CBeet

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  1. Fire Blast, Fiery Aura, Dark Miasma, Super Strength.

    The best defense is a good offense.
  2. Best ones I can remember having were a Sonic Resonance/Dark Melee and a Bots/Radiation Emission.

    Then there was that Fiery Aura/Forcefields who had the fire shields on and only used Force Bolt.. That was a fun run for my Stone/WP Brute >.>
  3. Forcefields. Push four buttons (2 shield buffs, PBAoE bubble + Maneuvers) to softcap everyone else, run around like an idiot because you can't do anything to protect yourself without annoying everyone else (PBaoE knockback or repel? Yay) and.. Use your other set, halving how interesting the character could be.

    I have a Gravity/Forcefield Controller. I'm sure we can all imagine how interesting that is (eagerly awaiting the i22 changes)
  4. 1) Both! I have a couple of Arachnos characters, some Heroes who work closely with Longbow but also quite a few characters who are part of their own groups or are with long established roleplay groups, but that's just me. You'll find RPSGs dedicated to existing groups and originally created ones throughout the server, it'd just be a case of poking the Union Roleplayers global channel to see if there's anyone online who knows more.

    2) a, c and e would likely be the best for now. b and d can get very headachey once other players are involved, whether through knowing or going to know people from time travel or kidnapping other player characters for experiements.

    2a) There's already precedent for Crey-made Superheroes/villains as player characters, go nuts

    2c) A Hellion who's outgrown the ranks and is looking for their own fame can always work, or as you say, CoT/Midnighters. There's also the Banished Pantheon, an Arachnos Destined One, Longbow Warden, Outcasts and Fir Bolg. Plenty of existing groups and concepts you can take inspiration from (Here is a good place to start looking)

    2e) For the 'wealthy shady organisation with unknown ownership' you can just look at the Malta, Nemesis Automotons, 5th Column/Council, Praetorians, Sky Raiders or even the Family as faceless organisations to pull the strings behind your character.


    In future, you might want to ask in the Roleplay forums instead as I think people frequent there more than here, and welcome to the game/Union RP!
  5. Quote:
    Originally Posted by Coyote_Seven View Post
    What the heck is going on with the war walls in the new DA? It looks like the energy barriers have been replaced with hell fire.
    It pretty much has. Mot has taken over and corrupted everything in that zone by the looks of it. Including the War Walls.
  6. The Book of Biff. One panel shorts, currently 1449 (1450 when it updates today) strong and with good, albeit silly, humour. The guy also does Maximumble, along a similar vein of Book of Biff except 3 panels to play with.


  7. But in seriousness, more endurance/recovery.

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    Warmace and SR are both end hogs.
  8. My namesake Commander Beet is an Energy/Devices Blaster, I made him back in last 2005/early 2006 (Can't quite remember..). I was a slow leveler, with lots of alts and also roleplaying when possible, so by 2007 when I finally got high enough for Time Bomb I took it.

    I used it as much as possible up to 44, at which point I went out of my way to get the final respec and be rid of that awful waste of time and endurance. Even back then, teams were too fast to waste 20 seconds of waiting to do any damage. While leveling up, it was useless, sometimes people would humour me because they hadn't seen Time Bomb before so I got to use it, shortly followed by a 'lol that took ages' and it never being used again as we went through the next group/s faster than the Time Bombed group. Even solo it was useless, Trip Mine did enough damage by itself to not warrant the need for Time Bomb's.

    Time Bomb's damage is fine, about the same as a Nuke except (As far as I can tell) not effected or not given the full effect of Aim/Insp/buffs, I'm always happy to have a second nuke (<3 Judgement). The endurance is fine, it's crashless damage without being free. It's the Animation, Interrupt and Detonation time which is broken. I fully agree that such monotonous, boring waiting times aren't needed in this game, especially with things like Shield Charge/Lightning Rod, Warburg rockets and Judgement attacks.

    Here are the changes I'd like to see:

    Trip Mine's interrupt changed to 2 seconds, animation to 3, recharge to 25
    Time Bomb's interrupt and animation time changed to Trip Mine's current, the count down lowered to 3 secons with a hologram-esque big flashy count-down above it of 3 - 2 - 1
    Triage Beacon becoming a floating machine to follow you, use a recoloured/textured Targetting Drone like the Veteren/Lore pets
    Make Snipe attacks have a 33.34% chance to crit, with Aim and Build Up each adding a 33.34% chance for it to crit (With Cloaking Device giving a 33.34% chance crit when hidden)

    I can understand why powers have an interrupt time, but as they are there are either better alternatives for the time it takes or it's so boring no team will ever wait for it to be used effectively.
  9. I want them to have Dr Vahzilok reappear in the 40-50 level range as the leader of an off-shoot of Freakshow. Freaks already have Meat Doctors in Redside content, so I want that built upon.


    Cadaver underlings with bombs attached
    Reaper Minions with chainsaws
    Freakshow Minions with Eidolon implants for small Dark or Rad attacks
    Meat Doctor Lieutenants
    Mortificator Lieutenants with 'Chemical Waste' toxic damage flamethrowers
    Eidolon Lieutenants
    Freak Eidolon Bosses, Dark or Rad Eidolons with Freakshow implants for a Super Stunner ressurect and claw arm
    Meat Tank Bosses, a classic Freakshow in a (albeit smaller) Dr Vahzilok meat suit, high natural health regeneration, lots of cone/AoE attacks and the usual chance for self rez
    The good Doctor Vahzilok himself, complete with Freakshow armour over his meat suit. Keep his gatling gun/grenade launcher arm, replace the other with a Freak claw which can grab chunks of flesh off himself to throw and spawn large groups of Cadaver pets, plus act as a lethal weapon. Add on the Super Stunner self ressurect and that's an AV to be afraid of.

    I only wish they'd used Dr Vahzilok for the Halloween trial.
  10. My Brute, Mosh Pit, approves of this idea. Though I wouldn't mind it as alternate animations/sounds effects for Beam Rifle.
  11. Scrapper Martial Arts: Every time you score a critical, you gain 10% defense to all damage for 10 seconds.

    Stalker Martial Arts: For every dead body near you, you gain a small amount of endurance reduction as you become more focussed the less enemies there are.

    Tanker Martial Arts: For every 5% health lost, you gain 1% defense to all

    Tanker Stone Melee: You gain 10% +recharge and 10% +damage for 30 seconds whenever you are hit by a knocking power, whether or not it was mitigated. Stacks a maximum of 5 times.

    Brute Stone Melee: You gain high movement and recharge debuff resistance while you are in contact with the ground.

    Blaster Devices: You gain +5% damage for every pet or psuedopet you have summoned (this includes Trip Mines, Caltrops, Rain of Fire etc).

    Corruptor Traps: You gain +5% recharge for every pet or psuedopet you have summoned.

    Defender Traps: You gain +2% damage resistance (all) for every psuedopet you or your teammate/s have summoned.

    Scrapper Dark Melee: Critical hits cause mag 4 fear for 30 seconds in the target.

    Brute Dark Melee: Your endurance recovery and health regeneration increase for each nearby feared enemy.

    Tanker Dark Melee: Damage resistance is enhanced by 10%, defense is enhanced by 5%, healing is enhanced by 10%, ignoring ED caps

    Blaster Dark Manipulation: Tohit buffs increase your damage by half the buff value

    Dominator Dark Assault (when it comes out): CCd enemies within a 15ft range increase your maximum health by 3% and regeneration by 10%.
  12. I've often thought of a gun/knife/martial arts Guerilla Combat set, usually for a Stalker since you often see Rambo sneaking up on his targets/victims unless he has his BFG, that and the Hitman series give a lot of inspiration.

    Nerve Punch, minor lethal melee, chance to stun, chance to hold. A simple left/right hook towards where the average enemy's neck would be.
    Trip, moderate smashing melee, knockdown. You quickly go to one knee and sweep a leg infront of you.
    Riposte, high lethal melee, +melee defense. knife one-two slash moving the weapon from hand-to-hand.
    Assassin's Execution, Stalker's assassinate, lethal damage. A carefully thought out shot to the head of your melee target
    Take Aim, damage and tohit buff of Aim but adding short range (that of Blaze) to Assassin's Execution.
    Placate
    Hip Shot, moderate lethal ranged. A quick shot from the hip with your sidearm
    Furious Whirl, moderate smashing and lethal PBAoE, chance for knockdown, chance for lethal DoT. You quickly spin with a series of slashes, gun shots, kicks and backhands (complete with ghost effects?)
    Brutal Strikes, extreme lethal melee DoT, foe knockup, chance for stun. A slash then uppercut with the knife to pop the enemy into the air, then two quick pot-shots while they're airborn, all in the space of under 2 seconds.
  13. It's out, the numbers are available, have any good number crunchers managed to wrap their head around the sporadic burst damage that is Titan Weapons? Having looked over the numbers, the very high base damage of the set combined with cones and the +defence make it look like the bees knees (Ohgodyes Rend Armour) but how does it really shape up compared to other sets? Anyone have some maths to show off?
  14. I believe mobs run from Burn not because of any Avoid flagging but simply due to the amount of damage it does, it's -insane-.

    Should Ignite be buffed similarly, it would be borderline overpowered. My idea was to turn it into another ST attack which also puts down the Ignite patch under your target with reduced damage but keeping the fear so that it can still be used for it's original purpose, area denial, while giving AR more damage which isn't Lethal, much like Archery's Blazing Arrow.

    You could argue that Flamethrower fits the bill, but as it is, the attack is just the wrong combination of high endurance, short range and slow DoT for it to be considerably less powerful than at first glance. Either the range should be increased, endurance reduced or my personal favourite idea is to make the first tick of Fire damage 66% of the overall damage, with 33% of the damage as the current long-lasting DoT (pulled numbers from a dark place, so certainly not solid and open for balance).
  15. A sudden random whimsical thought just came to me. What if Stun was changed to a Siphon Life type power, except you regained endurance? Keep it as a high-ish/stackable stun, but increase the damage and have it regain some of your endurance, a Siphon Energy.

    Edit: Or, change the animation to an Energy glowy swirley grabby Siphon Life copy and let it do the same damage/stun it currently does but add both +endurance and +defence (Energy/Ranged). Increase the recharge if unbalanced. This adds synergy and common place with the new Energy Aura.
  16. I'll admit to not reading the thread, but I've had a few ideas for EM over time and would like to put them forward.

    Total Focus: The stun be made AoE around your target, but only the stun
    Energy Transfer: Change the animation, it'd keep the current animation time, but you do the damage -instantly-. You thrust both hands forward like the end of the current animation, then recoil back and shake off the self damage before being able to attack again. This makes sure you always get the damage to your target without unbalancing the changes through changing DPA.
    Stun: Increase the magnitude of the stun to one-hit stun Bosses, give it an AoE mag 2 stun.

    Energy Transfer will always hit your target without teammates killing them first. Total Focus and Stun will add extra damage mitigation through the AoE stun, a reward for focussing on harder targets in groups since that's where your damage would shine, while also giving solo mitigation because who doesn't like AoE mez? No change to Whirling Hands because Energy Melee really isn't an AoE damage set.
  17. The idea of criticals in Assault Rifle have been suggested before and personally I like the idea. There're lots of ways Assault Rifle can be buffed, but does it really need it? I'm quite happy with the 30 second-or-less cone nuke and the chainable one-two attacks of Burst and Slug with a chance for -res and heightened range.

    If any changes were to be made to Assault Rifle, I would make Flamethrower's damage front-loaded like Burn, then make Ignite an ST attack which, again, is front-loaded for damage but still puts down the fire patch so it can be used for area denial still. No broken cottage rule, faster AoE/ST damage which isn't Lethal.
  18. CBeet

    Rage Defense

    Here is effectively what you're asking for, but thought out in a way which is a lot closer to existing sets and survivability numbers so it isn't horrible dead in this game. The set you are suggesting there may work in other MMOs or RPGs but sadly from the way this game works you'd likely be the only person playing it while the rest are yelling at the devs for balance changes.
  19. Considering Hamidon mitos can only be damaged by certain positions, I *think* it's technically possible for a positional resist set, though it's doubtful that'd be given to players on account of it'd include full resistance to psi, and reading your power ideas it looks like a cross between Willpower and Dark Armour and would need to be very careful with the numbers for balancing..

    Other than that, I wouldn't mind a chi-based armour set, though Willpower, Super Reflexes and Energy Aura can technically fill in that role through customisation.
  20. I'd rather see more Blaster manipulation sets first. A Martial Arts/Ninjitsu based set is at the top of my list for a more natural human character, and Stone, Radiation, Power Armour-esque tech and plants in no particular order.
  21. Agreed on the equality or lack thereof. Jackets/chaps/hats for Women, corsets/bows/buttcapron for Men. I bought 3 items individually (roleplayer, the items worked on several characters) meaning I would still have enough PP for Titan Weapons when it's released, for which I'm thankful but disappointed, the only other pack that I've bought individual items from is the Party Pack until now and we all know how uhm.. Problematic that one was.
  22. Gunslinger jackets/chaps/hats for Women
    Corsets/buttcapron/bows for Men.

    Please make it equal and not sexist. I got 3 pieces individually, if at the least Women got new jackets I may've shed out the full 400 which would've meant I'd need more points when Titan Weapons come out. Congrats, you've lost a few $$$
  23. Should Ninjitsu be ported to Scrapper, I would like to see both Blinding Powder and Smoke Flash replaced with more Scrappy powers and for a few powers to be moved up the list, and of course there'd need to be a replacement for Caltrops. Personally I think Blinding Powder and Smoke Flash are very there as support for the Stalker playstyle, as in they're calculated uses for the tactical fight to put it in the character's favour. Scrappers, in my mind, froth at the mouth and charge in like a dancer of death and beat the snot out of everything in sight, so my suggested replacements are more to compliment that kind of playstyle.

    Ninjas Reflexes
    Danger Senses
    Kuji-In Rin
    Silent Steps, a simple stealth toggle with some +defense
    Kuji-In Sha
    Of Body and Mind, auto +resistance to Smashing/Lethal, +resistance to Placate/Confuse/Taunt/Fear. Replaces Caltrops.
    Sudden Movements, a short-range targetted teleport which adds a brief +defense and invisibility, as well as increasing critical chance for the next attack, 90-120 second recharge. Replaces Smoke Flash
    Bolas, a ranged cone Knockdown, Immobilize, chance for hold, 3 targets maximum, 20-40 second recharge. Replaces Blinding Powder.
    Kuji-In Retsu

    Thoughts? I know I'd want one
  24. For Staff Fighting, I would like to see a Street Light/Lamp and/or a Traffic Light, a makeshift weapon from the street.

    I still want a Street Sign for Titan Weapons.