Ideon

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  1. I'm not really a fan of the boots and arms for females. They look kind of awkward. Still, by mixing with other parts, the Celestial Armor does look nice. :3

    For example, here's my robot sword/shield scrapper.

  2. Quote:
    Originally Posted by FlashToo View Post
    No. I'm glad there's still some holdouts from the old look. I hope Baron Zoria and Libri Vermis have kept their original appearance as well.
    Everyone who's able to fight (and was a human mage) have new skins. You can see them all in AE. :3
  3. So now that all four travel power (Super Speed, Super Jump, Flight, Teleport) pools have Tier 1, 2, and 3 selectable at level 4, with Tier 4 and 5 only selectable if you take at least two powers from the three earlier Tiers...

    How about doing the same for the other Power Pools? :3 People who want to take Weave will still need to take Boxing or Kick, but it would be beneficial to those who want to take First Aid. People who are taking Tactics will probably take either Assault and/or Maneuvers anyway as well...
  4. Quote:
    Originally Posted by EricHough View Post
    Right now my Return to battle vet power is better than revive - it may only return you to 1/4 health and 1/2 end but it also makes you untouchable for 15s. At the very least Revive should be that good.
    Maybe to fit in line with Regeneration, you could get a regeneration effect on your character for 15 seconds or something along with increased defence and resistance. Basically another Moment of Glory, but only activated on defeat. A lite-version of Valkyrie's Rise of the Valkyrie rez where the old version of Moment of Glory is activated as soon as she revives, haha.
  5. Ideon

    Whats new?

    Is there anything new regarding power pools? Like, does everyone have access to all travel powers without picking air superiority, combat jumping, etc? How about stuff like First Aid and Tough/Weave? :3
  6. So now that the Circle of Thorns have hired/threatened Icon and the Facemaker to make new togs for them, how about updating Diviner Maros? He's still wearing his skirt robes and feeling a tad left out.
  7. So we have Longbow AND Arachnos fighting off the Shivans in the tutorial. Where's the Crey-sponsored supergroup Paragon Protectors to help aid in the fight? Background lore repeatedly suggests they have a public front as a superhero group, but in the game itself, we pretty much only see them harassing civilians or guarding Crey stuff or something. Heck, they even have the word "Paragon" in their names, and Paragon is used in tons of stuff these days, like the Paragon shop, the Paragon points...

    So for the purposes of the tutorial (and for Atlas, Kings, and Steel), could we have level-restricted-by-zone Paragon Protectors actually fighting crime, even if we already know they turn out to be evil when we get to Brickstown? It would mesh better with the lore of the Paragon Protectors.
  8. Quote:
    Originally Posted by Master_Templar View Post
    Archvillains are what they sound like.. but the counterpart is simply "Hero"? Lame! Change it to "Superhero". Surely States needs to have such a title to be on par with Lord Recluse. The "super" modifier is very necessary

    Archvillain > Hero
    Archvillain = Superhero

    What you say, CoX?

    Best,
    -MT
    Hilariously, in Maria's storyarc where you have to rescue Statesman from Tyrant in the old version, Statesman's class is "Arch-villain".
  9. Quote:
    Originally Posted by IanTheM1 View Post
    Issue 2 did bring us Frostfire and Atta, as well as those weird "not-quite-AV" Circle mages from Justin Augustine's TF, so the concept was certainly in place if not the name.
    Speaking of those "not-quite-AV" Circle mages, did you know the Arch-Mages actually have Boss-class health, but unlike the usual Boss-class enemies of the game, they have 75% resists to every type of damage, along with heavy resists to mez? In some cases, they can actually be tougher to fight than normal Elite Bosses.
  10. What did I buy...

    - Beam Rifle power set (looks decent at the moment, love the giant energy rifle)
    - School backpack (haha, it works for military-themed characters!)
    - Barbarian costume pack (finally thigh high boots without giant toes! And fur option!)

    Decided I wanted to buy some more stuff, so brought 4000 points, which just happened to raise me to Tier 9 VIP... so I got the three Celestial sets from there...

    - 5 more character slots (because I pretty much only play on Union)
    - 10 extra enhancement slot storage accountwide (each character can now hold 20 enhancements at a time!)

    Quote:
    Originally Posted by Evanescah View Post
    For me, it's all about the costumes and the characters.
    Oh man, I knew I forgot something. Next on the list is costume slots. XD
  11. I'd like to keep Galaxy City in the train station, but with it obviously locked out and marked as such so people can waste their time attempting to get in and crying out in broadcast that they can't get in, haha.
  12. Did you know before Issue 5, aggro caps were non-existent? That's right, you'd have some (okay, a lot) unscrupulous heroes who herd the ENTIRE map of enemies in a 8-man team into one spot and burn them to death, because AoE caps did not exist either. :3
  13. Quote:
    Flight Pool
    Afterburner -- +Max flyspeed, +defense, Only affecting self (Can't attack o ruse ally targeted powers, can still use self powers)
    Since Fly already hits flight speed cap ingame on its own with no slotting, I'm assuming flight speed cap will be increased?
  14. Quote:
    Originally Posted by BrandX View Post
    I always thought this was a good idea.

    No need for the clones to have the exact powers of the original toon.

    Illusion, they could still go around with PA/Phantom Army powers, just look like whatever costume you're wearing.

    Same for any of the pets.

    I'd love it for some of the Lore Pets as well.
    Yeah basically, they only copy the player's costume, their powers still remain as pet powers (in the example, Fire doppelgangers get brawl and enhanced speed, and Decoy doppelgangers get their illusion psychic attacks of fake element swords or fake physical attacks).
  15. Quote:
    Originally Posted by james_joyce View Post
    Kind of a shame. Could have made a great control set, with the best pet ever, now that we have doppelganger technology.

    But I'm sure it's still great.
    I'm still hoping that they keep the doppelganger tech for allowing pets from other sets to be element-clones of the character. Like, Fire Control could summon 3 fire duplicates of themself, but they always have a fiery aura while Illusion could summon phantom versions of themself (both Phantom Army and Phantasm) which follow the scheme for decoys.

    I'm looking forward to the two-handed set, EVEN IF IT WILL BE LETHAL DAMAGE and feeling totally gimped at high levels, haha. XD

    As for Serene Sorceress - ooh, will she have any links to Primal Earth's Apex? The man spent YEARS in solo missions in Praetoria, according to his new bio, so maybe we'll find out along the way what he did in Praetoria?

    From paragonwiki on his comic bio - "War Witch comforted him, saying to take heart, as a new War Witch may look to him for guidance in the future" - HINT HINT?
  16. Quote:
    Originally Posted by Positron View Post
    You forgot:
    • It should have trainers sprinkled within so I can level up without leaving
    Only problem is which self-respecting hero trainer(s) is willing enough to permanently set camp in the sewers for the purpose of levelling up other heroes.

    Oh dear, new hobo-themed hero NPCs to join the cast. XD
  17. Will Doppelganger tech for Illusion Control ever be available for Phantom Army/Phantasm, allowing an army of your current selected costume (but restrict it to two palette colours as usual)?
  18. Quote:
    Originally Posted by Avatea View Post
    Please note Global Server Access has now been reschedule dto May 10th!
    Avatea, could you find out if affected European players will ever get the chance to rename their game accounts, as quite obviously, none of us want to be afflicted with the EU in front of our account names? I'm pretty sure by this point, we've given up on keeping our names if they conflict (even with US trial accounts of all things), but at the least allow us the chance of renaming it.
  19. Quote:
    Originally Posted by Vendince Windwalker View Post
    While I don't mind the whole combining the servers part, the part that gets on my nerves is this:

    The account collision is between my own accounts. The US one is a trial that was never used. WHY is it even counted as a collision? I accidentally registered for US when I meant to go to EU, and as soon as I realized the mistake (which was when I saw the wrong server names in the server selection list), I logged out of the US account, never to touch it again. It does not even have any characters on it, as I never created any characters or indeed do anything with said account.

    Why is there a collision between a trial that hasn't been logged into since February 2010 and an active account that's got up to nine month veteran rewards? That's the part that irritates me.

    I contacted support and asked them to please delete that never used US account, to avoid the collision, but apparently they couldn't do anything. So right now, it feels like they're doing this in the most irritating way possible.
    I'm in the same boat. I have a US trial account which is the same name as my account name which was made years and years ago. Has anyone asked about being allowed to change their normal account name if they aren't able to delete the trial account?
  20. Ill/rad rocks when fighting Siege and Nightstar though - Phantom Army isn't affected by the three-count hold. In one run, the team I was in didn't have a tanker or brute assigned, so I basically tanked Siege with PA non-stop (thank god for perma-PA, haha) while team 2 took out mobs and team 3 fought Nightstar. Phantasm is lousy on Siege though due to his wonky MUST-MELEE-EVEN-THOUGH-I-HAVE-NO-MELEE-ATTACKS AI, so try to save that for making him cast his Decoy. I think it was because I tanked, I earnt a Very Rare reward table roll, haha.

    As for the mental patients, ugh, I struggle on that too. I use Flash/EM Pulse/Lingering Radiation on the minions to try to slow them down at least. I think Spectral Terror works - but if it's already out, it can only do single target fears, which may not help much if there's a bunch of them together, and if casting, by the time it appears, it might be too late as they've run further ahead. For the lieutenants, I try to at least attach toggles onto them so any damage dealers (or me, I guess, haha) can take them down faster.

    PA won't hold their attention at all. I guess the brainwashed guys' urge to run to the exit overrules everything. PA can do damage though, especially to lieutenants (as long as they're not chasing). You might want to stay on the grass to the side of the pathways to avoid being confused (and having all your pets turn on you, haha).

    Lore pets might be an option if the majority of players have them, but that might be wishful thinking.

    I've recently got both incarnate shifts on my ill/rad, so hoping it will make some difference. People new to the BAF will be either level 50 or 51, so the running lieutenants are +3 or +4, which makes a bit of level difference, especially since they can't be mezzed.
  21. Put the contact on the red side of Pocket D where War Witch would be if it was blue side.

    Who would it be though?
  22. I should mention the team defeating the reinforcement mobs will be the only ones getting incarnate xp for the next 5-10 minutes while the other two teams are fighting the AVs, which may be considered a tad unfair, with everyone wanting to be on the mobs team, haha.

    (Another reason why during a trial, the entire league should count as one whole team for purposes of EXP, but oh well)

    One way to solve this is to have one person from each AV team join the mobs team, with the mobs team assigning two of their members to help the AV teams so everyone gets incarnate xp during the AV bosses. Granted, it might not be much depending on the person assigned to help the mob team (depending on their AT), but it's better than nothing.
  23. They used to sell the alpha and omega costumes and emotes as a separate pack... but I can't see it anymore, how odd. o_O
  24. My MA/Regen scrapper has had a somewhat tough fight up to level 41. She does fine solo or small teams, but in larger teams (6-8), suddenly her fragileness shows. I've gone red-side to pick up Leviathan Mastery, and took up Water Sprout and Hibernate for added survivability, hehe.

    Regarding Dragon's Tail low damage - try using Eagle's Claw before using Dragon's Tail - the new "Eagle Claw's critical damage" proc should get Dragon's Tail to crit almost every time. :3
  25. Quote:
    Originally Posted by Local_Man View Post
    The only changes since then have been (a) all pets are not affected by recharge buffs and (b) Hamidon is the ONLY thing in the game that can hurt/destroy PA. This was done to eliminate a common practice in the Old Hami-Raids of a "drop team" floating overhead dropping PA to draw Hamidon's aggro -- it was done to force a change in strategy for the new Hami-Raid, and not some overriding desire to change PA.

    I have seen no indications that the Devs plan any other modifications to PA . . . and I keep an eye out for such things.
    You forgot the change where all pets now favor melee-range combat - even the ones who work best at range or have no melee attacks to speak of (Phantasm and Medic Soldier BLARGH)