Ridia

Apprentice
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  1. I was thinking about hover but I am not sure of the combat movements allowed with it
  2. I like it but then there is no sword, so maybe broadsword with a Chinese dao?
  3. I want to make an Asian flying warrior type of character, along the lines of, "Crouching Tiger, Hidden Dragon, "Hero", "House of Flying Daggers".

    What would you reccomend AT and Powerset wise?

    Costume and theme is easy enough but to get the actual skills what would you do?
  4. I like it, but motion camouflage is meant to disguise exactly what it says- motion, I don't think it should stray too far from that with this illusion stuff. It's more of a predator technique to confuse prey. Disguised advance, disguised projectiles that appear not to be moving but are. The illusion stuff makes it seem too magic or psionic when it's a technique used by cunning predators and is done with skill not encamtations. I see is a more of an assassination and escape technique. But your additions and versions are awesome.
  5. Would be awesome if you took a look at my Powerset idea called Motion Camouflage. See what you can do because some of the guys have some questions and I am having a hard time pinning it down.
  6. So how is it as a Stalker power pri or sec? I know this is a cool power set no matter what.

    It def works as a primary for something like a Stalker who already has stealthy powers. I could work for something like a scrapper if they have maybe ninja run or other stealth powers from a set.
  7. Thank you, also I really really like what you added to it and changed, the badge is awesome. People like you are going to be the reason a fan created something gets made one day
  8. I tried to make it cover good range of offensively disguised attacks and some self improvement defense.

    I think for certain ATs it could be a primary, prob Stalker, maybe Scrappers but for others it could be a secondary, more of the controlling, less,straight up fighting types I guess MM, Dominators, Controllers.

    I don't see Brutes or Tanks using this as it is more of finesse thing. Corrupters could use as either pri or sec.

    Your thoughts?

    Based on the idea of motion camo you could come up with several powers both offensive and defensive.

    Thanks for the interest.
  9. Ridia

    Ultimate Solo

    Now I know this game is designed for team work and XP is gained faster when in teams and groups but my question is-

    What is the best solo set up, the most effective AT, primary, secondary etc????

    Or is there no single one
  10. Once again, tell me what you think

    CITY OF HEROES ARCHETYPE IDEA

    INVOKER

    Primary: Invocation
    Secondary: Buff
    Inherent: Synergy
    Base HP: 806.2
    Max HP: 1606.4
    Primary Sets: 6
    Secondary Sets: 10

    Overview

    As an Invoker you conjure the essence of other entities and energies into yourself and temporarily gain their characteristics, powers and abilities. You can call upon the ferocity of a beast, the brilliance of a Celestial or the abilities of an Elemental to temporarily imbue yourself with their inherent powers. Be careful however because your low HP and abilities when not invoked are minimal and your current invocation only lasts for so long. On the other hand if you manage to remain invoked for too long you take the chances of suffering powerful mental damage which could effect your other powers, so,etimes permanently. Always remember- you walk a fine line between your need for borrowed power and the ability to know when it is too much to contain.

    The Invokers Power Sets Are:

    Survivability: 6
    Melee Damage: 5
    Ranged Damage: 5
    Crowd Control: 2
    Support: 3
    Pets: 2

    Power Sets

    Primary Power Sets

    An Invokers primary power sets are designed for invoking other entities and energies powers. They are:

    -Invoke Beasts
    -Invoke Elementals (fire, earth, air, water)**
    -Invoke Umbra
    -Invoke Aether
    -Invoke Demons*
    -Invoke Celestials*

    *Demonic/Celestial forms require VIP status or purchase on the Paragon Market

    ** Elemental Form, player will choose one elemental at character creation and can only invoke that elemental.

    A Shifter’s secondary power sets are designed for buffing and debuffing. They are:

    Dark Miasma
    Force Field
    Pain Domination
    Poison
    Sonic Resonance
    Storm Summoning
    Thermal Radiation
    Time Manipulation
    Traps
    Trick Arrow

    Inherent Power

    Synergy

    Synergy is the inherent ability of an Invoker and it allows them reduce the cost of the endurance needed to remain imbued with an entities or energies powers the longer they remain invoked. The amount of time an Invoker can use an invoked power depends on how much damage they give and receive while invoked. Each time they deal damage they remain invoked just a bit longer while each time they take damage it weakens the invoked connection. Synergy provides a continuous minor buff to the Invokers endurance so long as they remain invoked. This buff increases and decreases proportionally with the damage given and received. However, you must carefully use you invocations because remaining invoked for too long can cause serious mental damage that could degrade the use of other skills and your Synergy ability will not shut itself off to alarm you of the coming damage.

    Below is a quick example of one primary Powerset

    Invoke Demon

    (you gain the abilities of a demon, the powers from the Summon Demon set are used an an example of how this set could look in game)

    Level 1- Invoke Demonling- Starts as level 1 Demonling (fiery), when character increases to security level 6 it becomes the level 6 Demonling (cold) and when the character reaches security level 18 it becomes level 18 Demonling (Hellfire).

    Level 2- Lash

    Level 6- Enchant Self

    Level 8- Crack Whip

    Level 12- Invoke Demon- starts as level 12 Ember Demon, at level 24 it becomes Hellfire Gargoyle.

    Level 18- Hell On Earth (without chance of living hellfire)

    Level 26- Invoke Demon Prince- You invoke the powers of a Demon Prince.

    Level 32- Abyssal Empowerment (use on self and/or team)

    Animations

    When you become invoked a transparent image of whatever you have invoked is transposed over your toon along with the symbols you call forth displayed on the ground under you to create the invocation. This depth of this transposed image depends on the strength of the invocation and could take over your own image if the invocation lasts too long.
  11. Lol no, I just love coming up with new things to add to something I am really into, it's just for fun anyway, I dont expect any of this to ever be like made or really used.
  12. Ridia

    Teenage AT Idea

    I respect your opinion.
  13. "Motion Camouflage"

    Motion camouflage- Motion camouflage is a dynamic type of camouflage by which an object can approach a target while appearing to remain stationary from the perspective of the target. The attacking object simply remains on the line between the target and some landmark point, so it seems to stay near the landmark point from the target's perspective. The only visible evidence that the attacker is moving would be its angle and its looming, the change in size as the attacker approaches. First discovered in certain flies, it has been suggested that missiles could use similar techniques to reduce the time available to targets to respond.

    Level 1- Camouflaged Melee- You deal extra damage or cause disorientation,- to hit.

    Level 2- Gained Ground- You can basically sneak up on an enemy even if they are looking right at you and then attack or get by.

    Level 6- Projectile Camo- A gun shot, loosed arrow, or blast that is camouflaged and gives the target a - defense.

    Level 8- Houdini- A PBAoE power that allows you to seemingly disappear when surrounded by enemies with a lot of aggro. You escape the center of their beat down and run to a safe spot.

    Level 12- Motion Burst- A TAoE power that allows you to shoot a bullet, arrow or blast at one foe or group of foes but makes them think it either missed or was aimed for another foe or group of foes. Causes -to hit, disorientation.

    Level 18- Motion Melee- Allows you to engage one foe in melee and move on to the next foe while the first still thinks he's fighting you. This would keep the first foes attention on "you" so your team can attack him without getting aggro. It lasts for only a few seconds before the foe realizes what has happened. Foe: Distract.

    Level 26- Group Camouflage- Allows you to camouflage the movements and attacks of all teammates within Melee distance of you for at least 3 seconds.

    Level 32- Illusion Assault- Similar to the level 18 power but on a larger scale, this allows you to seemingly attack 3 to 5 foes in melee range at once without gaining any aggro from others.

    What do you think. More of a primary but could be a secondary set.
  14. Ridia

    Teenage AT Idea

    I like it, describe what this inherent does lol
  15. Ridia

    Teenage AT Idea

    New Idea for lower level AT

    "Hoodie"

    Laugh all you want lol I think this is a cool "street level" idea. Used as a beginner AT where Streetsweeping is used to learn the game. Once a few levels are completed you then choose your actual AT. A story arc can be implemented titled "Highschool of Heroes" to provide some easy missions so Streetsweeping is not the only thing to do.

    A "Hoodie" is one of the young children living in Paragon City who witness the epic battles between the various heroes and villains and wish to help in some way. Since they are young and inexperienced the best they can do is practice by eliminating the low level thugs that roam the streets. As the Hoodie streetsweeps and gains more experience they then choose their actual AT and enter the "real game". Treat this is an extended, more involved tutorial for new players to the game that also adds a bit of role paying and story.

    Since these are young kids, no older than 19 at most they most likely don't have the money or means for expensive costumes, suits or armor or weaponry so they use what they can, this is where their name Hoodie comes from, they wear big hooded sweat shirts and Halloween masks to conceal their identity. Sports protective gear acts as their armor and things like baseball bats, sling shots and martial arts and Parkour/Freerunning serve as their means of attack and travel. This AT only has 18 levels that are gained rather quickly as it is a trial, tutorial type.

    Archetype: Hoodie
    Primay: Improvised Weapons
    Secondary: Improvised Defenses
    Inhernt: Imagination
    Base HP: 806.2
    Max HP: 1606.4
    Primary Sets: 5
    Secondary Sets: 5

    Overview: Read above

    The Hoodies powersets are:

    Survivability: 5
    Melee Damage: 3
    Ranged Damage: 3
    Crowd Control: 2
    Support: 2
    Pets: 3

    Powersets

    Primary Powersets

    A Hoodies primary powersets are designed for improvised assault and offense. They are:

    Baseball Bats
    Sling Shots
    BB Guns
    Wrestling Team
    MMA

    A Hoodies secondary powersets are designed for improvised defense. They are:

    Sports Armor
    Graffiti Skills
    Gymnastics Squad
    Stage Crew
    Parents Bank Account

    Inherent Power

    Imagination

    Imagination isnthe inherent power of the Hoodie and it allows them to use their young, open minds to conjure and create fantastic ideas and stories in their own minds that allow them to take on the thugs roaming the streets of Paragon City. Imagination provides a buff to a Hoodies primary powersets that gives a small bonus to their attacks against older and more experienced adversaries. This bonus only works if the Hoodie does not become intimidated by older authority.

    Below is a quick example of one of the primary powersets.

    Primary: Basebll Bats

    1. Quick Stirke- Melee DMG(smashing), Foe: disorient.
    1. Power Thrust- Melee DMG(knockback), Foe: Knockback
    2. Fastball- Ranged DMG(smashing), Foe: - travel from tripping.
    6. Triple- Melee- DMG(lethal), Foe: Bludgeoing, - to hit.
    8. Grapple- Foe: Subdue
    12: Homerun- Melee DMG(Lethal), Foe: disorient, - to hit, knockback
    18. Grandslam- Melee (cone) DMG(Superior), Hits all Foes in Melee range and causes lethal smashing damage.

    Could be a pretty cool "the local kids wanted to help" and became vigilante heroes and went out into their own neighborhood to fight the drug dealers and thugs.

    Let me know what you think.

    I also posted this in Kristens Consolidated AT Thread.
  16. Thank you for giving credit, this thread is amazing!!!!!
  17. I would welcome any new AT/EAT to the game. I have actually posted several ideas of my own around a single invoking/ shape shifting themed AT/EAT, feel free to check them out. I would love to read your idea.
  18. Ridia

    Archetype Idea

    Oh it is for sure, I am just trying different ways to implement the same idea, diff mechanics, themes md what not, whatever works with the game the best but keeps the original idea.
  19. Ridia

    Archetype Idea

    No criticism or thoughts??
  20. Quote:
    Originally Posted by Miladys_Knight View Post
    You can do what you are wanting to do with a blaster.

    Caveat:

    It takes lots of practice.

    My Energy/Energy/Force is built around using mainly using melee attacks. I've slotted my primary powers FOR knockback and I use them for mitigation.

    I run a total of about 7% defense on that blapper and I depend in knockback for damage mitigation.

    Other useful strategies:

    Go for all the accolade powers that you can get. I use Geas of the Kind Ones and Eye of the Magus as if they were powers from my power set.

    Task Force Commander, Portal Jockey, and Freedom Phalanx Reserve all in crease your maximum hit points. You will notice a marked increase in survival once you have these Accolades. The Atlas Medallion is also nice to have for the extra endurance.

    I recommend that an Energy/Energy blapper that is not built around defense take the Force Mastery Epic Power pool.

    Force of Nature is very nice when you need to hang in melee.
    Personal Force Field is nice to use when you get too much aggro and need to turtle up for a few seconds to use Aid Self or if you want the mobs to gather around you safely while you are triggering Aim and Build up. It's also a very nice power to use post Nova. If you use a single catch a breath you get enough endurance to run PFF until you start recovering from the post nuke endurance crash.

    I also recommend the concealment pool. Stealth is nice to have as early as level 6 and Phase Shift gives you a rescue power at level 20 (long before you have access to PFF in the Force Epic). It's nice to have both PFF and Phase Shift if one is recharging or locked out the other is usually ready to go if you have both.

    Don't overlook Temp powers and Super Group Base empowerments.

    Cryonite armor and the Wedding Band are very nice temp powers.

    Super Group Base empowerments can give you increased endurance recovery, increased global recharge, and knockback protection especially early in the game when those things are most troublesome to new blasters.

    Final tip.

    Always keep a column of break frees in your inspiration tray. If you run out stop and buy more or combine other inspirations into break frees. Other than a team mate, that is your only reliable source of mez mitigation prior to becoming an incarnate, as no blaster power set (primary, secondary, or epic) give you any tools to mitigate mez.
    Awesome info, thanks
  21. So it's probably a better idea in a solo situation if you have attracted enough aggro and find yourself surrounded, use the Nova to get them all off you so you can get some range and properly blast away.
  22. Ridia

    Archetype Idea

    Once again, tell me what you think

    CITY OF HEROES ARCHETYPE IDEA

    INVOKER

    Primary: Invocation
    Secondary: Buff
    Inherent: Synergy
    Base HP: 1017.4
    Max HP: 1606.4
    Primary Sets: 7
    Secondary Sets: 10

    Overview

    As an Invoker you conjure the essence of other entities into yourself and temporarily gain their characteristics, powers and abilities. You can call upon the ferocity of a beast or the brilliance of a Celestial to temporarily imbue yourself with their inherent powers. Be careful however because your low HP and abilities when not invoked are minimal and your current invocation only lasts for so long.

    The Invokers Power Sets Are:

    Survivability: 6
    Melee Damage: 5
    Ranged Damage: 5
    Crowd Control: 2
    Support: 3
    Pets: 2

    Power Sets

    Primary Power Sets

    An Invokers primary power sets are designed for invoking other beings powers. They are:

    -Invoke Beasts
    -Invoke Plants
    -Invoke Elemental (fire, earth, air, water)**
    -Invoke Shadows
    -Invoke Artificial Lifeforms
    -Invoke Demons*
    -Invoke Celestials*

    *Demonic/Celestial forms require VIP status or purchase on the Paragon Market

    ** Elemental Form, player will choose one elemental at character creation and can only invoke that elemental.

    A Shifter’s secondary power sets are designed for buffing and debuffing. They are:

    Dark Miasma
    Force Field
    Pain Domination
    Poison
    Sonic Resonance
    Storm Summoning
    Thermal Radiation
    Time Manipulation
    Traps
    Trick Arrow

    Inherent Power

    Synergy

    Synergy is the inherent ability of an Invoker and it allows them reduce the cost of the endurance needed to remain imbued with an entities powers the longer they remain invoked. The amount of time an Invoker can use invoked powers depends on how much damage they give and receive while invoked. Each time they deal damage they remain invoked just a bit longer while each time they take damage it weakens the invoked connection. Synergy provides a continuous minor buff to the Invokers endurance so long as they remain invoked. This buff increases and decreases proportionally with the damage given and received.

    Below is a quick example of one primary Powerset

    Invoke Demon

    (you gain the abilities of a demon, use the powers from the Summon Demon set)

    Level 1- Invoke Demonling- Starts as level 1 Demonling(fiery), when character increases to security level 6 it becomes the level 6 Demonling(cold) and when the character reaches security level 18 it becomes level 18 Demonling(Hellfire).

    Level 2- Lash

    Level 6- Enchant Self

    Level 8- Crack Whip

    Level 12- Invoke Demon- starts as level 12 Ember Demon, at level 24 it becomes Hellfire Gargoyle.

    Level 18- Hell On Earth (without chance of living hellfire)

    Level 26- Invoke Demon Prince- You invoke the powers of a Demon Prince.

    Level 32- Abyssal Empowerment (use on self and/or team)

    Animations

    When you become invoked a transparent image of whatever you have invoked is transposed over your toon along with the symbols you call forth displayed on the ground under you to create the invocation.
  23. What about with a team during a TF or DFB etc...