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Posts
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Joined
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Quote:They still do, sort of, but it's only noticeable on various graphic settings and specific colour tights.Add another vote for the 'real' thigh high boots please.
Also, didn't females have nipples at one time? Pretty sure they do in real life.
One NPC which I recall who erm, appears to be feeling the cold, is Countess Crey... next time you're in a mission with her, use stealth to sneak up on her... or alternatively, find her in AE, haha. -
Now if we're speaking of sewers, every time I look at Praetoria's sewers, I just feel... jealous. XD
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Quote:How about more surgury equipment? Wardrobes of clothing (not all costume changes are cosmetic)? Desk for accounting (yes, even a villain probably wants to keep tabs of how much money they have and where it goes and who owes them money)?Several ways to look at it:
1) From a pure profit model, the Facemaker doesn't want to waste money on superficial stuff that just cuts into budgets. Things like fresh (clean) surgical gear for the facial reconstruction just cuts into her profits.... not to mention that...
Quote:2) Appearing to have a lot of money is a good way to attract the attention of people that want it for themselves... and in a place full of Villains, you don't want that attention-- paying for security cuts into profits too...
I'd like to see other NPCs inside Facemakers actually, such as Meat Doctors (even if they're Freakshow faction, their bios state they're still connected with Vazilok).
Quote:3) Much of CoV's design style has many of the public places neglected because he villains focus solely on items of self-interest. A few "ego" areas stand out (Aeon's courtyard, upper level of Grandville, the Casinos in St. Martial, etc). I could see the Facemaker neglecting some of her centers to save costs, but I really expect at least ONE to be ridiculously luxurious-- not just reflecting HER ego, but catering to the egos of her clients.... the one in St. Martial would be an excellent candidate for this, since casinos tend to cater to that 'over the top luxury' mindset. -
I've always been disappointed in the Facemaker's workplace - it looks really cruddy. Surely with all the villains around as her clients, she could afford somewhere better to do business?
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Quote:Willpower would fit a different stealth character more - Moon Knight, who uses stealth a lot, but can take the hits due to superhuman powers as well as his style of combat. Even Taskmaster doesn't usually like copying Moon Knight's fighting style because he tends to take hits head-on rather than dodge them.I wouldn't rule out something like a Willpower/Super Strength Tanker for Batman, just to represent the amount of brawling and "chin blocks" he seems to do. Add some Weapons in there for the gadgets. Super Jumping might be able to represent the travel by Bat-grapple.
MA for Batgirl, and for Robin too. Archery is a little more Speedy's shtick. Although if you're not really concerned about canon, then it would work fine as a more "free interpretation" build. In that case you might consider a Devices or Trick Arrow/Archery defender for Robin. -
Quote:I don't think removing Brawl would help at all. Phantasm from Illusion Control doesn't even have Brawl and he still keeps going into melee range after a blast or two. This is more currently an overall pet AI problem rather than just Brawl.Arguably, Brawl should either be removed, or disabled, on every single MM Pet of any variety, without exception. That alone would go a long way to fixing all kinds of AI problems.
I think giving them the PPD Ghost stealth attack, however it works, would be a good idea. Basically allow them to crit with any initial attack while in stealth (and remove the movement debuff, that's just ridiculous when applying it to a MM pet), and have the words "STEALTH ATTACK" pop up onscreen or something so you know what they just did. This way, it would be similar to the Hide ability Jounin get. -
Quote:Dr Brainstorm was also responsible for Invention Origin enhancements too. In fact, his invention, the Hypothetical Framework (the blue cube thing) was leased to and built by Crey Technologies!Everything that happens in this game somehow gets worked into the lore. Remember Powerset Proliferation saying that, basically, due to some random scientist, people get access to new abilities?
I wonder who was responsible for Enhancement Diversification in-game? -
The set bonuses in personal info still looks horrific when you have tons of them. A giant wall of messy text. XD Any chance of possibly reorganizing of them in the future, like "Moderate Accuracy Bonus x3" (next line)?
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Tested on a male Crab Spider who has 8ft costume (max height), and standard 6ft-something. Crab is Natural as is all VEATs. So it doesn't appear to be slot related.
However, my Science male Tanker and Natural female Controller don't get the little computer thing.
Server is down, so I can't test on other characters, but I know my Mutation female Brutes don't get the device either.
Ugh, maybe I should just PM a dev about it. XD But I don't want to be stuck waiting forever for a word from a dev if someone on the forum already knows how it works. -
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Is there a way of determining which one you actually get on creation of a new character?
See the following picture:
The one on the left is a Tech corruptor. The one on the right is a Natural stalker. Both are villains.
Hero side, I have a Natural controller, who doesn't get the computer-like display when activating the power, so I have no idea if it is linked to origin or AT or hero or villain side.
So... anyone know? :3 -
Considering that all Masterminds only have three attacks, would it be feasible to bump up the damage on all of them? As it stands, it's almost always a good idea to drop the personal attacks since many people consider them worthless.
Let's compare them all anyway as well:
Demon Summoning- Corruption - Range, 80ft, Fire/DoT Toxic, -Res, 37.93
- Lash - Melee, 20ft, Fire/DoT Toxic, -Res, Knockdown, 53.1
- Crack Whip - Range Cone, 30ft, Fire/DoT Toxic, -Res, Knockdown, 50.86
Mercenaries- Burst - Range, 90ft, Lethal, -Def, 33.03
- Slug - Range, 100ft, Lethal, Knockback, 50.16
- M30 Grenade - Range AoE, 80ft, Lethal/Smash, Knockback, 27.53
Necromancy- Dark Blast - Range, 80ft, Negative, -ToHit, 30.59
- Gloom - Range, 80ft, Negative, -ToHit, 53.83
- Life Drain - Range, 60ft, Negative, -ToHit, +HP, 30.59
Ninjas- Snap Shot - Range, 80ft, Lethal, 20.8
- Aimed Shot - Range, 80ft, Lethal, 30.59
- Fistful of Arrows - Range Cone, 50ft, Lethal, 27.83
Robotics- Pulse Rifle Blast - Range, 80ft, Energy/Smash, 30.59
- Pulse Rifle Burst - Range, 80ft, Energy/Smash, Knockback, 50.16
- Photon Grenade - Range AoE, 80ft, Energy/Smash, Disorient, 27.53
Thugs- Pistols - Range, 80ft, Lethal, 30.59
- Dual Wield - Range, 80ft, Lethal, Knockback, 40.37
- Empty Clips - Range Cone, 40ft, Lethal, Knockback, 24.16
Well ugh. Look at the tiny damage. No wonder everyone always tells me never to pick personal attacks. Some, like Ninjas, do especially bad. Even if they have a faster animate time, there's no secondary effect, and they do worse damage than the other sets. Demon Summoning has -Res allowing it to do a bit more damage with repeated hits, but even so.
Now granted, some have secondary effects, which can always hit with each attack (Demon Summoning's -resistance), while some have a chance to apply their effect (Thugs knockback, for example). But it's not always reliable except for the former set.
With that in might, bumping up the damage to all the attacks, not to ridiculous levels, but enough so that it's worth picking them up. Remember, they only get three attacks!
Oh, side note - Thugs' Empty Clips needs their damage to be divided into four attacks, since the guns are being fired twice from each gun. Dual Wield's damage is divided into two, so Empty Clips really should be four attacks rather than the four bullets somehow being compressed into a single attack. :3 -
Quote:Apparently not, as the aura is placed on the player and not the pet, so it affects all of his or her pets within range of the player. Thugs Mastermind get to take advantage of this by putting two of the uniques into Gang War, for example, and have it affect all their pets.Yeah, I'm usually running him at x8 either solo or duo with a friend.
Also, aren't the Edict and Sovereign uniques specific to the pet you slot them in though, not Auras?
How did you get perma pets and have room to put in the uniques anyway? More than two purple sets? -
+100% recharge for five seconds... I'm not sure if that's enough to get Triage Beacon active again. I suppose it would depend on when you last summoned it. Still, it does bear some thinking about.
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Might be a bit hard due to how hands are animated, I guess. Mynx and Bobcat should probably have long claws from fingertips, but in-game, they're given the legacy hero claws (aka Wolverine, haha).
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Seeing the softcap build without drones makes me think of maybe having a second build but without the pulse rifle. Maybe I'll do that for a second option, since I want to keep the rifle on my first build.
I checked my storage base, and luckily enough, I do have a set of purple pet recipes already crafted. As for the Ragnarok, I can get that later. So with some shuffling on my original build, here's what I got. The sames are virtually the same, but again, it counts on the Drone bubbling me (just one bubble).
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Iron Surgeon i19: Level 50 Mutation Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Medicine
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Battle Drones- (A) Blood Mandate - Accuracy/Damage
- (3) Blood Mandate - Damage/Endurance
- (3) Blood Mandate - Accuracy
- (5) Blood Mandate - Accuracy/Damage/Endurance
- (5) Blood Mandate - Damage
- (23) Edict of the Master - Defense Bonus
- (A) Enfeebled Operation - Endurance/Immobilize
- (9) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (19) Enfeebled Operation - Accuracy/Recharge
- (29) Enfeebled Operation - Immobilize/Range
- (43) Enfeebled Operation - Accuracy/Endurance
- (50) Enfeebled Operation - Accuracy/Immobilize
- (A) Thunderstrike - Accuracy/Damage
- (33) Thunderstrike - Accuracy/Damage/Recharge
- (33) Thunderstrike - Accuracy/Damage/Endurance
- (37) Thunderstrike - Damage/Endurance
- (37) Thunderstrike - Damage/Recharge
- (39) Thunderstrike - Damage/Endurance/Recharge
- (A) Doctored Wounds - Heal/Endurance
- (7) Doctored Wounds - Heal/Recharge
- (7) Doctored Wounds - Heal/Endurance/Recharge
- (34) Doctored Wounds - Heal
- (36) Doctored Wounds - Recharge
- (A) Endurance Reduction IO
- (A) Thunderstrike - Accuracy/Damage
- (9) Thunderstrike - Damage/Endurance
- (31) Thunderstrike - Damage/Recharge
- (31) Thunderstrike - Accuracy/Damage/Recharge
- (34) Thunderstrike - Accuracy/Damage/Endurance
- (50) Thunderstrike - Damage/Endurance/Recharge
- (A) Shield Breaker - Accuracy/Defense Debuff
- (11) Shield Breaker - Accuracy/Recharge
- (11) Shield Breaker - Defense Debuff/Endurance/Recharge
- (36) Shield Breaker - Accuracy/Endurance/Recharge
- (39) Achilles' Heel - Chance for Res Debuff
- (A) Blood Mandate - Accuracy/Damage
- (13) Blood Mandate - Damage/Endurance
- (13) Blood Mandate - Accuracy/Endurance
- (23) Blood Mandate - Accuracy/Damage/Endurance
- (25) Blood Mandate - Damage
- (29) Defense Buff IO
- (A) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (17) Luck of the Gambler - Defense
- (17) Luck of the Gambler - Defense/Endurance
- (37) Luck of the Gambler - Defense/Recharge
- (A) Healing IO
- (A) Lockdown - Chance for +2 Mag Hold
- (21) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (21) Basilisk's Gaze - Accuracy/Hold
- (25) Basilisk's Gaze - Endurance/Recharge/Hold
- (36) Basilisk's Gaze - Recharge/Hold
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Endurance Reduction IO
- (A) Blood Mandate - Accuracy/Damage
- (27) Blood Mandate - Accuracy/Damage/Endurance
- (27) Soulbound Allegiance - Accuracy/Damage/Recharge
- (33) Soulbound Allegiance - Damage/Endurance
- (34) Soulbound Allegiance - Chance for Build Up
- (40) Sovereign Right - Resistance Bonus
- (A) Endurance Reduction IO
- (A) Razzle Dazzle - Accuracy/Recharge
- (31) Razzle Dazzle - Endurance/Stun
- (39) Razzle Dazzle - Accuracy/Endurance
- (40) Razzle Dazzle - Stun/Range
- (43) Razzle Dazzle - Accuracy/Stun/Recharge
- (A) Endurance Reduction IO
- (A) Red Fortune - Defense/Endurance
- (40) Luck of the Gambler - Recharge Speed
- (A) Tempered Readiness - Endurance/Recharge/Slow
- (43) Ragnarok - Chance for Knockdown
- (A) Reactive Armor - Resistance
- (42) Reactive Armor - Resistance/Endurance
- (42) Reactive Armor - Resistance/Recharge
- (42) Reactive Armor - Resistance/Endurance/Recharge
- (46) Steadfast Protection - Resistance/+Def 3%
- (A) Enfeebled Operation - Accuracy/Recharge
- (45) Enfeebled Operation - Endurance/Immobilize
- (45) Enfeebled Operation - Accuracy/Endurance
- (45) Enfeebled Operation - Accuracy/Immobilize
- (46) Enfeebled Operation - Immobilize/Range
- (46) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (A) Basilisk's Gaze - Accuracy/Hold
- (48) Basilisk's Gaze - Accuracy/Recharge
- (48) Basilisk's Gaze - Endurance/Recharge/Hold
- (48) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (A) Accuracy IO
Level 1: Brawl- (A) Accuracy IO
- (A) Celerity - +Stealth
- (A) Recharge Reduction IO
Level 4: Ninja Run
Level 2: Swift- (A) Run Speed IO
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (19) Miracle - +Recovery
- (A) Endurance Modification IO
- (15) Endurance Modification IO
- (15) Endurance Modification IO
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Quote:Very useful advice there; I didn't know about the proc in Assault Bot especially. :3Looks solid.
I'll just mention that a couple of purple procs are nice on bots/traps.
The knockdown proc in caltrops is hilarious, and adds mitigation. When I bought mine it was relatively cheap compared to the rest of that purple set.
The chance for buildup proc in assault bot has a chance to trigger for every enemy in a burn patch, i.e. often. It's one of the cheap purple sets. -
Here my planned build for a robots/traps mastermind who was created in like issue 9, but is still level 9 (yes, my altaholism is immense). The build has undergone many changes, but I'm hoping this is the final one.
From what I've heard, Robot drones give the MM a single bubble, which is base 10% def to all? If this is correct, then a single def level 50 IO should bump that to 12%, which hopefully means my build is softcapped to everything (34.6% to melee/range/aoe without drone bubble). I was originally going to take Mace Mastery for Scorpion Shield (and work defenses around that instead), but decided I wanted an AoE -knockback immobilize power, and the extra resists couldn't hurt. Was going to take Combat Jumping too for extra def and LotG 7.5%, but decided to try what every MM seems to be doing and took Provoke.
Two single target ranged powers are in the build both for concept and for IO bonuses... though I'm aware I could get them easily from the Poison Trap and Electric Shackles if I went Lockdown x2 and gave up 15% global recharge from Basilisk x2.
Because of traps, I plan to eventually go for Spiritual alpha slot.
Build, as is what is starting to feel more common for me, makes no use of purple or PvP recipes. It does make use of two HOs, though they could be replaced by standard level 50 endurance reduction IOs and still just be barely over softcap (if the math from Drone bubble is correct).
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Iron Surgeon i19: Level 50 Mutation Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Medicine
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Battle Drones- (A) Blood Mandate - Accuracy/Damage
- (3) Blood Mandate - Accuracy/Damage/Endurance
- (3) Edict of the Master - Accuracy/Damage
- (5) Edict of the Master - Damage/Endurance
- (5) Edict of the Master - Accuracy/Damage/Endurance
- (23) Sovereign Right - Resistance Bonus
- (A) Enfeebled Operation - Endurance/Immobilize
- (9) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (19) Enfeebled Operation - Accuracy/Recharge
- (29) Enfeebled Operation - Immobilize/Range
- (43) Enfeebled Operation - Accuracy/Endurance
- (50) Enfeebled Operation - Accuracy/Immobilize
- (A) Thunderstrike - Accuracy/Damage
- (33) Thunderstrike - Accuracy/Damage/Recharge
- (33) Thunderstrike - Accuracy/Damage/Endurance
- (37) Thunderstrike - Damage/Endurance
- (37) Thunderstrike - Damage/Recharge
- (39) Thunderstrike - Damage/Endurance/Recharge
- (A) Doctored Wounds - Heal/Endurance
- (7) Doctored Wounds - Heal/Recharge
- (7) Doctored Wounds - Heal/Endurance/Recharge
- (34) Doctored Wounds - Heal
- (36) Doctored Wounds - Recharge
- (A) Endurance Reduction IO
- (A) Thunderstrike - Accuracy/Damage
- (9) Thunderstrike - Damage/Endurance
- (31) Thunderstrike - Damage/Recharge
- (31) Thunderstrike - Accuracy/Damage/Recharge
- (34) Thunderstrike - Accuracy/Damage/Endurance
- (50) Thunderstrike - Damage/Endurance/Recharge
- (A) Shield Breaker - Accuracy/Defense Debuff
- (11) Shield Breaker - Accuracy/Recharge
- (11) Shield Breaker - Defense Debuff/Endurance/Recharge
- (36) Shield Breaker - Accuracy/Endurance/Recharge
- (39) Achilles' Heel - Chance for Res Debuff
- (A) Blood Mandate - Accuracy/Damage
- (13) Blood Mandate - Damage/Endurance
- (13) Blood Mandate - Accuracy/Endurance
- (23) Blood Mandate - Accuracy/Damage/Endurance
- (25) Blood Mandate - Damage
- (29) Defense Buff IO
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (17) Luck of the Gambler - Defense
- (17) Luck of the Gambler - Defense/Endurance
- (37) Luck of the Gambler - Defense/Recharge
- (A) Healing IO
- (A) Lockdown - Chance for +2 Mag Hold
- (21) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (21) Basilisk's Gaze - Accuracy/Hold
- (25) Basilisk's Gaze - Endurance/Recharge/Hold
- (36) Basilisk's Gaze - Recharge/Hold
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (A) Endurance Reduction IO
- (A) Blood Mandate - Accuracy/Damage
- (27) Blood Mandate - Damage/Endurance
- (27) Blood Mandate - Accuracy/Endurance
- (33) Blood Mandate - Accuracy/Damage/Endurance
- (34) Blood Mandate - Damage
- (40) Edict of the Master - Defense Bonus
- (A) HamiO:Cytoskeleton Exposure
- (A) Razzle Dazzle - Accuracy/Recharge
- (31) Razzle Dazzle - Endurance/Stun
- (39) Razzle Dazzle - Accuracy/Endurance
- (40) Razzle Dazzle - Stun/Range
- (43) Razzle Dazzle - Accuracy/Stun/Recharge
- (A) Endurance Reduction IO
- (A) HamiO:Enzyme Exposure
- (40) Luck of the Gambler - Recharge Speed
- (A) Tempered Readiness - Endurance/Recharge/Slow
- (A) Reactive Armor - Resistance
- (42) Reactive Armor - Resistance/Endurance
- (42) Reactive Armor - Resistance/Recharge
- (42) Reactive Armor - Resistance/Endurance/Recharge
- (46) Steadfast Protection - Resistance/+Def 3%
- (A) Enfeebled Operation - Accuracy/Recharge
- (45) Enfeebled Operation - Endurance/Immobilize
- (45) Enfeebled Operation - Accuracy/Endurance
- (45) Enfeebled Operation - Accuracy/Immobilize
- (46) Enfeebled Operation - Immobilize/Range
- (46) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (A) Basilisk's Gaze - Accuracy/Hold
- (48) Basilisk's Gaze - Accuracy/Recharge
- (48) Basilisk's Gaze - Endurance/Recharge/Hold
- (48) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (A) Accuracy IO
Level 1: Brawl- (A) Accuracy IO
- (A) Celerity - +Stealth
- (A) Recharge Reduction IO
Level 4: Ninja Run
Level 2: Swift- (A) Run Speed IO
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (43) Miracle - +Recovery
- (A) Endurance Modification IO
- (15) Endurance Modification IO
- (15) Endurance Modification IO
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While I have about seven level 50s out of 40+ alts, only three are incarnates so far, and of those three, one has uncommon boost, while the other two have commons.
At the most, I'll get the rest of the level 50s to be incarnates, and have at least common boost, but I won't go out of my way to rush them into doing it. They'll be ready when it's ready. :3
As for uncommon and higher, probably only the alts who have any real playtime, in which case, I'll work to get them using better boosts. Otherwise, they can be content with common boosts. :3 -
Gonna take both the single target attacks on my Bots/Traps. Why? Because we don't get LASER RIFLES as a powerset yet.
It's weaksauce damage, but I'm gonna slot both with Thunderstrikes for set bonuses anyway (will be able to softcap everything).
Plus the rifle looks neat. -
If we were to get more slots... I'd probably have them come from level 48 and 50, where instead of three slots each for those levels, we get six slots each for those levels, as a 'reward' for reaching near and at the max level of 50.
If six extra slots seems a bit too much, then just level 50 giving six slots would be enough for me. :3 It never really made sense to me that the final power you pick is generally a 'filler power' since it can only have four slots at most. -
Quote:It shouldn't come too much as a surprise that the Well altered Cole genetically; on Primal Earth, Statesman's daughter Miss Liberty, and his grand-daughter, Ms. Liberty, both genetically inherited a portion of his power, which he also got from the Well.No, Actually I was ingame and redid the arc, the ones I linked to were the ones I was thinking of, they are listed as clones too. I never finished neuron's arc so I didn't even know about the olympian. I need to figure out how to get better screenshots on a mac that sow the game UI.
From a lore perspective, I am surprised that cloning Cole copies the powers too. I would expect it to give a normal human, but apparently what the Well of Furies did to him altered his genetic makeup. That suggests the arachnoids might not really have much (or any) Recluse DNA in them.
Did Crey get their hands on Trapdoor in his original arc? I don't remember. Some interesting possibilities for the revenant hero project if they did and clones of incarnates have incarnate powers.
Stheno, also an incarnate, gave birth to a race of snakemen, so it appears the Well works on just more than magic; presumably by the way the artifact in Mender Ramiel's mission which you take from Trapdoor changes into an item of your origin, the Well works over all origin types however it wants. For all we know, the Well could just be super advanced 7th dimensional alien technology, but as the saying goes, "Any sufficiently advanced technology is indistinguishable from magic." -
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Quote:While I don't agree with most of your issues on Endurance, I do agree with you on this matter. I started the game to play superheroes (and returned back in issue 7 for the same reason), not to be a high powered retailer. XDMeh, I'm not really interested in playing the market. That's not what COH was supposed to be about, at least to me.
Thankfully, Going Rogue makes gaining inf a lot easier now. Craft a high value recipe such as Luck of the Gambler 7.5% or Kinetic Combat triple, and sell it for at least 100 million, use that inf to buy the cheaper stuff on the planned build. Also use A-merits to get low level Numina and Miracle as soon as possible to immediately help with endurance.