-
Posts
306 -
Joined
-
Grounded is basically free energy/neg res with knockback protection that is still there even if you have no end left (as long as your on the floor). It also has about 64% end redux resist in it which is very useful but does bring you up to about 170% resist which is way more than you'll need as far as i can guess.
TBH grounded is useful but it's not a necessity, if your build would be better off with a different power then go for the other power, but if not grounded doesn't hurt =) -
You guys definately have a point there. With the costume problem i did think that it would work as if what your current costume was was the armour whatever it looked like (hooray for skin armour) but then animations wouldn't work...
TBH this set would probably work better as a self augmentation type thingy, kinda like how synapse has his synapse chemical thingy all super charged allowing his super speed an tings. I do like the idea of the self augmentation thingy, but it probably wouldn't be different enough to be a worthwile set.
I guess this idea could work in a different form in a different game that currently doesn't exist, but in CoX it doesn't have a place as a powerset itself.
For CoX, i think ill try my hand at something else. Power Armour is something i'm gona move arround into a different format elsewhere... woo i already have concepts rushing arround my head =P
Ps: i think we should have a section of the forum dedicated more to this kinda stuff, cos it's fun ^^ -
My mids' must be on the fritz because it's being really stubborn, it won't let me choose a powerset name, or a attack name, so i can't actually put a set together because the attacks can't find the set they're meant to be in.
I have don't some external number crunching with the set and it tooks very overpowered damage wise it's rolling out over 400 damage with almost every hit on knockout blow (slotted with a full purple set that is)
anyway more on topic, is there anything i could download, something i could do to my mids' files or whatever that could update mids' to better work with this kinda thing?? -
Well i did state that the powers were not in the order they would be avaliable in the final set, the taunt aura would be avaliable about slot 5 so same place as RttC if not earlier.
With the set being boring; Power armour generally does everything itself when its fully functioning, so i wasn't sure where click powers would go which is why there is only one, though it could easily be made a more click heavy set to make the set more entertaining.
The status is split up like it is because if it was all bunched together, the set would be kinda overpowered with all the auto powers it has, so i split the status up so it would need 2 power choises to allow balancing. Although i'm not exactly adept at balancing this kinda thing so yer.
I think maybe if the status was bunched together, and secondry stuff from both was put into a single power that could work, although the concept would be quite iffy in that case.
With the taunt aura, i think a resistance bonus would be good but it couldn't be anything too strong otherwise it would make the set too powerful if there were enough enemies in range. Maybe something like 9points for the first enemy and 3 points for every enemy after, for a total of 36 points of res unslotted?? there would also be an added +rech bonus instead of the +/-acc that comes with invins and RTTC repectively.
I'm thinking all the +rech that comes with the set, as well as the movement increases will make up for a set which in itself isn't the most fun, but does supliment the primary making overall play a faster experience.
I shall crunch some numbers and update the first post with the changes =) -
Hey, i got bored of things and descided to try my hand at making a believeable powerset for power armour, something that i would really like to see in the game ^^.
This set is just an idea and not a suggestion to the game, though i thought i would post it here to see what you guys thought and so you could give me some suggestions of how to fill some gaps.
The set is focused mainly on self augmentation, and is a very buff and primary mitigation based set.
I haven't got round to naming the powers yet, and i think what i have is very overpowered, but i like the layout of the powers. Also the powers are not in the order they will be avaliable, they are in categorical order of how they effect the player Auto>toggle>click.
Armour Base - Auto - +Res(all -psi -toxic)(7.5%) +HP(15%)
Base Upgrade - Auto - +Def(pos)(5%) +HP(15%)
Upgrade 2 - Auto - +regen(35%) +recov(15%) +Res(toxic)(15%)
Upgrade 3 - Auto - +Rech(20%) +Run(20%) +JumpH(95%) +JumpS(70%)
Status 1 - Toggle - +res(Stun,Fear,Confuse,Sleep)(10.38 @ 50) +res(psi)(15%)
Status 2 - Toggle - +res(Hold,Immob,KB/UP,Repel)(10.38 @ 50) +res(all -psi-toxic)(7.5%)
Heads Up Display - Toggle - +Per(60%) +Acc(20%) +ToHit(5%) +Def(pos)(5%)
Taunt Aura - Toggle - ??? (something unique like +res or +recov)
God Mode Power - Click - +rech(50%) +dam(20%) +recov(30%) +endredux(40%) +run(100%) +JumpS(150%) +JumpH(200%) +Def(pos)(15%)
So thats what i got so far, im not entirely sure about the 4 toggles 4 autos but it fits with the power suit idea and the end cost could be balanced with the effects power.
So tell me what you think and give me some suggestions.
Thanx for reading =)
-NP -
kk, i created the set (as in the name and stuff) and clicked 'ok' and it still said the name was invalid. i saved and closed it and reopend mids' and the set was there but with no name still. Am i gona have to just put up with it not having a name for now or is there a way to fix that?
-
Hey, i'm wanting to add a powerset that's not in the game to mids' so i can play arround with it and stuff. I had a go at adding super strength to scrappers but i got as far as the name before recieving an error message telling me the name was invalid.
I know this can be done as i've seen many examples of it and i'm guessing what i'm trying to do is pretty simple. I had a look on paragon wiki and couln't find anything. Are there any tutorials of how to do this. or could one of you lovely forum people give me a hand =)
As i am planning a carreer in the computer games industry this would be a nice bit of experience with game mechanics and stuff like that so it would mean a lot if i could have some help with this.
Yours
-NP -
Hey, i've never played a kheld that far into the game and i was hoping for some advice on how to build and slot khelds becasue it's really quite hard compared to other AT's!!!
I'm looking for a Dwarf/human form, focusing mainly on the dwarf side of things. I'm hoping for a dwarf scranker build mostly, with a range based human backup build.
I'm not sure wether to go for a PB or WS, WS does seem like the better AT because of the powers they have, the -rech secondry effect, and the lesser resisted negative energy. but i do vastly prefer the PB's look and the flight they get. So i don't whether to go for QoL or Strength i guess.
Hope thats enough info, if you need anymore just yell =)
Thanx for reading
-NP -
Excluding EAT's Corruptors (and masterminds...) are the only AT's that don't have psi something. All the melee At's have willpower,and defenders, blasters, dom's and troll's have psi sets. and with MM's where would psi fit in, if anything MM's use psi all the time with their pets, and pain dom doesn't count as psi in my books.
So yeah give corruptors what they are deprived of, the ability to rip minds appart! -
I personally think WP would be more suited to a wolverine type character. this is because wolverine has pretty solid willpower, thanx to his anger ^^ and he's pretty solid without the regen anyhow, therefore the added res and def from willpower could simulate his general toughness =). Also WP doesn't have any wierd superpower type powers, it has strength of will, but thats more like a sudden surge of determination and adrenaline that causes that. =)
Also you can get your regen up to 70hp/s with only one enemy and good slotting, which is more than regeneration without instant healing. With 10 enemies you can get about 1200% regen, whereas regeneration with IH gets arround 1400% and you can have that with 0 enemies in range, although it's only really up half the time.
hope this helps =) -
First character i player was a stalker, re-rolled it about 4 times and eventually got it to level 18 before binning it. Next i tried a mastermind bots/traps, got that to about 28 or so, then binned it after not playig it for a month. I then tried brutes and corruptors and they didn't really do it for me, too much dieing for my liking. finally i rolled a plant/fire dominator and managed to play it all the way through to 50. Apparently, at the time, dom's where the hardest AT to play as they were pretty much helpless untill Domination was active. it was thrilling, i loved my dom, so much so tht i tried soloing even level ghost of scrapyard whilst all his minions where arround (lasted about 1-2 seconds each time). A few days after i got to 50 i just stopped playing my dom, and i now play scrappers and wouldn't roll another dom cos it just doen't appeal to me anymore, which is a shame really.
So basically try everything, and if you get it past level 30 then your probably enjoying it quite a lot. oh and don't worry if it gets tiredsome, cos when the going gets tough, only the weak really get going =) -
^ nice... nice =)
I have to say that to me looks more hardcore than any arbiter i've seen floating arround the isles
it's not very arbitery, but i have a half copper coloured arachnos soldier with green glows on the side of the head, and it looks AWESOME!!! but that might be just me being prowd of my lil arachnos soldier ^^ -
Standard damage wise, Kinetics/Sonic. You get a nice res debuff, as well as almsot always being at the damage cap =). can't imagine standard damage gets better than that for defenders.
-
With vigilance, the maximum number of targets it can be effected by are 7 which is not really a very nice number to be dealing with. If they factored in the player themselves, then vigilance would be easier to tweak with maximum 8 characters effecting it.
So if they made vigilance more static then it wouldn't only be useful for defenders that cant keep the team they are on alive. They could rework vigilance kinda like the Kheldian inherant. For every team member on the team you get a little end redux, and maybe a little rech redux aswel.
That way the player would always have a little end redux and rech redux without having to lower globals. it could work in a similar way to how brutes have a lower base damage to factor in the colossal boost they get from rage, which therefore makes powers like buildup less potent to keep their damage in check behind scrappers =). -
I didnt want to roll a corr cos it was a vill but thatll change after going rogue. mez wont be too much of an issue if i take the pools that prevent it.
i have made a corr build but im on my wii atm, ill post it either here or the corr forum when im on my pc =) -
Ok so, sofar the genearal jist is, kinetics is good for buffing enemies to kill everything with one hit, which makes the defender have pretty descent attack damage even though its base damage is kinda low.
but i kinda find myself not watching to role a kinetics defender as much anymore. i'm kinda leaning toward a sonic/rad corr...
d'you recon thats a good starting point for me as i'm coming down for the scrapper field?? -
Super Reflexes, definately.
1) It's easy to slot and can softcap defense pretty easily, without elude.
2) With lots of defensive powers you can slot 5 LoTG +rech giving you an added 37.5% rech.
3) you get a nifty +20% recharge in the set to make you that bit faster. and boosting the external recharge bonus up to 57.5% att.
4) it doesn't rely on enemies, so you could run in attack, run out to hide, thn strike... kinda like a ninja.
5) you could have a lightning bolt type theme, my elec scrapper's theme is science as well. it's something along the lines of him suping up his nervous system and becomeing in controll of the electrical impulses in his brain to create massive pulses of energy through his skin.(kinda like synapse i know but i realised that after i concepted it =P)
So there are 5 good reasons why SR is the fastest set.
Also i had a Martial arts/super reflexes build haging arround that had perma hasten mixed in. It was on about 108sec recharge for 120second buff. and thats super fast! -
Awesome, sounds great. Ill play arround with the build on Mids and see what i get that i'm happy with. When i've got a build ill post it up for some help with slotting =)
[EDIT]
This is the most disasterouse build i've ever made lol =P it's gona need a lot of improvement, but it's not that bad a first try i don't think.
As far as damage is concerned, i am pretty much capped all the time, but i don't have a very big recharge buff so my damage isn't as good as it could be. Although i don't have room for hasten which would be useful.
I have siphon speed, and inertia reduction, i don't need both myself so i have them for teaming, but i don't know how useful inertia will be for the rest of the team.
With the leadership pool, manouvres is useful for the damage, but tactics and assault are pretty useless in this build, is it worth taking them for teaming reasons? and otherwise it is kinda a waste of a pool power slot.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Defender
Primary Power Set: Kinetics
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(3), Nictus-Acc/Heal(3), Nictus-Acc/EndRdx/Rchg(5)
Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(9)
Level 2: Siphon Power -- Acc-I(A), RechRdx-I(11), EndRdx-I(11)
Level 4: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(21)
Level 6: Siphon Speed -- RechRdx-I(A), Acc-I(15), EndRdx-I(15)
Level 8: Increase Density -- S'fstPrt-ResDam/Def+(A)
Level 10: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(13)
Level 12: Speed Boost -- EndMod-I(A), EndMod-I(43)
Level 14: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(23)
Level 16: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(27)
Level 18: Inertial Reduction -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(43)
Level 20: Swift -- Flight-I(A)
Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(29), Numna-Heal/EndRdx(29), RgnTis-Regen+(31), Heal-I(31)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(31), P'Shift-EndMod(33), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc/Rchg(33)
Level 26: Transference -- P'Shift-End%(A), P'Shift-EndMod/Acc(34), P'Shift-EndMod(34), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc/Rchg(36)
Level 28: Amplify -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 30: Siren's Song -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(39), CSndmn-Acc/EndRdx(39), CSndmn-Acc/Sleep/Rchg(39), CSndmn-Sleep/Rng(45), CSndmn-Heal%(45)
Level 32: Fulcrum Shift -- RechRdx-I(A), EndRdx-I(40), Acc-I(40)
Level 35: Boxing -- EndRdx-I(A)
Level 38: Dreadful Wail -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(40), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(42)
Level 41: Tough -- ImpSkn-Status(A), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam(46)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(46)
Level 47: Power Build Up -- Rec'dRet-Pcptn(A)
Level 49: Temp Invulnerability -- Aegis-Psi/Status(A), Aegis-ResDam(50), Aegis-ResDam/EndRdx(50), ResDam-I(50)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance -
Ok so basically to knock down an AV with triangles you would have to be doing ups of mag 500 knockback. Now i know you get 1000% res to knockback in most tier 9 and status toggles but thats a little ott. they must really really not want that AV to be knocked anywhere, why not just put the res up to 100% if it's already impossible to knock them down???
-
Hey, i've never played a defender very high up the leveling ranks before, and most of the time i play in melee, but i felt like rolling a fender because it would be a nice change. So, as you can probably guess, i have a few questions and stuff.
1) I'm thinking of rolling a Kin/Rad, but i have no idea what the best way to build and slot a defender is, i'm using mids and i got as far as slotting health, stamina and aim =P.
2) My characters concept means i need to go either rad or sonic, and i was wondering which one would go best with kin/ and why.
3) As i play in melee, i like survivability. I have heard that defenders can get to softcapped defense in ranged at least. is this quite easy to achieve, and if not what would be a good level of defense to aim for?
4) if you could throw me up a quick build as an example or as a possible build for my char that would be fantastic =)
thanx guys
-NP -
Quote:It's off topic but... why is practically every character in CoX like 7 foot tall??? it makes the giants look small =SBoosting the Arbiters sounds like a better idea. You already have Sands, who is quite a good example; cold, calculating, logical. Maybe different aspects that all mesh together.
Also, have you looked at the SIZE of them, at least the guys? They're as tall as a Council Cor Leonis, so I'd expect them to have quite an ammount of punch behind them.
On topic.... the arbiters have names, and that makes them unique enough to deserve some sort of uniqueness in appearance, therer are of course the basic ones in grandville, so give the important ones importance.
Also you could imput the going rogue mechanics in, if you attack an arbiter then he will ANIHILATE YOU with like one shot or swipe, or you will be destroyed by a group of arachnos =P -
Love the glowing pistols.
What about something transformersy?? for all the robo's out there
Have an OTT supergunhand type thingy
http://robotninjawhores.com/wp-conte...12/optimus.jpg
http://forevergeek.com/wp-content/up...hide_small.jpg
http://www.unicron.us/tf2007/cartoonpix/bumblebee1b.jpg
obviously you'd have 2 of them =) -
/signed
because it would be awesome, and most missions lack originality in play style =( -
Epic music would be awesome. if they could do something i nthe style of tomb raider music (focusing of TRii here) that would be brilliant =D
ps: i love how tomb raider 2's disk doubled as a music cd =P -
Quote:No it doesn't really, i was just suggesting that this would be an alternative solution to what the opener suggested. Nowhere did i write that this should be done =)This assumes that the developers want the ultra-rare recipes to be more common, which as far as I can tell, is not the case.
As far as i'm concerned, the price of everything on the market is 100% chosen by players. if you see that a recipy your selling is going for 10mill you'll sell it for a little over that just to see if you can get that little bit more. if you want things to be cheeper, sell them cheeper, then people buying will bid lower prices which will make the price of that thing steadily drop.
I personally couldn't care less what drops i get, it's a nice little bonus when i get one thats useful, with all the rest i just sell them off for the highest price i can get, on or off market =)