Leo_G

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  1. I'm not sure how wide-spread this is but I noticed that some of my newer created characters have this.

    -My DP/Fire/Ice Blaster just got his epic pool. Conceptually, the character is 2 demons bound to pistols like Infernal binds such creatures to weapons and armor to make them more powerful. One of them uses ice powers so when bound to the guns gives them ice powers while the other uses fire powers. The catch, though, is when bound to the pistols, the other demon takes control. The ice demon can't very well use fire powers like Hot Feet, Burn or Consume but can use Frozen Armor, Hibernate and such and the opposite for when the fire demon takes control.

    -My new Fire/SD Brute just got Shield Charge. Conceptually, he's a dragon necromancer using a dragon's bane ensorcelled rune to create a sword to hunt and kill other dragons (and if it can hurt a dragon, it'll hurt everything else). But he's also a dragon soldier (or Dragoon) and wears heavy armor. In his armored costume, he can fly but not hover but he gets the added resistance from the armor (Tough) as well as the ability to 'jump' on his foes (Shield Charge). While in his sorcerer robes, he can hover and use dragon spells (Breath of Fire, Arctic Breath and Toxic Breath) and it's actually easier to use BoF while hovering for me but he can't 'jump'.

    -Kind of related, I have Doms with binds that change to a certain costume when using Domination. So powers can only be stronger while in that costume.

    So 2 questions:

    Does anyone else actually do this? Even if it's as simple as "can only fly with the winged costume"?

    For my characters, I just have to make sure I don't use certain powers however tempted I might be. But is there any advice to 'hard limit' by costume?

    And a freebie question: Would the option to customize powers further by costume, so much so that you can lock out powers (or lock them in), be of interest to anyone?
  2. And haven't the reds kinda been primarily a leader role? Weren't the stereotypical "6th ranger" always more powerful?

    My apologies, though. I have only watched American PR shows so no clue about the deep Sentai background on the subject.
  3. Well now that brings up questions that could never possibly be answered for fear of ripping the universe apart at the seams...

    Which power ranger is the strongest?
  4. Beginning looked kinda like a pride parade

    Still not sure what happened at the end, tho...Still cool ^_^
  5. Quote:
    Originally Posted by Novella View Post
    Fair enough to you, but in my experience I can say it and it holds true 100%.


    Great. DR is a good heal because that is what it is for. But it is not and never will be 100% reliable and infallible. You *can* miss with it, you can be debuffed so that's more likely to miss. Hell, you can be *KNOCKED AWAY* while trying to use it since the set doesn't have KB protection. These are *ALL* taken into account when balancing the power.

    Quote:
    I've never had a single moment where I had DR completely miss all enemies and not heal me completely.
    And I've never had a single moment where Energy Drain missed or failed to return my endurance to full and return a bit of HP. Wow, what's your point?

    Quote:
    In your examples you have valid points, but those examples are easily overcome because while leveling up you rare face any enemies that will debuff your accuracy or to-hit to the point where DR doesn't heal you off of at least one enemy.
    And *this* is false. I have and you can and unless the team is packing defense debuffs (it's been a while since I was on a team that actually had a noticable amount) or ToHit buffs (which is quite possible). I know this because I play Dark Armor on a Stalker too. And he's an AoE stalker so teams and solos for mass foes. A simple glue patch can be extremely debilitating since, if he's knocked back, it'll take him that much longer to get close and heal himself.

    That said, Energy Drain isn't a heal. It's an Endurance management tool with various other utilities. Its meager heal is to give it more HP regen over time, not to burst heal you to full. You won't ever get such utility out of ED without special situations and you *shouldn't* because it wouldn't be *BALANCED*. Or do you fail to understand how stupidly out of balanced an END refill + Burst heal + END drain on a 30 sec timer is?


    Quote:
    Question. Why are you even mentioning Ice Armor when its completely irrelevant in this discussion.
    Because Ice armor is Energy armor's equivalent. They're both typed defense sets with some resistance and neither have a moderate recharge heal. Hoarfrost is close but its recharge will ensure it's not up that often. That is to say, they both *can* burst heal but under certain circumstances.

    ED is fine as is. Maybe a slight adjustment to the +HP per target (like 6% on the 1st target and 3% on the rest) so you get a slightly bigger bang with a few foes, but you should *NOT* be able to get a big heal and a big endurance return while draining the enemy.
  6. Quote:
    Originally Posted by Novella View Post


    I completely disagree with you regarding the reliability of each power. Enemies run and you can easily miss them in ED, with DR you are likely to NEVER miss a single enemy with Cloak of Fear or Opressive Gloom running. DR is infinitely more reliable than ED in my opinion and I have used each power extensively to compare them. In terms of long term survival you're right there is no question which is better, Dark Regeneration is without a doubt, but you are entitled to your opinion as am I so to each their own.
    You really can't say this because it just isn't true. One weakness of Dark Armor is ToHit debuffs. Sure you can IO yourself out the rump with Accuracy and use Focused Accuracy + Tactics + Kismet or whatever, but I've been in situations vs CoT or Rogue PPD and many other enemies in the process of leveling and had my ToHit drop into the 20s or lower. Stacked Dark powers or flashbangs *will* cut the reliability of Dark Regen and since you're a resist set, you *will* get hit with these powers and this will directly affect more powers in that set other than Dark Regen.

    As a heal? Yes, DR is more powerful and decently reliable...it also costs 1/3 of your endurance to use.

    But Energy Drain isn't just a heal. If you *need* a heal, you can just do what SR does and pick up the medicine pool or use lots of protection toggles to protect you better. But even being a drain and a +END power, it can also heal you for potentially 60%. Not even Ice Armor gets a heal that it can use to spot-fix itself when needed.
  7. Quote:
    Originally Posted by Syntax42 View Post
    Wow, a lack of uniformity in the pseudopet coding means a lot of procs could be exploitable. I'm going to have to look into a build that takes advantage of the aforementioned powers that have a chance to proc more often than they should.
    Not really a 'lack of uniformity' or even an exploit. Procs placed in click powers will simply check every time a it is used while there is a 10sec delay when the same proc is placed in an auto or toggle power.

    Just to clarify, the Sleet summon has 3 auto powers: an 'untouchable' auto, an 'avoid' auto and a cold dmg/-rech/-speed auto.

    Conversely, the Lightning Storm summon has 4 powers: an 'untouchable' auto, a 'flight' auto, a 'self immobilize' auto and a 'Lightning' click attack.

    If you're confused as to what or how procs will work in certain powers, you might want to check on Redtomax, read the description of the powers and, if you're still unsure, test it. Besides the outlier bugs like damage procs affecting the caster, procs are usually pretty consistent in their application.
  8. Concept work:

    -Claws could be your Blaster manifesting his "pompoms of doom" into deadly razor-sharp points...of energy. Use the Vanguard Claws and an aura to get the effect. You've got Focus and Shockwave as your throwback 'blasts' from his other style.

    -Kinetics does the same but it'll look different. Hey, but it's still a ranged blast with consistent KD.

    -Energy Melee is kind of 'gheh' for concept but since he had energy melee attacks as a blaster, you can dip into Force Mastery for blasts like Energy Torrent.

    -Martial Arts with the proper combat auras. MA is actually a particularly good ST set because it's fast and hits hard. No AoEs though so you might have to look elsewhere for something to take down groups.

    Of the armors, I enjoy Willpower, Energy Aura and Dark Armor. Each of those melee sets pair pretty well with any of those armors. No glaring holes or anything. If you enjoy the style of an assassin, you might enjoy Stalkers.

    But if you *rely* on the style, you might get frustrated. There are lots of ambushes that will home in through your stealth and there are enemies that can see through invisibility. You might be aware of this, but it's there. Just don't be afraid to stop hiding and get your hands dirty and I think you'll have lots of fun.
  9. Nope, only for Stalkers.

    For the other melees, their Sweep/Attack Vitals combo ends with Typhoon Edge which is a PBAoE attack. Of course, you can put procs in that and it will have a chance to take affect if you hit them.

    For Stalkers, their Sweep combo ends with Ablating Strike. So the devs did *something* so that when they use that attack after BU and AS, you get a PBAoE out of a ST attack.

    Some other extras:
    -Other melee's sweep combo is the 8ft radius of Typhoon Edge while Stalker's sweep combo is 10ft. Why the devs decided to make that wider, I dunno...maybe because Stalkers can't spam it.
    -To get the KD and damage of Sweep, Typhoon Edge must connect with each foe in range or else they receive no effect. Stalker's sweep is an auto-hit AoE so long as Ablating lands on its target but if you miss, no one gets the effect.
  10. Quote:
    Originally Posted by Gearsinger View Post
    Obviously I don't know for sure. I just found out about it too. My theory would be that it would be more programming trouble than it's worth (or plain impossible) to check to see if you're doing the sweep combo before checking for procs, so it just allows them regardless.
    That's possible. Considering the combos are activated when specific 'Dual Blade Modes' are active. For Ablating Strike, Redtomax describes the effects as:

    Self:
    • Disable Dual Blade Status Mode 2 mode [Ignores Enhancements & Buffs]
    • Disable Dual Blade Debuff Mode 1 mode [Ignores Enhancements & Buffs]
    • Disable Dual Blade Status Mode 1 mode [Ignores Enhancements & Buffs]
    • Disable Dual Blade AoE Mode 1 mode [Ignores Enhancements & Buffs]
    • Disable Dual Blade AoE Mode 2 mode (after 0.25 second delay) [Ignores Enhancements & Buffs]
    • Disable Dual Blade DoT Mode 1 mode [Ignores Enhancements & Buffs]
    • Disable Dual Blade DoT Mode 2 mode [Ignores Enhancements & Buffs]
    Target:
    • 2 * 36.7 Lethal damage over 0.60 seconds (after 0.12 second delay) PvE only
    • Defense -0.075 for 10s
    • 2 * 38.39 Lethal damage over 0.60 seconds (after 0.13 second delay) If target is a player
    • 76.77 Lethal damage (after 0.13 second delay) PvP only, If Hidden
    • 76.77 Lethal damage (after 0.13 second delay) PvP only, If not Hidden but target is Held or Slept
    • 73.41 Lethal damage (after 0.12 second delay) PvE only, If not Hidden
    • 73.41 Lethal damage (after 0.12 second delay) PvE only, If Hidden
    • 31.7 Lethal damage (after 0.12 second delay) If Dual Blade AoE Mode 2
    • +0.67 Knockback (after 0.12 second delay) PvE only, If Dual Blade AoE Mode 2
    • +0.67 Knockback (after 0.12 second delay) PvP only, If Dual Blade AoE Mode 2
      Suppressed when Knocked, for 10 seconds (WhenInactive)
    Notice 'Dual Blade AoE mode 2' must be active for the AoE effect and Ablating will cause this to expire after around 2 seconds. The AoE effect isn't *cast* when in that mode, it's just suppressed unless in that mode. Simplified: the effect is always there, it just doesn't do anything.

    Also a possibility, look at how the attack is described:

    Level2 TypeClick
    PvE damage scale 1.320000
    Accuracy 1
    Modes required
    Modes disallowed Disable_All
    Range 7 feet
    Activate period -
    Interrupt time -
    Cast time 1.03 seconds
    Recharge time 6 seconds
    Endurance cost 6.864
    Attack types Melee_Attack, Lethal_Attack
    Effect area Sphere
    Radius 10 feet
    Arc -
    Max targets hit 10
    Entities affected Foe
    Entities autohit
    Target Foe
    Target visibility Line of Sight
    Nofity Mobs Always

    The attack itself simply has a 10ft radius. Perhaps it's nothing to do with the modes making it difficult to disable procs but that the devs simply started out with a PBAoE (or Close Targeted AoE) and added conditions for its effects.
  11. Quote:
    Originally Posted by Cyclone_Jack View Post

    You sir, have a very good taste in games.
    Don't say that. I *do* play the occasional Pokemon game (probably getting Pokemon Black soon...I've been busy...)
  12. Quote:
    Originally Posted by gameboy1234 View Post
    Same. Fast spinning = network lag, in my experience. I.e., only during big raids or when I'm about to disconnect.

    Leo, could you go someplace "quiet"--King's Row/Port Oaks?--and type /netgraph 1, and then do that video again? I'm interested to see what kind of speed and packet loss you have. Put the tray right above the netgraph in the bottom right if you can.

    EDIT: also, reduce your graphics to close to the minimum and see if that affects the spin speed.
    Lol well any zone except perhaps Grandville, is 'quiet'. I actually did a search while doing one of those tests just to make sure it wasn't lag and there were only 2 people in the zone, including myself.

    That said, I'm not in the position to log on again right now. But I'd find it odd that it has to do with lag. Considering some powers will get slower because of lag (I actually couldn't sync sprint with other powers while my recorder was set up because it was just slower), It'd be weird for the powers to spin faster too.

    Not wrong, just weird. No idea why that'd be the case at hand.
  13. An extra: Any procs you put in Ablating will check every foe in a 10ft radius around you every time you use Ablating. You don't even have to use the sweep combo.
  14. Video.

    I couldn't use the same character I tested on lastnight because I deleted him and rerolled him. So this is the Earth/psi dom.

    I wouldn't say it's 'something being off with my system' as this has always just been since I started playing way back 4+ years ago. I just really didn't pay it any mind. So it's not 'new' or 'screwy', but maybe there are variable settings that affect this.

    Even with Ultramode up pretty high (although the recording software was quick and cheap), this occured even before ultramode existed. So there you go.
  15. And because I happen to be stripping this character so doing a series of respecs, I decided to try the Concealment pool's powers to see how fast they rotate.

    Another wrinkle in the mystery: Invisibility's comet rotates pretty fast, faster than Fly's. Maybe because Invisibility costs more endurance? Well I tried Phase Shift which cost *way* more endurance but it rotates slower than Fly's.

    So either there's some timing 'thing' going on with how much endurance is taken by these powers every fraction of a second or powers just have arbitrary revolution times baked into the powers.

    Maybe the devs just wanted to add variety so all powers didn't circle together so tweeked their revolutions some.
  16. Further playing around with it:

    I added Against All Odds next to Fly and tried to get the comets between them to connect. It worked for a few revolutions but eventually they would miss and then later, after a few revolutions that I forgot to count, would connect again. All the while, the pattern between Fly, tough, CJ, weave and sprint kept up.

    So that's 4 definite different speeds right there:

    Really slow = Against All Odds
    Slow = Sprint, CJ, Tough, Weave
    Normal =
    Fast = Fly
    Super Fast = Group Fly

    Note: lag does tend to have an affect on their rhythm. I kept an eye on these rotations as I was in the market and emailing stuff around. The instant I ALT+TAB off the game and come back, Sprint was off and was missing weave every time.
  17. Take Fly/SJ/SP and set it next to sprint and cut them on. Switch them on and off as you like. Not sure about super jump/speed but right now I'm swapping stuff on a brute that has fly and I've got tough, weave, combat jumping, sprint and fly. Playing with the comets, I can get them to 'collide' with the powers setting next to them.

    Set on my tray is:

    Fly || Tough || Combat Jumping || Weave || Sprint

    The comets will alternately collide between each (that is, for weave, when the comet is coming 'up', the comet for sprint connects coming down and as the comet for weave comes down, the comet for combat jumping connects coming up). It works for Sprint, Weave, CJ and Tough but Fly's goes too fast. And this is me playing with each to try and time them right.

    [EDIT] I take that back. It *does* work with Fly in the set-up. But it works because Fly's comet rotates *twice as fast*. That is, by the time Tough rotates once, Fly has made 2 revolutions and connects between them.
  18. Quote:
    Originally Posted by Starcloud View Post
    The spinning happens at the same speed regardless, as long as there is no communications lag between the client and the server, or lag on the server, or graphics lag on the client computer.

    When there's lag, the timer seems to go out of sync and you'll see very rapid spinning.

    It has nothing whatsoever to do with the end per second or end per activation or any other factor of gameplay.
    This does not appear to be true.

    I *just* logged onto my earth/psi dom who happens to have hover, fly and group fly. Hover spins very slowly, as fast as sprint in fact. I was able to get them to spin in sync. Fly spins slightly faster and it was slightly faster every time I deactivated it and tried again. Group fly spins *noticeably* faster. And I mean *NOTICEABLY* faster. Had no issues with lag, every time I turned it off and turned it on, it *always* spun faster than *any other toggle*.

    Should I make a vid? I really don't want to cause I'll have to redownload the software T_T

    Can we just have more people that feel like logging on their characters and giving it a shot?
  19. I would have sworn certain powers have that little comet rotate faster than others. Like Fly toggled on will rotate faster than Rest toggled on.

    But the way I rationalized it, it's not so much that it's a direct reflection of how much endurance they use per second. Because some toggles, like Maneuvers and Hover will rotate at the same speed even though one costs more endurance.

    I always imagined that, the faster that it spins, the quicker it 'tics'. Some toggles (IIRC) tick faster than others. It's not that this would mean they cost more than ones that spins slower, just that it might be taking larger endurance chunks slower vs smaller chunks faster.

    Having a toggle take small chunks faster or waiting longer to tap at your END could mean the difference between 1 toggle dropping and 4 toggles dropping.
  20. Quote:
    Originally Posted by Sailboat View Post
    It looks like you're using a "dragoon" as term from Final Fantasy. I'm unfamiliar with that, so it looks funny to me.

    In normal English, "dragoon" is a soldier who rides a horse --often (but not always) one who fights on foot like infantry, not cavalry. I think it comes from the same root term as "dragon" in Middle French, but dragoon is otherwise not connected to dragon in English usage.

    Obviously game-universe-specific terms are what they are. I'm not saying it's wrong, just that it looks weird to me, like someone making a typo when trying to type dragon.
    Well, I did give you context, explanation and a link. Waddaya want from me
  21. Here's a basic build with the concept in mind. My Dark Magic Sword/Dragon-bone Shield/Breath Attack Draconian Necromancer build.

    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Fire Sword -- Acc-I(A), Dmg-I(7), Dmg-I(11), RechRdx-I(43), RechRdx-I(46), EndRdx-I(50)
    Level 1: Deflection -- DefBuff-I(A), DefBuff-I(40), DefBuff-I(40), ResDam-I(40), ResDam-I(43), EndRdx-I(43)
    Level 2: Battle Agility -- DefBuff-I(A), Empty(5), DefBuff-I(13), DefBuff-I(17), EndRdx-I(37)
    Level 4: True Grit -- ResDam-I(A), ResDam-I(7), ResDam-I(9), Heal-I(9), Heal-I(11), Heal-I(13)
    Level 6: Build Up -- RechRdx-I(A)
    Level 8: Kick -- Acc-I(A)
    Level 10: Active Defense -- RechRdx-I(A)
    Level 12: Taunt -- Taunt-I(A)
    Level 14: Tough -- EndRdx-I(A), ResDam-I(15), ResDam-I(15), ResDam-I(17)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Breath of Fire -- Acc-I(A), Dmg-I(19), Dmg-I(19), RechRdx-I(21), RechRdx-I(25), EndRdx-I(34)
    Level 20: Phalanx Fighting -- DefBuff-I(A), DefBuff-I(21)
    Level 22: Weave -- EndRdx-I(A), DefBuff-I(23), DefBuff-I(23), DefBuff-I(25)
    Level 24: Fly -- Flight-I(A)
    Level 26: Fire Sword Circle -- Acc-I(A), Dmg-I(27), Dmg-I(27), RechRdx-I(29), RechRdx-I(31), EndRdx-I(31)
    Level 28: Combat Jumping -- DefBuff-I(A), Jump-I(29)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
    Level 32: Greater Fire Sword -- Acc-I(A), Dmg-I(33), Dmg-I(33), RechRdx-I(33), RechRdx-I(34), EndRdx-I(34)
    Level 35: Shield Charge -- Acc-I(A), Dmg-I(36), Dmg-I(36), RechRdx-I(36), RechRdx-I(37), EndRdx-I(37)
    Level 38: One with the Shield -- ResDam-I(A), ResDam-I(39), Heal-I(39), Heal-I(39)
    Level 41: Spirit Shark -- Acc-I(A), Acc-I(42), Dmg-I(42)
    Level 44: Arctic Breath -- Acc-I(A), Dmg-I(45), Dmg-I(45), RechRdx-I(45), RechRdx-I(46), EndRdx-I(46)
    Level 47: Bile Spray -- Acc-I(A), Dmg-I(48), Dmg-I(48), RechRdx-I(48), RechRdx-I(50), EndRdx-I(50)
    Level 49: School of Sharks -- Acc-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A), Empty(3), Empty(3), Empty(5), Empty(42)
    Level 1: Fury
    Level 4: Ninja Run



    Code:
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    I left slots open for Stamina/Health (my Mids' doesn't have inherent fitness). I figure he'll need lots of recharge if he only has Fire Sword and Greater Fire Sword as his ST attacks, so getting Hasten's recharge down would help. Although I guess I could throw in Kick and Spirit Shark for STs if things are recharging. Defense would be nice too.

    I'll have to think about that other build, be it a Blaster, Dom, MM or Tanker.
  22. Quote:
    Originally Posted by Redd Rumm View Post
    The mako powers on a fire/shield brute would fit
    also a fire / blaster with mako patron would too. since blasters get bile spray as well. I have a sonic/mental/mako blaster and all of those powers appear to come from the mouth.
    Lol, again, I never looked to the patrons. That's another possibility. Fire/Mental/Leviathan for Fire Breath, Psi Scream (guess you could color it white/blue for cold, green/purple for toxic or red/orange for heat) and Bile Spray. Or maybe Ice or Fire Blast/Energy for boost range.

    Since Doms share Blaster patrons, there might be a some combos there. Then there's MMs since they get Bile Spray too. A poisoned dragon concept might work with a Poison/Lev MM.

    What about Psi Blasts? I haven't gotten a chance to check the animation options for them. If the blasts just come out of the head, it could work but if you're holding your head while doing it, might look iffy...

    I might have to make 2 characters with the general concept in mind. Definitely wouldn't mind that.
  23. Quote:
    Originally Posted by Come Undone View Post
    keep leveling and grab leviathan mastery PPP. Has 2 breath attacks for brutes/tankers. Plus you can throw a shark/multiple sharks at things. Or if you switch to fire/shield you can have fire breath (primary) cold breath (leviathan pool) and posion breath (also leviathan) so you can have more variation with your deadly breath attacks.
    You know, I always forget about the Patron Pools. I've only ever taken Soul on 1 brute (my Claws/EA) and that's it. Never actually looked to Leviathan.

    I suppose another option would be a SD/Ice/Lev Tanker with Frost. While Frost is only 10ft vs Breath of Fire's 15ft, Frost is also a 90degree arc vs BoF's 30degree arc. Base dmg of Frost is like 5 points less than BoF but Frost also slows recharge and movement. Might be kind of redundant with Leviathan's Arctic Breath, but then the concept could be he is just a Mountain Dragon with a special toxic breath. And with that combo, it's easier to cap defense, more mitigation options and tankers are always nice to have. Can you enhance the range of Frost?

    ...BUT, I've been wanting to create an all-fireswords character after seeing another poster's build for a Fire/SD scrapper build. It's kind of limiting with only the 3 main attacks though. I could possibly roll the all-fireswords build in with the breath-attacks build so I only have to make 1 character.

    Guess I could conceptualize that as using some kind of 'dark magic sword' since he's a Draconian Necromancer too. I'll have to look into a build then...

    Quote:
    Originally Posted by AnElfCalledMack View Post
    I can't really add much to the Sheild/Fire/Leviathan Tanker idea, but I did play FFTA (although I haven't played FFT), and it was fantastic. Can't say I was a huge fan of dragoons mechanically, though - Monk with a sideline in Gladiator seemed to do everything a Dragoon was supposed to do, only better.

    Frankly, that game really lent itself to silly power combinations. Ever try a ninja/paladin hybrid? Dual-wielding Knightswords is kind of wrong, especially when it makes your normal attacks hit harder than the Paladin's ultimate attack spell. Oh, and when you counterattack any melee attack, too. Still, a lot of fun overall.
    I've always been a fan of dragoons since Freya. Yeah, I know Kain was the 1st (I think) but not for me.

    But if you think some of the combos in FFTA were silly, you should try FFT. I'd bet Ramza, the main character, is probably the most powerful fastest character in Final Fantasy history. You could solo the game with that guy.
  24. Well, I'm looking to branch out so it doesn't have to be paired with Shields and it doesn't have to be a melee.
  25. Anyone ever play Final Fantasy Tactics Advanced? There was a lot of changes to be annoyed about vs its predecessor, FFT, but one particular change I did like is what they did with the Lancer/Dragoon class. They made it a race-specific class for Bangaas, simplified the jump attack to only needing the 1 skill to make it useable and, more importantly, they gave the class elemental breath attacks.

    How does that relate to CoX? Well, that part doesn't. But I made a dragon-type Shield user a good while back when Shield defense was first made. He's a magic Stone Melee/SD Brute and lvl 37 right now but I don't really *like* him anymore. I like his backstory and all and the concept of his powers is nifty but I'm a bit bored with it.

    SoooOOoo...I want to 'redo' the concept of his powers to focus on his dragon heritage of destructive breath. Really, I'd like to capture the entire feel of a 'Dragoon' for this character with polearm fighting and jump attacks, but I can get by without everything (take super jump or whatever...we obviously can't use polearms...but using Shield Charge just after a jump *kinda* feels like a jump attack). I just want the breath attacks right now.

    I need help researching how best to go about doing this. Which AT/Power combos have the most/effective breath attacks? Are there any animation options that might pass as convincing breath attacks? Or a build that specializes in the best/most effective use of said type of attacks?

    Having a Sonic Blaster, I'd like to scratch that off the list though. For one, the sounds put me off. I don't dislike Sonic sound fx, but they don't sound like a dragon. Besides, the cones aren't that effective (in my experience) and the visuals are *really* reserved (no flash T_T).

    Any advice is welcome.