Evangel

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  1. ah, ahem, I knew that. I was emmmm testing you.. yes thats it, testing , and you passed. well done sir. I laud your test passing skills. here, have this carrot for your troubles.....

    ahem.
  2. Completely forgot that this weekend is the DXP weekend.

    Would people have a preference for starting sunday the 20th instead ? (I dont really mind. ask my GF, I'm easy :P) . It just occurred to me that others may have plans to make a large push with other alts they have been working on.
  3. as an addendum to the mech and undead thing:

    the power doesnt actually cause the victims to age faster. If it did, it would be way too powerful.

    think about it:
    power: age target 50 years or a hundred instantly.
    100 years would exceed human life expectency and most likely kill the target instantly regardless of level or hit points.
    50 would cause serious damage.

    yes the aging doesnt subject the target to all the ravages and external third party effects that one would experience during this time if lived at a natural pace (smoking, eating rich food, drinking, pollution in water and air, cars, nagging, sports injuries etc) but any and all existing ailments would move forward, a cuts that requires stitches would continue to bleed until the target passed out and then go gangrenous or simply get infected with a normally treatable germ , etc. hair on humans inside armour or helmets would grow and beards would choke etc.
    So, to avoid this "one shot kills all" issue I elected to view the damage as systemic and mental by reducign the time shift from rapid time advancement to a simple shunt.

    hope this helps explain where I was coming from and again, thanks for all the comments. muchly appreciated.
  4. my reasoning for excepting undead and mechs:

    a shift in time would result in a huge and unexpected shock to the physical body as time accelerates or decelerates adn then adjusts to its normal pace : its not damage in terms of cuts and bruises but more shock and strain on the heart and internal organs (as opposed to rapid aging). IMHO and I think CoX treat them the same way:
    Undead dont need air or circulation. Their brains dont have synapses that fire. Their hearts dont actually beat.

    Spirits: exist in more than one dimension, ours and the "spirit world" and as such, when the manifestation that is in our world is attacked, the part of them in the spirit world is unaffected.

    mechs: again, physical trauma and shock dont apply the same as to humans. Their brains, unless cyborgs of course, arent as susceptible to the confusing effects of time dilation and as such they recover quicker.

    I use humans as baseline for the effects in these cases and see these groups as not being as severely affected - I could equally use mecha as a baseline and say that humans take double damage , and rather than confuse things too much and put different effet profiles for all different groups, I sort of lumped them together for ease of reference. Of course, a server could easily manage the math etc to calculate different levels of damage to different species.

    tier 9: as said, I'll rethink this and let the blaster AT have the nuke and redress the lack of pet issue by sticking in a form of temporal pet.

    tier 8: yep, TP , while quite time travelly (think Hiro from Heroes) isnt really worth it in game terms and would be ignored - players do tend to number crunch no matter how much they strive to "roleplay". What would your thoughts on a Superspeed variant that includes a phase shift and regen/recovery boosts ? With the downside that you cant activate any other powers while it is in effect ?
  5. In the run up to the double xp weekend , thought it might tbe nice to get a TF out of the way. So, sign up if you're interested!


    Contact Numina
    Zone Founders' Falls
    Minimum Size 4 players
    Level Range 35-40

    I was thinking maybe thursday at about 8:30 or so
    The taskforce takes approx 2 - 2.5 hours or so (if you ghost a mission or two and spread out for the hunting missions).

    1. Evangel lvl 37 AR/Elec blaster
    2.
    3.
    4.
    5.
    6.
    7.
    8.

    reserve:
    1.
    2.
    3.
  6. I'll start a new thread for next week so. It'll give more notice for people to arrange the time necessary
  7. well, I would wait the extra level to take enable me to take a pool that doesnt have a travel power.

    as for group teleport : yeah, thought of that just as I hit "submit". I like the superspeed idea though. maybe a personal temporal field that speeds physical reaction (speed) , recovery (endurance) and health (regen). Though I was going to put something similar into the scrapper AT.
  8. all good points:

    7. Temporal Sinkhole: hold + DoT : perhaps slow + dot would be better but I was looking for something different and I like the idea of winking an enemy out of existence for a period of time. But it would work with slow as well.

    4. Temproal Nimbus: fair enough its PBAoE , range 10 (if you really want to be pedantic about it and being pedantic, its not "think of how a computer would handle it" its "think of how City of heroes would deal with it" ).
    Arctic: /slaps self in forehead , sometimes I use too many words to describe the opposite of what I intend yes, a DoT toggle would work much better there.

    9. Temporal Nova: I agree, it is a bit blastery. Perhaps a form of Pet instead. time to rummage through the notebooks. And maybe move this over to the blaster temporal powerset.

    Travel Power: I just think having a travel power inherent to a powerset makes sense. Perhaps making it a group affecting power that allows allies to be pulled along instead of self only ( like group teleport i suppose) would be more fitting with the power level. You get this power later than teleport though (i think) which means it is skippable if the player wishes, alternatively he can wait for this.

    as I said, thank you very much for comments. they are appreciated (even the negative ones )

    I'll re-think this and post up a revised version along with the next temporal AT set (scrapper).
  9. Thanks to Jelena for being there and to Jester Littlebit for signing up. Unfortunately we couldnt find a 4th member so it didnt go ahead.

    Might try to organise one for next week instead

    In hindsight, most people didnt want to join because of time constraints. should probably have switched to the croatoa short one.
  10. well think of it as "self". the target is the controller himself (hence zero) and the AoE , i would consider seperate.

    Hold over from my D&D days
  11. I'm positive it has been done before but here, for comments and critiques (yes I'm lookign at you Praf) is my take on the subject:

    first up: a controller powerset:
    Time:
    controller primary

    1. Temporal Shock : ranged , single target, damage : moderate (lethal) recharge: fast. Chance of stun
    The hero opens a brief rift in time around the target subjecting it to a short burst of aging. The shock of this exposure can have ravaging effects on both body and mind.
    Because of their nature: supernatural entities such as nerva spirits, ghosts, undead and mechanical foes like the clockwork take less damage from this power. Clockwork cannot be stunned.

    2. Temporal Shift: ranged: single target: damage high (DoT) , hold, recharge: long
    The hero sends the targets matter back a short period in time while occupying the same space. This effect is seen to others as a brief “echo” of the target and a continued blurring of the targets outline. While the targets mind struggles to catch up and comprehend what has happened, the victim is paralyzed to all observers. The strain of the shift causes large damage to the target which onlookers see progressing as the victims “echo” catches up to it. Undead, spirit and mechanical opponents take less damage from the Shift but are paralyzed for longer.

    3. Temporal Disruption: ranged, targeted, damage n/a recharge moderate
    By tampering with the temporal field surrounding a target, the hero causes time to bend around his or her senses. The effect of this is to cause any actions to be delayed for a random period for the duration of this effect and any attacks target random targets in the area. Because the target is not directly affected , undead etc have no particular immunity to this power. Mechanical opponents seem to suffer worse and take longer to overcome the effects (duration increase).

    4. Temporal Nimbus: range: zero , AOE centred on self, foe disorient., medium duration, initial 5 second disorient followed by attack roll required every 10 seconds to adjust. , recharge : Long
    mastering his own temporal field the hero causes it to slip out of synch with the rest of his surroundings. The effect of this aura is to disrupt and overwhelm nearby opponents causing brief disorientation as they re-adjust their senses to the changes in the time stream. ( this takes approximately 10 seconds , at which time they must make another attempt to resist the effect. If they are still within the AoE the chance to resist is reduced.

    5. Temporal Sliver: Range: self , Toggle , effect: stealth, rech: moderate
    By extending the mastery over his own temporal field the controller gains a greater ability to manipulate it and set it out of synch with the outside world allowing him to move slightly faster and pass opponents without being noticed. Any opponent that does notice him finds it hard to concentrate on his exact location and suffers penalties to hit when targeting the controller. The controller must lessen the effect when trying to target a non-synched entity and moves closer to the actual time-stream (loses speed bonus and some defense bonus) but his attacks are hard to track granting slightly increased accuracy ( + acc (minor) ). This power requires a large output of endurance to maintain for an extended period and if active too long can result in physical damage to the controller and possibly even unconsciousness should he , inadvisably, muster the endurance to overcome the pain. Note: if held or paralyzed but not under sleep effect, the power remains active and cannot be toggled.

    6. Temporal Shard: Range: AoE centred on hero , rech: Very Long,
    same effects as temporal sliver but with an AoE centred on the controller. Any ally also affected can be targetted normally and does not disrupt the synch effect (any ally not affected will still disrupt the effect for anyone in the Shard if targetted – only the person targeting is affected). Anyone , except the controller himself who is held etc is automatically returned to “real time” and the effects lost until he is once again active within the AoE.

    7. Temporal Sinkhole: Targetted area, AoE , mass hold + high DoT : recharge: very long
    Having mastered the ability to alter larger temporal fields the controller can now extend these to areas beyond his own field. By targeting an point in time and space the controller causes a temporal version of a gravity well to form distending the time lines in the area of effect. Anyone in, or entering into the area has a high risk of falling victim to the effect and appearing to all outside to blink out of existence, only to reappear a number of seconds later (dependant on damage taken while “away”). The extreme twists and pressures experienced in the sinkhole causes damage to any affected. Note: this can also affect any allies not in a temporal shard with the controller. (anyone effected finds themselves moving at an incredibly reduced speed and power activations take much longer for all powers) : On reappearing, all victims appear on the “other” side of the area of effect. The controller and anyone sharing his timeline can move in and through this area without adverse effect.

    8. Temporal Travel: range: self , teleport power, click to activate, recharge : very fast.
    The controller can move himself through an underlying timeline allowing him to attain , for all intents and purposes , teleportation. However, the controller is at all times in the alternate timestream, only popping open a window to check direction and distance. After each “hop” the controller has short period of time to select the next point along the path. If he waits too long, or if he does not reactivate the power the timestream spits him back into the main timestream. While protected, no mob will notice the controllers presence nor can any power affect him (not even his own).
    Any action other than maintaining the timestream access will result in the field collapsing and the controller will be fully back in the regular world.

    9. Temporal Nova: range: centred on self , AoE (sphere), damage : extreme , chance of knockdown, chance of stun, chance of disorient. Teleport (self + allies in range). : recharge: moderate. Endurance cost: high
    The ultimate in Time Control, the temporal Nova requires incredibly precise timing. By building and expanding his personal time field the controller gathers energies and increases resistance from the main timestream, then he makes two actions at the same time. 1. he collapses and pulls in his temporal field violently while simulataenously 2. he creates a hole in the current timestream and moves himself and any allies in the original AoE through to another position (group teleport). The sudden change in time fields causes a massive surge from the alternate time stream which manifests as an energy explosion as the streams mix and fight one another for dominance. The AoE grows to a larger sphere than the original Aoe and all within it take huge amounts of damage as both timestreams gain dominance over their physical forms.


    Well, that’s the basic idea for controllers. I also have a scrapper , tanker, blaster, defender, corrupter and brute set in the works (cant think of anything for MM or dominator but have some thoughts for a stalker). There is also a power pool and an ancillary pool that are ok standalone but will work better if mixed with an existing time power can have very different results 
  12. we need 4 minimum for this TF.

    We can meet up and try recruiting on the spot but its a pity. a full 8 would be very nice indeed
  13. Just to put in a reminder:

    anyone who's interested in joining in, the time planned is Sunday the 13th at 8pm at the front of liberty hall (on the steps).

    Characters up to 4th level
    *must* have a bio written. anything at all. But must be written (which reminds me, I have to start typing mine ).

    Looking forward to seeing everyone (anyone!! ) there.
  14. ok, possibly another forehead smacking , slack jawed question but:

    I seems that the *only* way to invite someone to a supergroup is to target them and invite.

    right clicking on contact list / friend list doesnt seem to do it. So , both inviter and invitee have to be online and in line of sight at the same time.

    is this correct ?

    so If I want an alt to join a SG that I create I need a second player to do the inviting for me ?

    thanks
  15. hmm, let me see if there's room

    1. Evangel lvl 37 AR/Elec blaster
    2. Lady Beau, lvl 38 PB (human)
    3. Jelena, lvl 43 scrapper
    4.
    5.
    6.
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    8.

    reserve:
    1.
    2.
    3.
  16. thank you !!

    Knew i was being a shade on the thick side of the plank ....
  17. Did a quick search in the player guides section but didnt turn up anything on screenshots. I did search paragon wiki nad while it explains screenies it only describes them as being saved to the clipboard.

    anyone any idea how I could

    take a screenshot
    toggle whether or not it has the UI included
    save it to a designated folder *without* having to alt-tab and paste into another app
    and have it name the file in upward counting increments (1.tga , 2.tga , 3.tga etc).

    and have this all bound to a single key or two key combination....

    dont want much do I ?
  18. Welcome aboard

    1. Evangel lvl 37 AR/Elec blaster
    2. Lady Beau, lvl 38 PB (human)
    3.
    4.
    5.
    6.
    7.
    8.

    reserve:
    1.
    2.
    3.
  19. I played through the Numina TF last week with an extremely competent team and it was great fun. So much so, that I would love to play through it again

    Anyone else up for it ?


    Contact Numina
    Zone Founders' Falls
    Minimum Size 4 players
    Level Range 35-40

    I was thinking maybe thursday at about 8:30 or so
    The taskforce take approx 2 - 2.5 hours or so (if you ghost a mission or two and spread out for the hunting missions).

    1. Evangel lvl 37 AR/Elec blaster
    2.
    3.
    4.
    5.
    6.
    7.
    8.

    reserve:
    1.
    2.
    3.

    bring lots of heals and awakens....
  20. Evangel

    Names

    or, just search for "bone" or search for "snap"... its not that hard to scroll down through the resulting list
  21. put me down as a reserve for Numina TF
    Evangel lvl 37 AR/Elec blaster.

    was great fun the last time

    Unfortunately I dont have an alt high enough for states.
  22. re nemesis staff. If it fits with your character I suppose fair enough (I just re-read it and it does say steam powered).

    As for game time: Next sunday 13th July at 8pm ? That should give people enough time to make characters, write up bios and get them to level 4 without interrupting their normal gaming schedule.

    Tonight would be good for me too but it is a little short notice ofr anyone else that wants to join.
  23. I wouldnt see a problem with the ghost slaying axe (its just an axe that does more damage to ghosts). Sands of Mu is essentially a dark brawl power so it should be allowed too.

    higher level vet powers: very much doubt they fit. lollipop and wand are obviously magic in origin and effect.

    Pet: drone (either) are the only ones I can think that would work from the higher level pets.

    From the lower ones, well, htey're just decoration but I , personally , wont be using one as it doesnt fit with my character.

    ona gam time note: How is everyone with Sunday 8pm for a playing time ?
  24. nope. I was originally thinking of natural only, but nat / tech are pretty similar. I think origin is a lot less important than the powers chosen tbh.

    Sorry to lose you lostninja (hmmm, ironic that!) but as you can see if you read back over the thread, once one exception is made to allow for a super power of th eflashy variety, all sort of holes start to appear and its very difficult to keep everyone happy. I think th erevices rules better fit my idea of a natural team and _spirit seems to have pretty much the same idea.

    as for difficult... wouldnt be much fun if it was easy
  25. _Spirit : I actually agree with averything in your post and if you re-read my first post its quite similar (apart from my regeneration faux pas).

    so, for the naturals team:

    must be human
    Must not have any "super" powers (laser beams from the eyes etc). If you really want a super powerset, you can only take passive powers (personal buffs etc)
    No travel powers beyond running
    No help from other alts
    All characters must have a bio (sounds silly but it does help lend character)
    No Levelling outside of the team. if you miss a session, you have to be sidekicked to catch up. This way the team all have the same story and adventures.


    There will be shortfalls in the team makeup. We'll most likely end up with a team of scrappers , tanks and blasters but we'll just have to work out new tactics and develope a new style of play.

    CoX is supposed to be playable by any mix of ATs in a team nad just because teams ideally have x of one AT and y of another , doesnt mean it cant be done any other way. Just make friends with mr. debt. I have a feeling he will be a long term companion

    power list courtesy of _spirit:
    Tanks: inv/, wp/ to a lesser extent. /SS, /WM, /BA, /DB
    Scrappers: BS, Katana, DB, Claws, MA. /SR best for secondary, Inv and last WP (this is because of both graphics and mechanics.)
    Defenders: Only see TA/A working as a true natural here.
    Controllers: I'm not sure any of the primaries work for this, but if you find a great idea, then /TA is the only natural I see working with it.
    Blasters: Arch/, AR/. /Devices.


    as I said, I have a BS/WP scrapper ready to go.

    lets set a start night for during the week, give people time to draw up a good character that they are happy with.

    Starting level for the team is level 4. This is to give you time to test out your alt, get the starting imssions out of the way, and if necessary scrap your first idea and try out another.