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When I was younger I used to draw all the time. I doodled constantly. I won't say I was very good or anything, but I doodled constantly. Then I slowly stopped drawing, and one day I had stopped completely.
Now I have begun to find an interest in drawing again, and naturally, I have begun drawing my heroes and villains.
My first sketch, so far, is my main hero, Flame Blade, having a well earned rest. This is just a sketch so far, but I plan on inking and maybe even coloring the piece, once I get into the habits again.
Without further ado, I give you: Lounging Hero (WIP).
EDIT: Here is a screenshot of said hero: Flame Blade -
First of: A very big congratulations from Denmark. She is definitely adorable.
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All babies start out as Parents/Gooey Masterminds.
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Yeah, and then they typical grow into brutes around the age of 3... Either that or Sonic/sonic ...
As they grow up a bit, the girls typically becomes dad/* controllers. The boys typically continues to be brutes.
And finally in the teens the girls yet again reroll into boy/* corrupters. The boys... yep.. still brutes.
DISCLAIMER: All comments about gender in this post are purely made in jest. -
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Unfortunately rules are rules. They have to be enforced.
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All of them? Even questionable ones, or questionable interpretations of them?
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Like it or not the mods are final arbiters on interpretation of the rules. If someone disagrees with that, it should go on PM.
And yes. All of them. The rules are there for a reason, as usual some of them seems very restrictive, but they are there because of that minority that always abuse them otherwise.
Remember always, it is always the few that ruin it for the many.
That being said, I am completely on Lighthouse's side here. There are many threads that have been allowed to go on way longer than they should have. But he is just one man, and he's gotta have time to play as well... -
Global: @Flame Blade
Gender: Male
Height: 6'2"
Age: 35
Location: Denmark
Best known characters: I have no idea, you tell me?
SG/VG: WildThings and a couple together with my wife on various alts.
Characters: Flame Blade (Kat/Reg), Ms. Shredder (Claws/Regen), Lady Gyrfalcon (Ice/War), Elenor Seahawk (Necro/Poison).
Random fact: My wife and son (6 years) also plays, and both have their own accounts. -
I choose Storyline, but it is really tied with costumes.
If I could choose something which I like the LEAST (read: Hate), it would be PvP. -
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We all know how States was brought in as lead developer of City of Heroes long after its development
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Uhm, Statesman wasn't brought in from anywhere. He is one of the original founders of Cryptic. He has been with CoH since day one. -
I must admit that my take on this whole empowerment station bit, is that they are ONLY good for converting salvage into components.
First of all, it is easier to trade, and easier to store (once the salvage storage is bugfree).
I will not be using the empowerment stations for buffing. I would much rather use my salvage to BUILD something for my base. This converting to buffs is just nonsense. Salvage is hard to enough to come by, as it is.
What the empowerment stations ought to do, instead of giving buffs, was to use salvage to actually build base items, as an alternative to buying them for prestige.
I love every aspect of this game, but bases fall way below the mark, big time, I'm sorry to say.
This is of course only my opinion. -
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I thought the titans were more powerful than the gods.
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No, just older. The gods did usurp the titans after all. In fact it was Zeus who "pwned" his old man, Cronos, and send all the titans to Tartarus. -
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The phrase "even more worthless" is a signal this is somewhat hyperbole. Nothing can be more worthless than worthless. The issue with MoG is whether its worth enough: its certainly worth less in I7 than in I6: if you thought it was worthless in I6, I7 is certainly going to strengthen that opinion. If you like MoG in I6, I7 may or may not change your mind.
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Right, sorry for my hijack. I see what you mean, I am just tired of hearing how worthless MoG is, which it, in my opinion, certainly isn't. It has issues of course, all powers have issues.
Once again sorry for derailing the thread a bit. -
That is an excellent guide all in all, although I have to disagree on this empirical statement:
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Q4: But MoG is now even more worthless in I7 than in I6.
A4: Yes. So fix MoG.
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MoG is not worthless, it isn't now, and it won't be in I7. The only problem with MoG is that it is very situational, and that is not really becoming for a level 9 power.
Used right, I will stipulate that MoG is a great team saver. If things are going badly, the scrapper will activate MoG and hold the enemy off until the team is safely away.
That is, in my opinion, the purpose of MoG. Situational, yes. Worthless, not at all. -
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"Fare thee well on thine departure from CoX, and let not the door hitheth thee where the Good Lord hath spliteth thee. We look upon this not as the loss of a comrade, but rather as the gain of bandwith, and we shall not cry, but shall rejoice in this. All those present say Amen, and CYA!"
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AMEN Brother!
*much rejoicing*
On a more relevant note:
I am not a fan of PvP, to be perfectly honest, I despise PvP and I think it should never have been put into this game.
HOWEVER, Recluse's Victory might just change that. The cycle is too fast, but that might be because it is on test. I remember the giant monsters (Lusca et.al.) spawned alot more often on test than on live.
The pillboxes are way too easy to take.
The heavies are awsome. I almost wet myself from joy when I got one (Hero side). And I almost wet myself from joy again when I got wacked by a villain side heavy... That was ugly and boring though.
Move the force field barriers out to the warwalls, as it is, it is just silly.
I didn't have the "pleasure" of seeing the villains win the round this time, but I will most likely be back.
Regarding the heavies, they perform exactly like Mastermind pets, so read up on that in the help section. Once you get the hang of it, it is really easy... at least compared with managing 6-7 errant henchmen, all out to get you in trouble at the earliest possible opportunity.
The Heavies (Mastermind) pet AI seems a bit buggy though. The heavy was rather sluggish and (hah hah) heavy, but other than that a fun experience.
The signature heroes/villains spawn/despawn really needs to be changed. I saw a purple name in the far far distance a couple of times (Sirocco at least, and MAYBE Black Scorpion) but they vanished long before I reached them. Don't despawn them, at least not until all the pillboxes are under (to them) enemy control.
But as I said, the major issue is the cycle. It ought to take at least 5-10 minutes to take all the pillboxes if the effort is fairly organized. Then the side holding the pillboxes should have to hold them for at least another 10 minutes, before the zone reverses.
The "downtime" should really be more than 5 minutes too. -
I have only managed a few moments so far, but it is really looking good.
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Empowerment station buffs are currently set at 15 minute durations (far longer than any other non-toggle buff in the game). They are bestowed on you as soon as you craft them, and last 15 minutes from there. The idea is to have enough time to get you past that sticky part of a mission that was giving you trouble.
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Unless there is a new way to back to the base for crafting this stuff, and then returning to the mission, most players will never use this. Except if the buff is HUGE.
I really can't see myself run back out from a mission map, across a huge hazard zone, into the next city zone, locate the base portal, enter the base, craft the item, go back out into the city zone, cross into the hazard zone, cross the hazard zone, enter the mission and come back to where the rest of the team is.
I know it is an extreme situation, but lets count the zoning: That is 6(six!!) zone crossings (i.e. from one map to another). Granted, for anyone with a decend travel power, it shouldn't take much longer than 4-5 minutes, but still...
I am usually the last person to cry doom, but this really rubs me wrong. Unless of course there is something you're still not telling us. -
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Imagine Knockback on the Moon....
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Aye, you'd need to at least double the knockback distance and then apply it to both the target and the targetter!! (If your going to put in the time and effort to make a Moon zone do it right and make it freak'n unforgettable!)
-Tsoo
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Ohh, moon gravity is about 0.17 of earth normal. However, put a huge amount of iron in the underground and you can get away (from a comic point of view) with claiming near earth gravity.
BUT that being said, I would imagine that if you were to strike someone one the moon you would be propelled in opposite directions.
EDIT: Oh, and I actually auite like the idea. Although I would not use neither the 5th or Council. Either I would use a new and unknown group or I would go with Arachnos.
Oh, a 5 stars for you. -
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CoV was introduced with ED in place. Therefore, one acc, 5 dmg isn't optimal *anyway.* 1 acc, 3 Dmg, and either another acc, a secondary, a recharge or end redux - unless you just want to find high level TOs to fill the slots so as not to waste money on 5% SOs.
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It all depends on the exact powers of the brute of course. But I have a hunch that a good slotting for a brute would 2 acc, 2 dmg, 2 end/2 rch/2<effect>, where <effect> signifies any secondary effect like disorient, knockback etc.
As the dps rises rather rapidly I think it is not really necessary to slot most attacks for damage, but rather for accuracy (at least those that should end the fight), and the remaining 2 slots would be slotted in any combination of end redux, recharge or effect.
But I might be mistaken, I do not normally play brutes. -
I must be odd or something, because I actually enjoy the Orenbega maps. I find them extremely well made, texture-wise, they're a challenge, which I enjoy, and they are SOOO much better than those frigging blue tunnels in PP. Now THOSE I despise.
Of course, that mission in Orenbega where you have to rescue, what? 25 magicians, that bordered on tedious. -
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What you quoted said level 5 not 1 so they were not the only ones exaggerating.
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Yes for City of Heroes. See the following:
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At least in City of Heroes, while you do have to fight the Circle of Thorns all the way from level 5 to level 50, at least they don't make up over half the missions, and all the trials. In City of Villains, though, you fight Longbow in your first mission, you fight them in at least every third mission all the way to level 50, you fight them in every mission in a PvP zone, and you fight them in the cape mission. And who do you fight in at least half of the missions other than the Longbow missions, once you hit Port Oakes and from then on out? The Circle of Thorns, of course.
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With regard to the following:
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Longbow missions don't really start to overpower everything until Cap Au Diable, but once you hit Nerva that is pretty much all you have, longbow, COT and a couple crey and rikti missions.
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I am sorry to say, but that is not true from my perspective. I have a level 24 mastermind as well. She is currently making herself known in Sharkhead, and I dont really recall that many Longbow missions in Cap Au Diable either. A few, yes. But nothing overpowering. Regarding zones after Sharkhead I am not able to say anything about that, so I'll have to take your word for it.
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The fact that longbow are the only thing in PVP missions(Yes heroes have only Arachnos but holiday missions and PVP missions is all the heroes have to deal with).
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I wouldn't know. I don't do PvP. So I'll have to take your word for it.
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Longbow and COT are in both respecs, first one dealing with those and a few legacy. Cap Au Diable SF, 1 longbow, 2 COT and 2 legacy missions. Higher levels you have COT or council paper missions or longbow PVP missions. The majority of missions you see are longbow or COT I would say 15+.
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As mentioned I have a level 24 mastermind. And I would have to disagree that the majority of missions are CoT or Longbow. Actually I would say I have had a fair mix of pretty much everything so far. Except CoT, not nearly enough missions with these guys. As I am of a magic origin with my MM, this is actually my preferred enemy as I am pretty much guaranteed Magic oriented DO and SO drops.
I do not pretend to know everything about this game, I can only speak from my experience. And SOFAR, based on this, the OP is not entirely correct, and quite frankly exaggerating this quite a bit. -
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Oh please! On my (lvl 11) dominator I have fought against Longbow exactly once! Once! And that was the training mission in Breakout.
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Your level 11 dominator is uber and has seen it all.
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Not at, it is merely a reply to the statement that Longbow and CoT is in every other mission from level 1 and up. That statement is simply not true.
But yes... he is quite powerful. -
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Until it's on test I would hope to see people drooling over what's coming, not [censored] about what's coming. When it goes on test, if it sucks then tell them about it and flame away. Cause I'll be right beside ya.
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With this crowd it is a pretty much given that some people will gripe and whine about anything... It is really amazing that some people actually seem to play this game for the sole purpose of putting it down. -
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t least in City of Heroes, while you do have to fight the Circle of Thorns all the way from level 5 to level 50, at least they don't make up over half the missions, and all the trials. In City of Villains, though, you fight Longbow in your first mission, you fight them in at least every third mission all the way to level 50, you fight them in every mission in a PvP zone, and you fight them in the cape mission. And who do you fight in at least half of the missions other than the Longbow missions, once you hit Port Oakes and from then on out? The Circle of Thorns, of course.
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Oh please! On my (lvl 11) dominator I have fought against Longbow exactly once! Once! And that was the training mission in Breakout.
Only now have I gotten a mission where I know there are Longbows.
I have fought against CoT maybe two times. And one of them was a simply get and run.... Get the victim and get her out.
If you don't want to fight Longbow or CoT, then read the mission text more thoroughly. It is often quite clear who you're gonna go up against. -
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I have eleven wonderful avatars he is free to use...
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AAAAAAAARRRGHH! The cuteness!!! -
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It's good to want. Let's you know you're still alive.
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You just gotta love this guy. What a slick way to dodge a question/demand. -
Great Guide! I was looking around for ideas on a Dominator when I came across this.
I must admit I almost wet myself from supressed laughter. This is very very well written. I have no real experience with controllers or dominators, so this guide will be very helpful.
Thank you, sir. Here are 5 stars for you. -
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Interesting, so Mayhem missions are locked to level 40+ players only apparently.
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Why you jump to such a conclusion? The text says nothing that would indicate Mayhem missions are only available to level 40+.
I quote:
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With their newfound strength, villains are now able to unleash chaos and mayhem onto the very streets of Paragon City itself.
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Seing as Paragon City in general is not a PvP zone, and we have instanced mission in Paragon City as early as level 20 (maybe even earlier). I would guess that Mayhem mission will be instanced missions, occasionally in Paragon City.
In addition, the text says newfound strength. Which, if anything, would suggest that Mayhem missions are available from the get go.