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Posts
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Joined
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Still doesn't change the fact that enemy mobs are still painfully unbalanced a year later.
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First I would like to say; Welcome Back!
Second, I will mention that in addition to the Regen Debuff Resistance mentioned earlier, there is a change being made to the resistance power that /Regen offers: The resistance is being increased in scale to...I think 1.25 was the number mentioned instead of 1.0. The resistance is also to ALL forms of damage and not just S/L.
So, yes, /Regen is finally being buffed a bit...but small buffs, tiny steps. The devs don't want to tweak it up too far and make it the insane powerhouse I have been informed that it used to be. -
There are a number of reasons for this, all of them related to game balance.
1. Buff and Debuff Values: VEAT's get Brute patron pool powers. Brutes get Tanker Ancilliary/Epic pools. Tanker Ancilliary pools have AoE's and Debuffs in them. VEAT's get better values when using buffs than brutes. For example: Brutes get a 2.28% unenhanced defense from basic Maneuvers. Both VEAT's get 3.5% from the same exact power. Pyre Mastery gives Tankers and Brutes access to Melt Armor and both get -9.75% -resist and -7% defense from this power. VEAT's would get increased numbers from this, though nowhere NEAR Defender level debuffing. VEAT's also have better ranged damage modifiers than Tankers or Brutes, and thus would be able to leverage powers like Fire Ball better, and a VEAT with Energy Mastery could be just plain overpowered. (Conditioning Inherent AT power for higher base regen/recov + Inherent Fitness + Superior Conditioning for extra endurance beyond accolades + Physical Perfection for even MORE regen/recov? {Hyperbole alert!}A Crab would basically be a ranged /Regen with better defenses, better resists, better AoE, and less clicking except to keep Serum running.)
2. Epic Parity: HEAT's do not get ancilliary pools. HEAT's can't even get Patron pools if they switch.
3. Lore/Story: This may or may not be true for your specific character, but the lore of the Soldier and Widow AT's is that you are playing a renegade trooper in the army of Arachnos. You have NOTHING but what they offer for training. You are a completely normal human being with a Natural origin. (Yes, Incarnate stuff kinda messes with and somewhat invalidates this, but that's an act of ascending to a higher level of power rather than training.) So why should this completely normal human being that never exhibited anything spectacular outside of what their training allows suddenly be able to throw fire, or shoot lasers from their eyes, or conjure ice from nothing? You Have No Powers. The patrons GRANT you a measure of their own powers by taking you under their wing.
I'm sure other people can come up with further reasons for the restriction... -
Quote:Fixed that for you.PGT is one of they best debuff powers in the game and with a chance for hold proc can easily lock down a whole spawn.
People are most likely getting PGT confused with Poison Trap from the /Poison set which does indeed suck all kinds of pancake until i21 launches and makes it useful.
One of the major changes to /poison in i21 is that Poison Trap is no longer a 'skip this unless you have no other option for a set mule' power.
On topic: Poison Gas Trap from /Traps is one of the best -regen powers in the game. Take it, slot it, love it. -
Quote:Not a leak? NOT a leak? ********.GPU, what exactly is the problem, codewise? Or rather, what did you think the problem was? I'm getting the strong notion that it's something to do with memory allocation going haywire at some point (not necessarily a leak).
Don't be afraid to get a little technical!
Edit: Second Life runs for me without any problems, though it still uses OpenGL 2.1 apparently. Since City of Heroes doesn't actually use any OpenGL 4 functions, why not try rolling back some functions to OpenGL 3 rather than forcing 4.2, where ATi's drivers are apparently not entirely up to scratch yet?
I have 9 gigs of RAM and occasionally I'll peek at what CoH is using up. The most recent high point, just before a client crash, was 3.5 million kilobytes in Steel Canyon.
I run the 11.3 drivers, and ever since Irene I've been getting random freezes and crashes with 11.3 on my HD 6870. It's beginning to actually piss me off. -
I wish they would take a good long look at Stone Armor and make it so that the set doesn't have a tier 9 that effectively replaces three of the four previous armor powers with a better version, and cannot be used with the fourth.
It's entirely possible to build a Stone Armor that doesn't take Granite, yet is softcapped to all types except Fire/Cold. Fire and Cold are not that common late in the game either.
It's also possible to respec into a build that is effectively useless when exemplaring below level 27, rather than simply having reduced capabilities.
What I'd like to see is Granite changed so that it becomes an additional bonus on top of the other armors that grants the same final effect as Granite does currently by itself. Recalculate some of the endurance costs to account for needing to run all of the armors to get the same level of protection. Retool Rooted so that the set is no longer 'Take Teleport or else' for travel options, even if this means lowering the mez protection a bit since Granite gives mez protection as well.
Heck, reducing the effectiveness of Granite when used by itself might even be seen as an argument for reducing the penalties associated with that power.
Show of hands, how many people would LOVE to see some of the penalties from Granite reduced even if it meant making the power less useful without stacking with the other armors? -
Northern Connecticut here, and potentially out of power until Saturday.
There are currently (at the exact time of this post) 363750 people served by one power company that are out of power, or 29 percent of their customers, with 1786 of them in my town alone and 8 downed trees within a mile of my house.
I'm running on a generator. Fun times. -
Famous on Virtue? Never heard of them, and Virtue's my home server.
Also, let's face facts here, the only reason the -regen is only -100% is because it's in the first power in the set. Twilight Grasp has an even lower -regen component to it (-50%), and only becomes ON PAR with Time Crawl because of Fluffy-stacking. /Dark's main source of -regen is Howling Twilight, a power that comes later in the build, and the primarily intended use is not as a debuffing tool. Poison Trap comes a full 10 levels later than Howling Twilight, and its only use is debuffing with a minute amount of crowd control.
I'm not saying that there shouldn't be some additional -regen in /Time, far from it. I personally think that every debuff in /time should do some -regen since they all revolve around manipulating the flow of time. At the very least, Time Stop should have a -500% regen similar to Howling Twilight's simply because you're essentially freezing your target in that moment in time. Of course, this kind of discussion should really be taking place in the beta forums rather than the live forums, preferably Feedback. -
/time is not a nerfed version of traps, it i its own powerset.
Get over yourself. -
Yes, clearly /time has issues with -regen, despite the first power (The power that enhances the other debuffs) having -100% regen for 20 seconds on a power that has a base recharge of 15 seconds. This is -100% regen even for masterminds.
It's trivially easy to get the recharge of that power down to under 10 seconds as early as level 20, and that power takes slow sets. Oh, look at that, there are two Slow sets on the Market; Curtail Speed and Tempered Readiness! Neither of those sets will get you to under ten seconds by itself, but they both have a global recharge bonus at only five slots. Let's look at what else is available on the market for /Time for early-levels utility.
Temporal Mending, well it's obvious that one takes heal sets, but Doctored wounds can't be slotted until 27.
Why look at that, Time's Juncture takes -tohit! Dampened Spirits is a decent 20+ set with a +recharge global bonus available on the paragon market.
Distortion field, time stop...slow and hold, both available before or right at 20. We've got your precious Basilisk's Gaze +7.5% accounted for right there.
Seems to me that what we have there is a simple and effective way to stack -200% regen on a target for ten seconds, easily focused on a single target. Sure an AV will resist that to whatever low percentage, but that's -regen on a Tier 1 power that is EASILY double-stacked permanently after the second application.
So, yeah. -regen weakness? Not really. There are other sets that have it worse. Let's do a graph of -regen over time with downtime taken into account? I'm thinking that a steady, dependable source of -regen is better than a single spike from a higher-tier power, even if that spike is higher. -
Quote:So Radiation blast sucks on a defender. Does it suck on a Corrupter also? I was thing about making a Rad/Rad Corr. Does the secondary may up for the primaries weakness?Quote:Radiation's ST damage is very very low. It's not my cup of tea but maybe you'll like it. Cosmic Burst is the only thing saving the set IMO. The AoEs are nice.
You can, however, put a lot of procs in them.
The Rad/Rad pairing has 10 powers that can be slotted with that -res proc, eight from the blast set, and two from the emission set...one of which is a toggle and thus has a chance to proc every 10 seconds. This chance for -res will stack with the -res from Enervating Field. Defender modifiers make for the better -res stack when combining procs with effects baked into powers, and thus a better contribution to the team.
Of course, the -res IS only a CHANCE with a proc in Rad Blast, rather than being a constant effect of attacking like with Sonic Blast...and it can limit slotting choices for set bonuses if you build the character around making sure that proc gets as many chances as possible to fire off...but Radiation is a monster for procs when you take into consideration that any power that can slot an achilles' can also slot a ToLG: Chance for negative energy damage. -
Live: @Lady of Ysgard
Beta: @Lady of Ysgard
Test: @Twilight Sparkle?
Original global: @Hooded Huntress
Why did I change it? Well, because when I started I had no idea what a global name even was.
Why is it different on Test? Well, apparently at some point the test server's global names database was reset, so the first character I made on Test after deleting a bunch from the Issue 16 Open Beta was my new global name there...a Grav/Kin controller whose costume design should be rather obvious.
I have only renamed a character once on Live, where it costs money to do so. My Rad/Rad defender went from Atomic Bombshell to Abnormal Isotope a long time ago. I wanted it to sound a bit more scientific despite her mutation origins, and I had forgotten the colloquial definition of 'bombshell' when applied to a woman at the time I had initially made the character. -
Heavily Nerfed? Really?
+recharge having no effect on pets is NOT 'heavily nerfed,' it is a single aspect of TWO POWERS that has no effect on THREE powers from a Mastermind's primary powerset.
Everything else that is less effective on a mastermind is due to archetype modifiers, the SAME EXACT THING THAT EVERY OTHER MASTERMIND SET 'suffers' FROM.
That is not Nerfed, that's an aspect of game balance, and the +recharge is because of errors in pet AI caused when powers recharge too fast. Would you really want all of your pets using nothing but Brawl all the time, at level 50, when fully upgraded?
I mean, by your logic, every mastermind set in the game suffers from 'Heavy Nerfing' simply due to MM AT modifiers, lower HP numbers, and pet AI. Even the 'top-tier' powersets are Heavily Nerfed simply because they are on a mastermind.
You are considering this set SOLELY from a soloing perspective; YOU ARE WRONG TO DO SO. This set will be very welcome on teams of all kinds even before the mid 30's. Layered, stacking, complimentary buffs and debuffs are a huge advantage, and Time has these in spades.
/Time masterminds will be VERY welcome on teams, and have NO trouble soloing. Temporal Selection alone is damn close to Fortitude in utility, even from a Mastermind. -
Quote:You misinterpreted the post that you read.I am not sure about this, but I read somewhere in the beta forums that anchor debuffs are going to remain affecting the foes even after the anchor dies in i21. If that is true, it's a great thing for rad overall. I do intend on making a Ill, I am just unsure on which secondary to pick, between rad and storm.
The post stated that long-activation powers would have their effects work properly if the initial target dies during the activation time (or initial hit from the power). Powers like Transfusion and Transference, and Ionic Judgement as well as other chain-type powers.
Toggled anchor-based powers like Radiation Infection and Enervating Field? New target, retoggle. -
Quote:Saying that anything above or below a certain level of usability needs tweaks is like saying that the sun will rise tomorrow. It's obvious. I was talking more in that it seemed like you were complaining about how it's not one of the best sets yet.... The testing is to see how it compares, Miss or Sir. Because if it's underpowered, it needs tweaks. If it's overpowered, it needs tweaks.
This is why I spend so much time on Beta. I want this set to be /right/. So I WILL min/max it to the ends of the earth to make sure it won't dominate the game, nor never see viable use.
PS: Admitting your first 50 had AE Boosting influences is kind of =/
You said yourself it was not a bad set. At that point, why continue comparing it to other sets rather than seeing how well it plays and supports the character in question?
Once it has been established that a powerset Does Not Suck and Is Not Overpowered, the main question becomes the fun factor. The game is STILL balanced around SO's, so the IO factor is null and void.
As for my first 50 having AE boosting? LOOK AT MY JOIN DATE! I'm only a 30-month vet, how am I NOT supposed to have played AE when it was the first major update to the game after I joined? I've never even experienced pre-i13 PvP.
Yes, I was boosted by participating in some AE missions. This was before it became widely known that AE was basically a farming and powerlevelling paradise for the first few months. I gained levels in AE because I accepted ANY team invites when I was still new to the game, and I found it more annoying than satisfying that I was basically unable to do anything in the mission except look at the floor because every time I tried anything I was splattered across the room by custom enemies. I got sick of it after the first three 'dingrezzes' and began asking if the invite was for some crappy AE farm before accepting or declining based on the reply...and occasionally chewing out someone when they turned out to have been lying in their reply and it WAS another crappy AE farm.
So yes, my first 50 was boosted by AE, but I was actually playing normal content in addition to the times I was dragged into some crappy farm disguised as a story in AE. So you can take your 'holier than thou' attitude and cram it sideways up your ***.
I was in the beta when TJ was as good as a tanker's GODMODE on a mastermind, I was one of the ones that expressed relief that it was being adjusted down so that it wasn't a toggle that one could pick before level 10 that guaranteed an instant win.
ON SO's, this set is balanced. THAT is all we need to worry about. THAT is the point of balance on which the game is based, not on how much IO tweaking one can do. -
Quote:Who cares how it compares to other sets?All this aside, Time is a good set. Middle of the road, but it's not superior to Traps, Dark, or Thermal. I KNOW I will see it played, I KNOW I will see it played badly because people already suck at micromanaging MMs and Time promotes even WORST MM micromanaging.
I hate Time for that ;P
Is It Fun? That is the ONLY thing that matters in the end.
/Time is fun, for me. I don't care if it's top-tier, middle-tier, or the worst powerset in the game. I have fun with it.
Yes, I do min/max occasionally, but I don't feel a compulsion to do it all the time. Yes I make builds in mids, and have made some very INSANE builds using that program, but I am in no rush to complete them ASAP.
Am I a master at Masterminds? Hardly, but my first 50 was a mastermind that was levelled through a combination of missions and some occasional AE boosting.
Time Manipulation is fun and brings a lot to the table that can really help a team when used properly. There's going to be a lot of people toying with it once it goes live, and a LOT of people tweaking builds in Mids to see just how much they can potentially get out of it. I can already see many different ways to slot things as there will be some people who will want to leverage the slow aspect of some of the powers more than other aspects. This is a GOOD thing. -
Quote:Regarding the bolded part:Okay, been doing it again. I'm more or less ignoring anything Incarnate-esque besides the Alpha Slot. I'm a firm believer in "If a set needs incarnate crap to be viable, it's probably bad. Or Dark Armor, which is amazing."
Also because I don't feel like farming Trials all night. Yet.
-snip-
I think my biggest issue with Time Manipulation is that it uses the Mastermind Endurance Coefficient, which is really brutal with a twitchy set. I bottom out extremely quickly, considering how toggle-heavy MMs are. I might need to consider Cardiac over Spirituality in this scenario. Probably, yes. Time Manipulation is pretty endurance heavy.
Do note I refuse to acknowledge Ageless, because nobody gets that excuse.
... 'cept Dark Armor.
-snip-
As it is, Time is a set that needs a lot of Recharge, and is thusly an IO Baby. A lot of it's powers seem to acknowledge the fact Chrono Shift is a +50% Recharge Power, but that alone isn't enough.
At the end of the day, is /Time a bad set? No. But is it the new OP? Goodness no.
/Dark, /Traps/, and /Thermal all seem superior to me still. Especially the last two.
Phew.
Unless they changed something in the switch from Closed to Open beta, you can still buy Empyrean Merits for 1 inf in Oroborus and get your Incarnate stuff damn fast by importing a few moneybags characters from Live to bankroll some heavy incarnate unlocking. This is to facilitate testing of the Underground at various levels of Incarnate abilities.
Regarding the second part:
Ageless can work well with builds other than Dark Armor. I have an end-sucking Crab build that runs nine toggles unless traveling. I used to have to stock up on blues constantly unless doing a Keyes, and then watch my end use on Keyes due to having only greens simply because I went Nerve as my Alpha for the ED-bypassing extra +defense to Maneuvers and TT: Maneuvers. Her build isn't even complete yet and she's softcapped to everything but Psi in normal content, and only something like .5% from that.
Regarding the final part:
While I do not have enough experience with the other sets to run a true comparison, I can only speak from what I have seen so far in the beta. You are doing a disservice to the set by focusing only on getting the tier-9 to a permanent status. That is NEVER a balance point for any powerset. Let's look at what else happens with the set when you have 300% recharge.
Temporal Selection becomes easy to keep on all of your pets, boosting damage and survivability by itself AND making the other buffs more potent, as well as making Temporal Mending heal better on them as well as more often.
Chrono Shift can be slotted with Efficacy Adapter rather than doctored wounds, and provide better +recovery while STILL giving a +5% recharge bonus. (Speaking of which, if we are to take 5 LotG +recharge IO's into consideration, then your two Basilisk's Gaze sets with 7.5% values are wasted due to the 'only 5 of one numeric bonus' rule of IO bonus effects, so we can re-slot those powers with other sets to avoid wasting bonuses that will not matter. My personal preference would be for Lockdown with the proc.)
Also, I don't know about you, but I'd rather slot Regenerative Tissue in one power rather than only Doctored Wounds in two or three. You get the same +5% global recharge with the same number of slots, and you get a chance for extra +regen from the proc. This one would go to Temporal Mending so that the set could be slotted earlier, and ALSO helps alleviate the fact that we have replaced the slotting on Chrono Shift for better End recovery instead of being a 'heelor' power. The set already has one decent heal in it, why relegate the Tier-9 to that duty as well when one can more easily rely on an earlier power and allow the set bonuses for +heal to enhance its capabilities?
Time Crawl becomes simplicity itself to stack on a single hard target in a recharge-heavy build as well, and while it doesn't have the raw power of other debuff sets, it IS your primary debuffing tool since TC is what sets Delayed on a foe and makes all of your debuffs more potent on them. Keeping Delayed there for another application of Time Crawl makes even Time Crawl more effective.
You also seem to take no consideration for ally buffs. I don't know about you, but I don't solo all the time. Sure, it's a good idea to build for solo survivability, but the game is NOT balanced around a purely solo experience. It is also most definitely not balanced around farming or soloing at x8, so take those out of consideration entirely as well. On a team, Time Manipulation, even with Mastermind values, will find MANY uses.
Finally, you're ONLY considering Bots in your choice of Primary here, this is a mistake since the set has synergy with another MM primary: Necromancy. All of the Necro-pets have attacks that do -tohit, this will stack with the -tohit from Time's Juncture to add to total survivability. The more -tohit you have, the less +def you need.
Now, admittedly I haven't tried a Necromind at 50 just yet, but I am having a ton of fun with Entropy in First Ward levelling up normally. The only bump I hit was the first mission with Carnival of Light slapping me around since that was also the first mission I hit after the patch that reduced TJ's debuffs to NOT INSANE levels and I had to get used to the reduction in -tohit. -
Poison
Alkaloid: Increased this power's healing moderately.
Envenom: This power now has an 8 foot radius. The targeted foe will suffer the full strength of the power's debuff effect while nearby foes will suffer half the effect's potency. Increased this power's endurance cost slightly.
Weaken: This power now has an 8 foot radius. The targeted foe will suffer the full strength of the power's debuff effect while nearby foes will suffer half the effect's potency. Increased this power's endurance cost slightly.
Poison Trap: Reduced this power's interrupt time from 4 to 2 seconds. This power now deals minor damage over time, will hold foes instead of put them to sleep and will reduce the affected targets' recovery while they're within the poison gas. This power now accepts Interrupt enhancements, Hold enhancements and IO Sets and Damage enhancements and Melee AoE IO Sets and can no longer accept sleep enhancements and IO sets.
During Closed Beta I asked Synapse about the possibility of altering the tier-9 power into an Any Ally power for Masterminds, the response was that there was no way to do it in the current development schedule due to the fact that it is coded as granting a power rather than granting an effect. The OTHER changes are nice though. -
Quote:Yes, but we can't SLOT for damage debuff, and NOBODY is going to slot it for Slow. Therefore, we call it what will be the most logical thing to slot for, -tohit.I had a brief taste of time manip on a defender (I will try the MM version, too) For a defender, the power selections are going to be CROWDED early on.
My point in stopping by is to promote the utility of Time Juncture. It's level 4 on defenders, not too much later on MMs. PLEASE, don't say it's a to-hit debuff and some other debuffs. It's a 25% damage debuff on defenders boosted to 30% if they have Time Crawl in place.
Time Crawl doesn't seem to be useful much on 2 or 3 shot hellion minions, but as part of a hard target strategy, it's part of a layered debuff process that can neuter really tough targets. It reminds me of sonic siphon.
Slow slotting isn't going to be that useful, but -tohit? Might as well be +def. Plus, if you really want to twink out on the slotting, you'd go with six slots. Five Dampened Spirits and the Dark Watcher's Despair proc unless you REALLY want that Psi resist. It's a toggle, so that chance for -recharge will have a chance to fire off every ten seconds. -
Quote:Regarding the HoT effect: It scales up well with your level, and CAN work in a pinch to keep even your minions alive when a single burst heal might not have.... Yeah. Not really liking those numbers in the least. And those are the /Defender/ numbers.
It looks like it'll be a lot weaker on the other three respective ATs, not to mention the sheer focus it wants. However, Masterminds are able to greatly benefit from the PbAoE Power.
... Ninja/Time. Hm.
Also, Re: Temporal Mending? It may heal more over time than the other PBAoE heals? But it also has a significantly larger cooldown. A whole 10 seconds more. This is pretty major. Dunno how it would compare in a heavy IO world, but it's worth noting 8 vs. 18.
Quote:*Drool*
I'm going to LOVE my new Ninjas/Time Manipulation Mastermind.
It doesn't look like I can get the Ninjas (perhaps the Jounin) to the Defense cap, however with that huge -Tohit debuff from Time's Juncture coupled with its massive radius means that won't matter for non AV fights.
Some things I don't like:- Temporal Mending's Recharge
- The +Recharge buffs which are partially (since they come with other side effects) wasted on Pets
Edit: Silly me, I forgot to say Thank you very much Aett_Thorn!!
Temporal Selection on your tier-2 pet before you get a second one is a great way to power through a tough fight, especially since it applied the accelerated property, which makes Temporal Mending more potent. -
The set has internal synergy. Time's Juncture is a PBAoE -ToHit (along with other debuffs) to go along with the +defense (along with other buffs).
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Yes, especially Necrominds.
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Sanguine Sanction (Bots/Poison) One of many people rescued from the wilds of Praetoria by the efforts of Emperor Cole, Sanguine Sanction was not unmarked by her exposure to the depredations of the Devouring Earth. An infection with a strain of Ebola mingled with her mutant capability of regeneration, resulting in an appearance best described as 'horrendous scabbing and the pallor of a corpse' but she could politely be called 'pale.' (Organic Armor costume pieces colored red with pure white for skin tone. Omega hair, also red.) This unique conjunction of circumstances altered her regenerative capabilities, but gave her complete control over the virus. As she learns more, she discovers new ways to use this infection that still ejects her blood almost as quickly as it is produced (Red steam jet aura), and one of the first things she learned to cause the virus to do was to heal the wounds of others.
Upon joining Powers Division, she was granted control over a basic combat robot, which she named after her favorite heroic robot from an old 1980's show. Dirge. As her reputation in Powers Division grew, she acquired more bots. Thrust and Ramjet soon joined Dirge in her basic robot squad, with a special protector class being assigned as well at some point... of course, had they known she was really working for the resistance they likely would have killed her instead.
When given the chance to go to Primal Earth, she chose to go to Paragon City, where she felt she could continue to do the most good. She was pleasantly surprised to find that the technology of Primal was a close match for that of her home, and her small robot army continued to expand as she performed more heroic deeds, eventually obtaining an assault-class robot that she named after the 'deity' of good and the embodiment of honor from that show....Unicron. -
Speed: Burnout. Instant recharge on ONLY Primary/Secondary powers. Not accolades, not inherents, not temps, not Incarnates. Primary/Secondary.
Teleport: Long-Range Teleport: Teleport to any other zone you can access normally (Unknown if this allows Vig/Rogues to teleport to every non-PVP zone in the game or not.)
Leaping: Spring Attack: Mini-Shield Charge, not as good due to being in a pool instead of a P/S powerset.
Flight: Afterburner: According to something I read somewhere, this CAN be slotted for more +MAX flyspeed boost, making it a power you'll want to put an extra slot into. -
Quote:That's not a unique enhancement.Ninja and Beast Run are NOT the sole domain of the under L14 crowd, sir. I have an Incarnate already who has Beast Run as his sole travel power. With two L50 Run Speed IOs in each of Swift and Sprint, plus the +7.5 Run Speed unique Defense IO, he nearly equals a Super Speeder.
I may be the exception to your 'rule' but I know I am not alone. Flipping off of rooves in the Rogue Isles especially is visceral fun. So could you please circular-file your assumptions?
* * *
As for the Rocket Board, I think a Silver Surfer pose should be simple, since the Slide-Sprint from the CoH DVD Edition is already there. All that would need is to be spruced up for Power Pool Customization and given the ability to fly, and all of a sudden you have an Energy Rocket Board.
@Raven Lord