Jack_NoMind

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  1. 1) H347Z Rocket. Whipping out a rocket launcher, the character fires a comically large missile at the targeted spot. Affected allies are healed, while enemies are knocked down.
    2) Whatapal. This toggle causes the targeted character to exude an aura that improves the recovery and recharge rate of all of your allies nearby. It has no effect on the target, which may be friendly or hostile.
    3) Very Large Arrow. This power places a very large directional arrow, which the character can select the angle of. The arrow is visible on the minimap as well, appearing as a bullseye (regardless of the direction it actually points). (The arrow has no effect on creatures.)
    4) REroy. Selecting a defeated ally, the character resurrects them, causing them to be restored to full health and endurance and to gain a potent damage aura for 90s. If they are still alive in 90s, they explode, dealing high damage to nearby enemies and incurring a defeat. This power has an unenhanceable 89s recharge, and a unique and very explicit rez prompt. However, it does accept damage enhancements, including PBAoE, Ranged AoE, and Pet (non recharge intensive).
    5) Howling Twilight. (As the Dark power.)
    6) Nyuk, Nyuk, Nyuk. This melee-range power is a magnitude 6 Immobilize, Fear, Hold, Stun, and Confuse, in that order. (Eight-second cast.)
    7) Gravitational Thimgamajig. Although the character has no idea how it works, using this power on an area changes all knockback into knockup for a while.
    8) The Straight Man. This power must have a mezzed target in order to be activateable. It summons a large gorilla in a suit, who proceeds to beat up on the target for a while. The Straight Man can be directed to attack a new target, but will not accept any other pet commands.
    9) A Stick. This power summons a placeable stick. The stick has no powers, is flagged as hostile, and takes no damage. (Admittedly too strong. Probably has to be a crash power. Alternate concept : Anchor falls from the sky into designated spot.)

    Comic-book inspirations : Slapstick, Harlequin.
  2. What is this five pages of.
  3. Failing at the blueside WST, apparently. My run yesterday glitched and after we clawed our way through the interminable first mission with mostly squishy 20-somethings, the objective became... that mission again. The task force organizer petitioned and spoke to a GM, who told him, essentially, that the solution was to complete the mission because that probably wouldn't happen again. Cue mass bail.
  4. The top tier Leadership power might be worth getting to even as a Scrapper just because there's almost no build that can't Maneuvers/Tactics/Vengeance well. The top tier Presence power is fantastic, but it requires investing in two powers you will probably never use.

    (I suppose you could build for single-target Fear, but... i mean, it's hard to imagine why. You could, in theory, lock down a boss or EB that way, but so what? You should be able to survive several of them simultaneously anyway, and in group play they'll be dead before it's really relevant. Spending any of your time locking down an AV when you could be burning it is probably a bad investment.)

    The Sorcery stuff is hard to quantify at present. I'm going to say "tentative no."

    Investing in resists is definitely worth it for SR but it's way too early in the game for me to give you any specific build advice. If you're going to be re-calibrating your build anyway, you should at least plan to include the two ubiquitous PvP enhancements, the +Def and +Res ones. I assume you can figure out a way to acquire those at this point.
  5. The costume concept art posted (Thanks!) looks better than how it's been done in-game (changing her hair -- the biggest one -- rendering her seamed heeled tights as boots, belts are definitely at least cloth and not metal bands, etc) and in official splash art, but still kinda weak. Where's the blue he's talking about -- her hair? Ehhh. Besides, she has no actual relationship to Statesman (to the best of my knowledge). Why is she even aiming at all for Asian Liberty? Why not just Asian Clockwork-Befriending ***-Kicker?

    The top, minus the metal boob support arms and the extremely uncomfortable-looking midriff belts, can stay -- it can even keep the belts if they're put over clothing, for the sporty "I was going climbing but then duty called" look, if that's really what they like.

    The legs -- hm. I'd prefer something with a bit more body to it. If they're keeping the sporty look of the top, shorts. Otherwise... I don't know. At least add some white to the top, or change the white panels to match the coloring of the top.

    Please break the trend and just give her actual boots. It's all the rage these days. Female crime-fighters are no longer heels-only.

    The face thing pretty much has to go. As others have said, it's helmet or under-eye makeup. I kind of like the eye makeup as it's done with the rest of her makeup in the concept picture, but...

    Edit : Oh, yeah, the collar. It actually looks cute in the concept picture. In the splash art it looks like a pet collar.
  6. Quote:
    Originally Posted by Thirty-Seven View Post
    Huh, and here I thought it was *snark* Man, I must be doing this all wrong.
    Nope. Looks good to me.
  7. And I'm expressing my dislike*, which is the main purpose of forums.

    *of the character development thereby expressed.

    There are cheek options kind of like that in the Cybertech set on beta, but I didn't think Penny was supposed to be a cyborg (yet?). They haven't gone full Dresden Codak on her afaik. Also, the metal eyebrows appear to be part of the same head-piece that the cheekguards are from, but the lack of extension of the piece through her hair really fails to convey a unified element.
  8. Oxford, comma, Bond.

    Sorry.

    And uh... I'm pretty sure the splash art isn't being done by a dev. ;p I'd be happy with jeans, a t-shirt, and biker gloves for her in-game costume.
  9. There's some serious dissonance going when I see the little girl whose dad I used to rescue in impractically heeled thigh-highs and a collar. I realize that in real life, this happens. In the game, it's just weird.

    (I also think parts of her costume are plain ugly -- or well, disproportionate and unmatching. The thing on her head needs to either be bigger and extend out of her hair, or smaller and with less metal eyebrow going on. I like the action-girl-jacket look but it doesn't really connect with the more silver age-y tights and hose on her legs. Dazzler is not the model for a *successful* heroine costume.)
  10. Jack_NoMind

    Scrapper Love

    Ball and Chain would be kind of neat as an alternative Momentum-ish set, where your attacks get faster the more you chain them. But melee has a real lion's share on the powers at the moment. I'd like to see some more diversity.

    Oh, but I did think of one kind of Scrapper love I want to see. More weapon customization!

    Specifically, unlockable weapon customization (yeah, I know) for doing ridiculous things in-game.

    Is there a pylon-soloing badge yet?

    (Or at least, sell the weapons for e-merits or paragon points, but let us have the option to unlock them by doing ridiculous things instead.)
  11. I did mention the advangages of DEF above. It's somewhat moot at this point as the changes are on beta. I haven't looked at the numbers yet, but I do rather expect the developers to place more weight on lifeline damage mitigation of the two stats rather than carried benefits. But -- I'll log in tomorrow to see what things look like. 2R% would be a nice surprise for the previously egregiously weak +Resist IO sets.
  12. I was in a +4/x8 this morning (8/8 ~10amEDT) on a toon named Bogh Galloo, and I literally fell asleep at the keyboard. I woke up about 30 min later, just long enough to notice I had been logged out, and stumbled up to my actual bed. I uh, work nights, and guess I was a wee bit more tired than I expected after work.

    So uh, yeah. That happened. I'm just glad it wasn't a TF. Sorry, guys.
  13. 1) DFB. It's the new version of sewer farming, but it works at any level, since you're exemplared waaaaay down to get in. The returns are not very good at high levels, but it should get you at least one bubble. Go to atlas park and you should find people broadcasting for runs quickly enough (depending on server, may have to do around prime-time).

    2) Search for Mids' Hero Builder and play around with it. Once you have something rudimentary post it to the build forum or the blaster forum and you'll get some feedback.
  14. Quote:
    Originally Posted by Sailboat View Post
    Well, I was referring to the way 45% defense is equivalent to 90% resistance.
    And I was referring to how it isn't. 90% resistance definitely mitigates 90% of incoming damage of the appropriate type regardless of relative level or tohit buff. 45% defense mitigates 90% of damage against most even-level minions, fullstop.

    Or in an obvious literal example, you don't need to add 28% more Resistance to hit the Incarnate Resist Cap.
  15. I do not know the individuals involved, but that doesn't seem in line with other games. It seems more likely the melee archetypes would have been Tankers and Blasters.
  16. No, Resistance behaves much more favorably than Defense*. So while D% = 2R% nominally, it's not exactly apples to apples. I would anticipate something in the range of 112.5% to 150%, but wouldn't be shocked if it were only 100%.

    *In most ways. The exception being a typed defenses vs mixed-type attacks.
    ** Well, also, a successful Defense protects against carried effects. But whatevs.
  17. Quote:
    Originally Posted by Arcanaville View Post
    Brutes, Scrappers, and Tankers have the largest overlap design-wise. If this was a beginning of time decision, there should have always been only one of those.
    Ehhh. The existence of Scrappers is the foundation of my enjoyment of this game. I think that a more, uh, cogent design implementation would in fact have included only one of those things... and I'm extremely happy that that did not occur.

    (There are actually a great many design accidents of the game that I am extremely hopeful they carry forward despite being observably bad hacks.)
  18. Literally any other type of existing bonus.

    A great many types of non-existing bonus.
  19. It's likely that they'll be between equivalent to and twice as much as comparable Defense bonuses. Even if they are merely equivalent, .63 S/L resist adds up.

    I'm extremely interested to see what this does for Dark Armor, Regen, and SR in particular.
  20. I was wondering why it wasn't, to be honest.

    And just imagine if you had a mini-me to handle all those little tasks!
  21. Quote:
    Originally Posted by Roderick View Post
    The only problem I have with these missions it that the warning ISN'T there, until just before the mission in question.

    So you take your level 50 to do a flashback of the new level 30-35 arc, and halfway through, you get told to go recruit some friends for the tough fight. Um... How? I'm in Flashback mode! I CAN'T invite friends to help me!

    The warning should be up front, before you start the arc, just like it is on AE arcs.
    Okay, I don't agree with the OP (I soloed the mission in question just fine on my un-enhanced Brute (I kept letting my SOs red out while levelling), thanks, although I ate a good number of insps for it and let Montague tank for a bit), but I definitely agree with this.
  22. Quote:
    Originally Posted by Fireheart View Post
    In which build, Jack? In my builds, I'm running around 150%+ Accuracy, so if you strip away 40% I'm still over 100%.
    That isn't how ToHit/Accuracy works. If you have 150% hit chance (which is actually 200% accuracy -- accuracy multiplies your tohit chance, and the base is 75) but no added ToHit, and you strip away 40% ToHit, you have 70% final hit chance (75 minus 40, times 2.00. The accuracy multiplier happens last). You do have a bit of tohit, but from memory your hit chance vs +4s is something like 75-85%, which is noticeably below-cap (95%).

    Quote:
    Which power/sets would you change, to get more... stuff? So far, I'm mostly getting people posting completely different builds, rather than helping me tweak my own (And explaining Why a given adjustment is actually better).
    Finishing out the Heal and EndMod set bonuses spring to mind from when I looked at this before, but I'm not at my home computer atm to double-check in Mids.

    Quote:
    Perhaps I should look at changing my trays a little, so as to Make it work a few times, before I get rid of it.
    I rather suggest this. Running with a lot of soft mitigation like KD can make a world of difference in regular content.

    Quote:
    On a related note: Any suggestions for which Alpha I should build?
    Cardiac Core, Spiritual Core, or Vigor Core. Again, no Mids here, but I'm loosely thinking Spiritual Core would be best. I highly recommend building multiple Alphas for different situations, though.
  23. Burst of Speed would actually be a suitable candidate for an APP power. And that could actually be quite a lot of fun (add in EleM primary to your attack chain, Arcana). Reach For The Limit... well, isn't, really, at least not without neutering its magnitude. But I can live without that.

    Or we could get that Superspeed/Dash Melee so many people have talked about. (I'd give it a toggle PBAoE like Spines, only it would be fists. And... can we do powers that teleport us directly to a target and kd/immob it? Or ones that move us a fixed distance in a direction, and do like, a facing cone of damage over the area we teleport? I'd love to have a set that's like 56% repositioning/movement powers... Smashing, Lethal (fists like bullets!), Energy... Hmm.)
  24. Well, four times, but who's counting?

    (And I think the answer should be obvious.)
  25. Claws is a melee set that's already somewhat ranged. Why not tune it up a bit and proliferate it over to dominators as a secondary?

    Here's a version that keeps the melee focus, but with a Dominator-appropriate twist. The concept is a mobile character that uses KD and similar combat-interrupting effects to close into and escape melee combat while building up Domination, which lets them unleash their ultimate attack.

    Feral Assault

    1) Focus
    2) Slash
    3) Spin (Additional effect: chance to knockdown)
    4) Feral Lunge (Shield Charge/Spring Attack type-power. PBAoE KD on landing. This power frees the character of immobilizes when used and renders them highly protected against further immobilization for a time.)
    5) Follow Up
    6) Shockwave
    7) Deadly Allure (This click power has a chance to affect each enemy near you. Weaker enemies may be Confused, while even powerful enemies may be briefly Placated.)
    8) Eviscerate (Additional effects: Chance to knockdown, Damage over Time)
    9) Frenzy (This is a long cast time, moderate-to-long cooldown multi-hit type melee attack; a very pumped-up Flurry or Shadow Maul. It additionally debuffs Resistance and Defense at the end of the cast.)