Oedipus_Tex

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  1. I would personally vote to leave Medicine, Leadership, and especially Fighting alone. Whirlwind is a Repel and Repulsion Field clone so whatever is done to it needs to consider those two powers, which should be better at it.

    I agree on Stealth losing the Speed penalty. Stealth also needs to stack with other sources of Stealth, like Steamy Mists. It's bizarre that Super Speed is better Stealth than Stealth itself is (and obviously quite a bit faster).

    Secondary possible change to Stealth, if possible: you are invisible until you move. If you stop moving again you become invisible again after 3 seconds.

    Invisibility lets you move while stealthed. Agree that only effecting self aspect is no longer needed.

    5th power added to Stealth as part of the second tier: Distract. To use you must be Invisible, or be Stealthed and still for 3 seconds. Placeable power, 40ft range. You toss an object onto the ground that distracts enemies briefly. Mechanically, the power summons an invincible pet with a 25ft Taunt aura that lasts 6 seconds. This makes enemies cluster around it and maybe blow their alphas. You have 6 seconds before they figure out what's going on... This power should also be given to Stalkers as inherent.

    One of the two Presence powers should be the ability to dump aggro, via Placate. Going forward, Placate and Taunt powers should share IOs and enhancements. By proxy, currently unenhanceable Placate powers available to Stalkers become enhanceable.
  2. I am going to go out on a limb and guess the OP is very young. The ideas aren't bad, even though I can't get behind origin-locked-sets. It's obvious he or she spent some time on this though so hopefully no harm done. Some of it may be rechannelable into a suggestion for a full powerset that is not origin locked.
  3. Quote:
    Originally Posted by Obscure Blade View Post
    You recall wrong. It wasn't "out of the question"; doing it just required a huge amount of effort, it wasn't hard in a technical sense, it just required that the animation people devote a lot of time to it. The issues are completely different.

    But exactly the same in that there was an ever-ready army to shout down anyone who said they wanted it, because it would "never happen."
  4. Quote:
    Originally Posted by Changeling View Post
    I recall power customization being "out of the question as well". :P You never know.

    Where there's a dollar bill, there's a way.
  5. Quote:
    Originally Posted by Local_Man View Post
    The way I have played my Ill/TA minimizes redraw to a degree . . . send in PA, and then stay back to fire a round of debuff arrows: Acid, Disruption, Glue, PGA. I have a bind set up for Disruption on one of my mouse buttons to make the click-target-click much faster. Glue Arrow helps keep foes in the area of the other debuffs, and catches adds as well -- plus it keeps the foes at range, keeping me safer. At the end of that cycle, I decide if I need to hold a boss with Ice Arrow or immobilize someone with Entangle Arrow (mostly used for AVs). Since I finish that cycle with Ice Arrow, there is no added re-draw when I hit my Blind-SW-Fire Blast-SW attack chain. I use that chain to take out foes, and may throw in Spectral Terror if needed. As long as you bunch your use of the arrows together, the redraw becomes a minimal problem.

    The problem with Oil Slick is that it causes the PA to run out of the fire area. They can attack from range if you are looking for PA to do damage, but it is not great to have them run away if you were looking on PA to do the tanking. On teams with a decent tank, I use Oil Slick every time it is up. But solo and small team, I limit my use a bit more -- often when PA are about to despawn.

    I won't argue with your style of play. I just think slotting up a whole extra hold power to save approx 1.04 seconds of animation time (1.76 cast time vs 2.71 recharge in Blind) is a little excessive unless you are doing it for the set bonuses, especially since Ice Arrow has such a long base recharge and no damage or secondary effects. I do usually take it leveling up, though.
  6. Quote:
    Originally Posted by Saltyhero13 View Post
    Mace Mastery offers a S/L/E shield. It requires a side switch (and back if you want to stay on blue side) and the completion of the villain patron arc in order to unlock it.

    OP your best bet is to go S/L DEF if softcapping is your goal. As you can see there are some sacrifices made to softcap for RANGED DEF. The tradeoffs for going S/L would be a little more forgiving considering that the epic pools offering S/L DEF can grant you a considerable amount of DEF to work with.

    Just be careful to keep in mind that S/L defense often means S/L defense without S/L resistance, vs Ranged defense with S/L resistance (typically in the 50% range). It's not quite as clear cut as Ranged vs S/L Defense.

    (Some few builds can manage S/L resist with S/L defense. I don't know how possible it is on Controllers because to do it and keep recharge up normally takes 6 slots from the Obliteration set. I managed to do it on a Radiation/Fire Blaster with 4 Oblit sets but it cost so much I never actually implemented it.)
  7. Quote:
    Originally Posted by reiella View Post
    And due to the cascading nature of AI impact, there's a very big temptation to utilize lower level programming to eek a bit more efficiency out of the beast. Which, will make spaghetti code a lot more of a big pita to deal with.

    You're right. In some ways, MMO AI is a case where spagetti code is partially a good thing (if it is done well). Performance is what matters most. A recent entry into the MMO market supposedly has an entirely seperate server devoted to creature AI in order to help it keep track of the huge invasions it creates.

    Going back to the earlier statement about AI only being a few paragraphs of text, the reason I know this isn't so is that pathing algorithms by themselves are pretty lengthy. I don't know what pathing algorithm this game uses, but it is probably similar to a 3-D version of A* (pronounced "ay-star," like "a star is born."). An explanation of the 2-D version can be found here: http://www.policyalmanac.org/games/aStarTutorial.htm.

    [The reason I assume this it's something like A* and not a mesh or maps with a baked in waypoint system is because in this game, enemies and players can fly. In a game where you can assume any player must always be on the ground, it's possible to build walkpaths directly into the maps more easily. Its also possible City of Heroes uses both approaches, in particular using A* when enemies are close by, and prefab nodes or meshes when far away (e.g. ambushes). A very long discussion about MMO walkmeshes that is somewhat controversial but shows good examples can be found here: http://www.ai-blog.net/archives/000152.html . You can see criticisms of the method described in the comments section. The short of it is that there is no one "right" way to do it, and that a lot of the time the so-called AI is actually driven by the map, which is why new maps take so long to develop.]

    City of Heroes, BTW, introduces another challenge for AI in that unlike many games, enemies and pets here cannot walk through each other. I haven't paid enough attention to see if this affects their pathing. I suspect part of the reason enemies react the way they do sometimes is that despite having an apparant clear path to us, they can't "see" it because other enemies are blocking it at the moment it is calculated. The other possibility is that the "run away" mechanics are there to prevent enemies from running into each other if the whole group were to just charge the player at once. Regardless, I happen to think the creatures in this game are typically a lot smarter about geography than in most MMOs I've played, probably because this game was built with the assumption that players would often be shooting from mid-air.

    [EDIT: As for the Mastermind pet behavior specifically, my guess is that they run up to enemies because the AI in general doesn't "know" what powers it has available in total. All it knows about are the powers that can be currently used based on having a target in range. It figures that it is always better to close in, because that might "unlock" powers that are currently unusable. I don't think it is strategic enough to plan ahead to run up and hit you as a specific strategy, for the same reason it doesn't think to queue a power up and jump at a flying player. Basically if the power can't be used right now it's not part of its strategy. Didn't there used to be a problem with enemies with melee attacks staying back at range and refusing to enter melee? That would be the same problem but with logic reversed. As annoying as having pets with no melee attacks run up to targets is, I have to say that as a blanket AI solution, it is more likely to work out for the majority of mobs than the reverse logic. And of course I could be completely wrong about the source of the issue, since I have no inside knowledge of the game's AI.]
  8. Hopefully some of the objects thrown by Gravity Control will make their way in there, or the set will have a power like Hurl that does something similar.

    I always thought it was too bad this game didn't have lightpoles to rip out of the ground and send enemies flying with like in the game that rhymes with fleadom farce.
  9. Quote:
    Originally Posted by EricHough View Post
    Has anyone else noticed that domination is dropping at strange moments in the last week or two? On two different dominators, my earth/fire and plant/fire, while running the STF I keep having domination drop shortly into the start of several of the missions, even though I not only have more than enough global recharge to keep domination perma with hasten up, in several cases I have had enough to keep it up without hasten due to external buffs (quick reflexes from secondary mutation or one of the recharge buffs from the magic card power)

    In every case domination has dropped almost seconds after entering a misison - so something appears to be getting screwed up in my domination timer on zoning in.

    For reference my plant/fire has 107.5% global recharge without hasten and my earth/fire has slightly over 100% (103%-107%, don't remember exact number).

    Any chance you are getting hit with -Recharge (Psi Attacks)?
  10. Oedipus_Tex

    Your Face Here

    The AE contact changes depending on the mission you are doing, so no, visuals (including costumed people) are not locked based on the server.

    A possible issue with a gigantic statue is collision detection.

    I'll admit I'm not super crazy about "customized realities." I find it immersion breaking when two players can't agree on what that statue or poster actually is. I wish more MMOs would focus on the "shared world with repeatable content" element and stop trying to beat single player games at "storytelling." The games that have done this, IMO, have much more succesful RP communities because everyone can agree on what actually is happening. IMO of course.

    One thing that I think might work almost as well, and even be the same for everyone playing, would be if images of the people currently in zone occasionally flashed up on the TV screens inside shops, using the preview image loaded from the /info box.
  11. Oedipus_Tex

    plant/cold

    Also here is what Mind/Therm might look like as part of this power group. I figure you need around 22 defense to be soft capped to Ranged when supported by the Cold in the previous build. Thermal (and Sonic) are sort of hard to eke Recharge or Defense out of but this build manages to get perma Hasten and hit the ally-supported soft cap with assistance from the Spiritual alpha slot.


    [Note that assuming you do take Manuevers, the kid's build need approx 18 defense to each damage source to soft cap to it, with the exception of Psi. Psi requires about 30 points of defense to cap to, which may or may not be achievable/desirable.]


    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Magic Controller
    Primary Power Set: Mind Control
    Secondary Power Set: Thermal Radiation
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Fire Mastery
    Hero Profile:
    Level 1: Levitate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(50)
    Level 1: Warmth -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Rchg(5)
    Level 2: Thermal Shield -- ResDam-I(A), ResDam-I(36)
    Level 4: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), HO:Perox(29), BasGaze-Rchg/Hold(46), BasGaze-EndRdx/Rchg/Hold(46)
    Level 6: Confuse -- CoPers-Conf(A), CoPers-Conf/EndRdx(37), CoPers-Conf%(37), CoPers-Conf/Rchg(45), CoPers-Acc/Conf/Rchg(45), CoPers-Acc/Rchg(46)
    Level 8: Cauterize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Rchg(11), Dct'dW-Heal/Rchg(17)
    Level 10: Plasma Shield -- ResDam-I(A), ResDam-I(11)
    Level 12: Mass Hypnosis -- FtnHyp-Sleep/Rchg(A), FtnHyp-Sleep/EndRdx(13), FtnHyp-Plct%(13), FtnHyp-Acc/Sleep/Rchg(17), FtnHyp-Acc/Rchg(40)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 16: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50)
    Level 18: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(21), EoCur-Acc/Hold/Rchg(21)
    Level 20: Thaw -- S'fstPrt-ResDam/Def+(A)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def(23), RedFtn-EndRdx(23), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(36)
    Level 24: Assault -- EndRdx-I(A), EndRdx-I(34)
    Level 26: Terrify -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg(27), Posi-Dmg/EndRdx(27), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(40)
    Level 28: Forge -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-ToHit/Rchg(31), AdjTgt-EndRdx/Rchg(31), AdjTgt-Rchg(43)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Acc/Conf/Rchg(33), Mlais-Conf/Rng(34), RechRdx-I(34)
    Level 35: Heat Exhaustion -- Acc-I(A), RechRdx-I(36), RechRdx-I(39)
    Level 38: Melt Armor -- RechRdx-I(A), ShldBrk-Acc/Rchg(39), AnWeak-Acc/Rchg(39)
    Level 41: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43)
    Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
    Level 47: Rise of the Phoenix -- RechRdx-I(A)
    Level 49: Fire Shield -- TtmC'tng-ResDam/EndRdx(A)
    Level 50: Spiritual Partial Radial Revamp
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(29)

    Code:
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  12. Oedipus_Tex

    plant/cold

    Have you already rolled the Mind/Sonic? From a sheer power gaming perspective, with this specific combo of characters I think you might be more successful with /Thermal. The extra 16% or so Resistance in Sonic Res is helpful, but your team is headed for hurt against Psionic mobs. Sonic, Fire Armor, and Cold Dom all offer zero protection to Psi, except for the 6% or so Defense you get out of Arctic Fog. With the current lineup you'll be relying entirely on the kid's self heals to power through psionic attacks.


    Anyway here is how I might go about building a Plant/Cold for such a team. Unlike some players I tend to build more heavily for defense. I took the Psi APP to provide protection where the rest of the team has none. Build is capped to Ranged and has decent resistance to Slash/Lethal--even with two Brutes in front you will be taking pot shots (as in the ITF when fighting the robots at the computer). The build assumes your wife is chasing the Spiritual alpha slot. Only major disappointment I have in the build, besides it being slightly under the amount of Recharge I might find desireable, is the lack of damage slots in Strangler. I doubt very seriously this will impact the performance of the team though as it is mainly a solo consideration.

    [EDIT: I built this before the build posted below for Mind/Therm. That build include Manuevers, which drops the defense requirements on this build by about 4%, assuming your wife will only ever play as part of the team. If she solos at all, I would have her keep this version.]


    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    PlantCold: Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Cold Domination
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Psionic Mastery
    Hero Profile:
    Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(5), BasGaze-Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(46)
    Level 1: Infrigidate -- Acc-I(A)
    Level 2: Ice Shield -- LkGmblr-Rchg+(A), DefBuff-I(3), DefBuff-I(45)
    Level 4: Roots -- EndRdx-I(A), TotHntr-Dam%(7)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
    Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf%(9), CoPers-Conf/EndRdx(9), CoPers-Conf/Rchg(11), CoPers-Acc/Conf/Rchg(13), CoPers-Acc/Rchg(15)
    Level 10: Glacial Shield -- LkGmblr-Rchg+(A), DefBuff-I(11), DefBuff-I(50)
    Level 12: Maneuvers -- LkGmblr-Rchg+(A), DefBuff-I(13), DefBuff-I(15)
    Level 14: Super Speed -- Zephyr-Travel/EndRdx(A)
    Level 16: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(17), Stpfy-Acc/EndRdx(17), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(46), Stpfy-KB%(46)
    Level 18: Vines -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(19), UbrkCons-EndRdx/Hold(40), UbrkCons-Hold(40)
    Level 20: Arctic Fog -- RedFtn-Def/EndRdx(A), RedFtn-Def(21), RedFtn-EndRdx(21), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(23), RedFtn-Def/EndRdx/Rchg(40)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 24: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(25), RedFtn-EndRdx(25), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36)
    Level 26: Carrion Creepers -- Posi-Dam%(A), Posi-Dmg/Rchg(27), ImpSwft-Dam%(27), Det'tn-Dmg/Rchg(31), RechRdx-I(31), Dmg-I(31)
    Level 28: Benumb -- RechRdx-I(A), Acc-I(29), RechRdx-I(29)
    Level 30: Spirit Tree -- Numna-Heal/EndRdx(A), Numna-Heal(36), Numna-Regen/Rcvry+(37), Numna-Heal/Rchg(37), Numna-EndRdx/Rchg(37), Numna-Heal/EndRdx/Rchg(50)
    Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
    Level 35: Sleet -- RechRdx-I(A)
    Level 38: Heat Loss -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(39), P'Shift-EndMod/Rchg(39), P'Shift-EndMod/Acc/Rchg(39)
    Level 41: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43)
    Level 44: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(45), RechRdx-I(45)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A)
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(3)

    Code:
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  13. I would make it so that you can add a tag like [Reply] to tells you send and messages you send over global channels. When the tag is used it results in the following appearance:

    Oedipus Tex: [Click here to reply] Lvl 20 radio team with room for 3, please send tell.

    The free player could click the text link and be able to to reply, but would not be able to send tells just using /tell.
  14. Since I've now posted way too many times without adding suggestions on what I want...
    • Gravity Blast
      • Preferably with at least one AoE or nuke that teleports all enemies to a center point and throws them together, and a proper Psionic Tornado clone with throws them a bit higher.
      • Bonus points for optional cast animations that can be passed off as Telekinesis.
    • Atomic/Molecular Control
      • Control set that enables character to manipulate atomic structures to summon clouds of toxic gas, deplete oxygen, make objects flamable, etc
      • Weakest of the control sets but the most flexible; combining elements in an area, the effects change
      • "Pet" power is the ability to alter your own molecular structure; in essence you are the pet
    • Illusion Manipulation/Assault
      • Secondary for Blasters and Dominators
      • Version of Build Up is "Hallucinate:" works like Fire Armor's Fiery Embrace power, but does significant Psi damage instead, a portion of which heals back per the rules of Spectral Wounds
      • Short range AoE attack "Calamity" causes targets to fear they the floor has opened beneath them, causing them to fall and take damage (essentially, a halucinatory Fissure)
    • Storm Blast
      • Combines Ice, Electric, and Wind powers in a single set
      • The faster the caster blasts, the stronger powers become as storm builds up and rages around the caster
      • As the storm rages, powers gain extra effects (e.g. single target electric powers gain power and begin to arc between multiple enemies)
      • Nuking is only possible after sufficient build up
      • Makes liberal use of the amazing sound effect found by Thunderclap
    • Draining Touch
      • Melee set that focuses on touch attacks instead of punches and kicks
      • Nature of attacks means powers are flagged as "Melee Attack" only (i.e. not "smash" "lethal" etc. See Mind Control for comparable example).
      • Version of Build Up is similar to Follow Up (requires successful attack, to "drain" the enemy)
      • Low on AoE attacks due to nature of powers
    • Grenade Blast
      • Takes weapon sets a bit further... possibly a lot bit further
      • Focuses on hurling grenades and other explosives at the enemy
      • High AoE, low single target
    And of course my old standbys Water-anything (Energy Blast is not a water support, armor, or control set ;P), Insect Control, and Cloning.
  15. Quote:
    Originally Posted by ArcticFahx View Post
    Weird. I wonder why the devs chose not to apply domination to it. Especially since it appears to benefit from Overpower.

    It doesn't benefit from Overpower either.

    Dominators in one way get screwed on it, because they get the lower base "un-Domination" Confusion time. IMO this is a mistake and the base duration should be 50% longer than it currently is to compensate for the fact that it is impossible to Dominate with it. Elec Control has the same issue with Synaptic Overload, being stuck with lower than Controller values.

    The good news for Elec and Ice Dominators is that the mezz protection from Domination means they can use their PBAoE powers more aggressively. And adding a damage secondary to these otherwise extremely low damage sets changes their gameplay rather drastically (esp. Ice Control being freed from the Containment vs knockdown built-in conflict.)

    In essence though, Illusion Dominators make more sense than either Electric or Ice did, because their powers don't actually end with lower durations than the respective Controller version. They are all the same or higher.

    Anyway I'm way off topic so I will stop now.
  16. Oedipus_Tex

    -DEF vs -RES

    It actually think it's a somewhat complicated question, because -Defense and -Resistance rarely show up independently.

    Take a look at Radiation Blast and Sonic Attack, which debuff Defense and Resistance respectively. Some people might conclude that Sonic completely outperforms Radiation based only on the secondary effect. In practice this isn't entirely true because the powersets don't match up 1:1. It's also a matter of degree; IMO the two sets are more evenly matched on Blasters than on Defenders because as the amount of -Resistance decreases other factors become more competitive. On Defenders I would go so far as to say Sonic Attack is overpowered, if only in the sense that it rarely makes sense to play anything else from a powergaming perspective.

    Basically, it depends on what power or powerset you are asking about.
  17. Quote:
    Originally Posted by Auroxis View Post
    I might be wrong here, but maybe the problem is that hardcore grinding isn't something most costume harvesters are into. In other words, costume pieces appeal to the people who like the social aspect over playing the game, so those same people aren't happy when they are forced to do something they don't like in order to get their costume fix.

    Add to this that when you are working on costumes you are costing yourself on purchasing incarnate abilities, unless you rely entirely on the RNG. I tend to think many people fall in the middle on the costumes/abilities scale. I actually envy the people who only want 1 or the other because even with 10 incarnate trials this system is going to be painful.
  18. Quote:
    Originally Posted by Leandro View Post
    I was looking for this info and couldn't find it, so I gathered it myself on the Test server and here it is for anyone who may be wondering:
      • 205 Astrals + 69 Empyreals.

    So only a bit more than the cost of a +3% PVP defense IO plus 205 Astrals?
  19. Quote:
    Originally Posted by Snowzone View Post
    Immobilises are mostly pointless on Dominators. They stop things from moving, so what? They're useful for Controllers when you can debuff things to protect yourself and to set up Containment but on Dominators they just end up drawing aggro towards you and getting you killed. Not to mention that using them at the wrong time can keep things out of range of AoEs so you can't even hit them. They're not taken very often and if they are it's not because they're good powers by themselves.

    Flash Freeze is gimped. It's useless. It's pointless as an opener because it's PBAoE. The sleep may kick in after 0.25 seconds but that's enough time for everything to attack you. Then you end up waking them all up anyway by attacking. At least Mass Hypnosis is ranged.

    Flash Freeze can be counted if it must but Immobilises are hardly decent powers for Dominators. It's a good thing Illusion doesn't get them because all it would do is make Superior Invisibility pointless.

    Actually Flash Freeze is ranged. I have had it at various times on my Ice Dom and always dropped it. The only time it was ever really useful was against Storm Summoning enemies for the detoggle. You're right about it being gimp though: the target must be on the ground and the recharge is twice as long as other AoE sleeps. But the really hilarious part is that in the wake of everyone slotting Reactive (which Ice surely should due to its rock bottom damage) the power doesn't work at all, thanks to the useless damage component (6pts at level 50) triggering a DoT! I think instead of "Domination" the power should announce "LOL"every time it is used.

    In essence, the idea of Ice Control being a set that benefits heavily from Domination mag increase is pure comedy. IMO The most useful part of Domination for Ice Control is the mezz protection. Although it is also sort of impossible to argue a mag 6 hold is a poor power for anybody (let alone a Mag 6 confuse in Illusion).

    In any case I agree with you about Immobilizes. I do use them... but there is no need to Dominate with them because they recharge in 2 seconds on a kitted character. I have honestly never, ever, encountered a situation where Domination did anything for cages casting a second time wouldn't have done except extend their duration.
  20. Quote:
    Originally Posted by ArcticFahx View Post
    Doesn't fit so well when you don't arbitrarily ignore powers in the other sets.

    Since Dominators live or die by whether they can Dominate with an Immobilize power. :P

    Illusion would be awful; I mean, perma confusing an AV and killing it in total safety with the highest single target DPS Control set that also has an invulnerable tank that costs you almost no extra animation time, while netting you perma mezz protection and two easy powers in which to slot Luck of the Gambler and simultaneously freeing you from the limitation of limited AoE Containment.

    But you're right it would totally be a drag to play.

    [I should mention at this point I have an encylopedia's worth of quotes from players saying such and such will never happen but did happen.]
  21. Gravity/Sonic Resonance?

    For some reason I have trouble picturing healing powers in a luck set but I suppose anything is possible in a game where oxygen heals damage from a thrown 18 wheeler.
  22. BTW some specific map types that I think might work well are malls, hotels, power/water plants, space stations (planned at one point supposedly), and abstract maps.
  23. I agree with Sam. Reusable tilesets are superior to one-offs.

    I do wish there was more variation within a tileset. I'd love custom "decoration" to appear in maps depending on the enemy that occupies it, such as "doors" being covered in "spider webs" when Arachnos is around. Changes to global lighting could also create some really interesting effects. For the Carnies, I've always wondered whether a pink-ish global light mixed with a very light yellowish fog overlay (not as strong as Dark Astoria) wouldn't convey a very different feel on their missions. Missions involving "cold" types of creatures can use a blue-ish global light, etc.


    Quote:
    I've actually suggested adding "fake exterior windows" to instanced maps, like what you have in that one Dr. Aion lab in the future in Time After Time. These wouldn't see out into the actual overworld, but into instances of it with limited view distance. Essentially, you'd have one large "room" on the other side of the glass that has a chunk of an existing zone in it, or even has a rearranged zone like what we got for the old outdoor instances. Essentially, just stick an outdoor instance on the side of an indoor instance and put in a few windows, if that makes sense.
    A possibly better way to do this is to create skyboxes of the major landscapes in various regions so the exterior doesn't add to polygon count. It does raise the question though of why if there is an open window we didn't just climb/fly through it instead of fighting all the way through the map.
  24. Oedipus_Tex

    Powerset Respecs

    I could support a respec that reset you to level 1 but you kept your badges. I'm unsure how many would use it; holding on to the levels, even on another server would be "worth more" to many people than keeping badges. But on some of my characters, like the Joan of Arkansas character who uses a halo in her costume and thus can only be rerolled at Christmas time, it might be worth it.