • (A) Accuracy IO
    • (39) Accuracy IO
    • (39) Recharge Reduction IO
    • (39) Recharge Reduction IO
    • (40) Recharge Reduction IO
    Level 41: Energy Torrent
    • (A) Positron's Blast - Accuracy/Damage/Endurance
    • (42) Positron's Blast - Accuracy/Damage
    • (42) Positron's Blast - Damage/Endurance
    • (42) Positron's Blast - Damage/Recharge
    • (43) Positron's Blast - Damage/Range
    Level 44: Scorpion Shield
    • (A) Luck of the Gambler - Recharge Speed
    • (45) Luck of the Gambler - Defense
    • (45) Luck of the Gambler - Defense/Endurance
    Level 47: Sniper Blast
    • (A) Entropic Chaos - Accuracy/Damage
    • (48) Entropic Chaos - Chance of Heal Self
    • (48) Entropic Chaos - Damage/Endurance
    • (48) Entropic Chaos - Damage/Recharge
    • (50) Entropic Chaos - Damage/Endurance/Recharge
    • (50) Range IO
    Level 49: Vengeance
    • (A) Luck of the Gambler - Recharge Speed
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Scourge
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
  9. I just thought I would throw in my opinion on how this should work...

    I think these buff powers should function as a PBAoE toggle power with a small radius (say 5 to 10 ft)... And it should function in the same way that the red radiation bubbles work in the respec trials, where basically you come into contact with the source, it applies for a timer (2-4 minutes depending on power), and then if it wears out it is the receiver of the buffs responsibility to go back and reapply! I think this would be the best way to handle it, because it keeps a distinction between actual PBAoE toggle buffs (like Dispersion bubble, steam mist etc...) that can effect the whole team and user at once as long as they are within range and run out as soon as they leave vs PBAoE timer buffs, which would apply when the characters come into close range of each other, last for a while, and run out when the timer goes out or gets reapplied! And this would be a nice change because it would take the rebuffing away from the buffer and onto the other characters, giving the support classes more time to focus on other things!
  10. I just want to point out that we are making assumptions on how quickly the enemy spawns will go down from these powers! We keep saying 8 ppl rotating them will all one shot the spawn and make everyone useless, but who is to say the spawns we will be fighting will actually take that much damage? I am thinking the content is going to be much more difficult, not only in level, but perhaps the enemies stats (more resistance, heals etc...) or maybe in new ways we haven't seen! Hopefully the nukes will just be a boost to teams killing speed in maps of spawns that would normally take forever without them?
  11. I am not sure why, but I think Sonic/Sonic Defender would look like her...

    The blasts have a molecular looking animation to them, and shockwave is a big explosion... Siren's Song could be like an AoE freeze... Sonic Cage is like a ST Freeze... You could figure out ways to theme the other powers too I'm sure I just don't remember more than that! I think she had shields when she was preggers right? That could tie in sonic dispersion and the shields!
  12. So in terms of survivability on large teams, which would you guys pick between WP and Nin... I was planning on doing Elec/ with either one of them if that helps... I ran the builds and they are both softcapped (Nin to positional, WP to S/L and 40 to all others), both have self heals, emergency buttons in hibernate... The biggest differences I saw were that while Nin has some bells and whistles (Caltrops, Blinding Powder) WP has actual resistances under that defense (54% to S/L with Strength of Will on backup)... On large teams wouldn't that Res be better?
  13. Brenodyja

    AR Question...

    Hey all, I wasn't sure where to ask this but I have been away from the game for a while and was looking for information on some of the blast sets (for my defender duo with Brute) and had a question about AR... Does Ignite cause fear like Burn did where the mobs run out instantly, or will they stand in the patch a while and maybe run out like the Burn does now?
  14. Brenodyja

    Windows 7 Issue?

    ---System information gathered by CoH Helper version 0.1.1.8---

    DxDiag gathered at December 21, 2009 16:35 (-06:00)
    Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7600) (7600.win7_rtm.090713-1255)
    System Manufacturer: HP-Pavilion
    System Model: NY553AA-ABA e9220y
    BIOS: BIOS Date: 10/26/09 16:01:30 Ver: 5.05
    Central Processor: AMD Phenom(tm) II X4 910 Processor (4 CPUs), ~2.6GHz
    Memory: 8192MB
    .Net Memory Report: 5499MB out of 8183MB available
    Page File: 12943MB (3422MB currently in use)
    C Drive: (WDC WD10EADS-65M2B0 SCSI Disk Device) 900919MB out of 941136MB (95%) free
    D Drive: (WDC WD10EADS-65M2B0 SCSI Disk Device) 2279MB out of 12629MB (18%) free
    E Drive: (hp DVD-RAM GH40L SCSI CdRom Device) zero-size drive
    Windows directory location: C:\Windows
    DirectX: DirectX 11
    DirectX Diag version: 6.01.7600.16385 (64-bit version)

    Display Notes: No problems found.
    Sound Notes: No problems found.

    No problems found.
    Input Notes: No problems found.

    Monitor:
    Monitor's Max Resolution: (blank)
    Video Device Name: ATI Radeon HD 4350
    Manufacturer / Chip: ATI Technologies Inc. / ATI Radeon Graphics Processor (0x954F)
    Video Memory: 3571 MB
    Driver Version: 8.620.0.0
    Driver Date: 5/15/2009 5:04:00 PM
    Driver Language: English

    Sound Device Description: Speakers (Realtek High Definition Audio)
    Driver File: RTKVHD64.sys
    Driver Version: 6.00.0001.5882
    Driver Date: 6/26/2009 10:52:00 AM

    Sound Device Description: Realtek Digital Output (Realtek High Definition Audio)
    Driver File: RTKVHD64.sys
    Driver Version: 6.00.0001.5882
    Driver Date: 6/26/2009 10:52:00 AM


    WMI Information
    Motherboard Manufacturer: FOXCONN
    Motherboard Model: (empty)
    Motherboard Product: ALOE
    Motherboard Version: 1.01
    BIOS Manufacturer: American Megatrends Inc.
    BIOS Name: BIOS Date: 10/26/09 16:01:30 Ver: 5.05
    BIOS Version: HPQOEM - 20091026
    BIOS Release: 20091026000000.000000+000

    Registry Information for Current User
    Resolution: 1024x768
    3D Resolution: 1024x768 (Not using renderscale)
    Full Screen: No
    Maximized: Yes
    Screen Position: 0, 0
    Refresh Rate: 60Hz
    Vertical Sync Enabled: Yes

    Physics Quality: Medium
    Maximum Particles: 50000
    Max Particle Fill? 10.000
    Physics Card Enabled: No

    Anti-aliasing: None
    Anisotropic Filtering: 4x
    Texture LOD Bias: Smooth
    Water Effects: High Quality
    Bloom: 1.000 (turned on)
    Depth of Field Enabled: Yes
    Desaturation Effects (Sepia) Enabled: Yes
    Shader Detail: Low (with world bumpmaps)

    World Texture Level: Very High
    Character Texture Level: Very High
    World Detail Level (Vis_Scale): 1.000
    Entity Detail Level: 1.000
    Shadows Enabled: Yes
    Gamma Correction: 1.000
    Geometry Buffers (VBOs) Enabled: Yes
    Suppression of Extra Player FX Enabled: No
    Suppression of FX When Camera Close Enabled: No
    Close Suppression Range: 3.000
    Show Advertisements: Yes

    Audio Mode: Performance
    3D Audio: No
    FX Sound Volume: 1.000
    Music Sound Volume: 0.600

    Show Advanced Graphics Options: No
    Overall Graphics Quality: 0.600
    Reverse Mouse Buttons: No
    Save Login Username: Yes
    Transfer Rate: Unknown bytes/second
    Current Game Version: 1600.20091102.9T4
    Installation Directory: C:\Program Files (x86)\City of Heroes

    Mod files in the Data directory
    No modifications found

    Here is the report you asked for... hope that helps! Thanks for the quick responses btw
  15. Brenodyja

    Windows 7 Issue?

    Hey all...

    Sorry if this is a dumb question or if the answer is somewhere else, but I recently bought a new HP Computer and have been playing CoH on it (runs amazingly without lag on highest settings), however, randomly during the game (probably a few times an hour) it will freeze up on me and say "Not Responding" and I have to close down and open it all up again... makes teaming really annoying! I have tried basics (resetting modem, reinstalling the game, all that stuff) but I am terrible with computers beyond that and am wondering if this is a common error with an easy fix? My computer is 8GB RAM, AMD Phenom II x4, with a Radeon HD 4350 card... if that helps at all...