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Posts
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Vincent Ross' arc is pretty villainous. I specially love the last mission, I won't spoil it, but if you haven't already done so, go do it
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Quote:I personally won't, but that's because I have only villains; to most, the day Galaxy City was destroyed was a life changing experience, to them it was Tuesday. Though you may want to ask Steelclaw.With the relaunch of the game I thought I'd make a fresh start for myself and dump all current leveling alts and move all but two 50s to a tertiary server (the two 50s will act as representatives of the "old guard" of Heroes/Villains. The Obi Wan Kenobis, if you will).
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It's hardly dead. I can still run Strike Forces without them having to be the WST. I can still find/form a team without many problems. I for one welcomed GR as finally giving me the opportunity to play a Warshade. I did give Blue side a good ol' college try, but I got to level 24 before being unable to stand it and my Warshade went full red.
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A trifecta of elemental powers could be done with a Dominator, say Earth/Ice/Fire/Electric Control paired up with Earth/Ice/Fire/Electric Assault. And for their post 40 powers, they can take Electric (Mu Mastery)/Ice/Fire/Dark (Soul Mastery) and you could even use water via Leviathan Mastery.
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I'm sure Silver Mantis has this song somewhere on her playlist.
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On the "Talk to Your Future Self" mission, my Gravity Dominator's doppelganger used Wormhole on our enemies. I was surprised, I didn't think the AI would handle a double choice power (choose target, then choose location). When we fought, my holds simply neutralized him. I should try doing that mission again but this time, letting him use Wormhole on me.
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Quote:There should be a pop up when you log into the game giving you instructions into a brand new macro:Well, that one we all knew already!
But I want to know if you'll be lucky at the lottery today...
/powexecname Mystic_Fortune Voodoo_Girl
/macro Cookies! "powexecname Mystic_Fortune Voodoo_Girl" -
I actually was thinking of anime when I made this post, rather than Nightcrawler even though I LOVE that scene, I had completely forgotten about it. But it does give a few options for alternate animations/graphics, there could be a cloud of smoke (not as heavy as the costume change emote), there could be horizontal/vertical lines, or elemental themes like a burst of flames or a lightning strike.
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Quote:My only problem with this is that some teleporters use weapons, not just their fist, not to mention that if it's a melee set, the teleportation range would probably be limited to 10', maybe 15' at most for certain powers.Since it'd really be stepping on Teleport's toes, I'd really like to see this in a Gravity Melee set or something like that. A follow-up with you teleporting behind enemies, Lightning-Rod like AoE where you teleport in and there's a brief still of a phantom model (like you get with Dual Pistols) kicking/punching every enemy in the group as if you'd teleported in quick succession.
Heavy Tap, jab with -speed instead of stun
Uplift, an uppercut with Levitate's knock up
Superheavy Slam, Haymaker's animation with it's speeds altered so you raise your arms slower then slam them down at blinding speed
Tactical Wormhole, instantaneous teleport which summons a psuedopet with a PBAoE attack, 1 target max, disorient/stun. Self +damage/tohit
Confront/taunt
Wormhole Barrage, targetted melee AoE (think Thunderstrike), you simply kick or punch your target and any other enemy hit has a brief phantom model appear doing a kick/punch with the teleport effect
Gravity Well, the Warshade's one..
..All I can think of any more right now.
Another video example:
http://www.youtube.com/watch?v=pBPzD...tailpage#t=17s
Granted, technically in this series they aren't teleporting but moving really really fast, but visually it's the same as teleport. -
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I've been to a few RPvP events here in Virtue in the years I've been playing, and what I've found out is that if you want to see your character, regardless of whether it's arenas or zones, you gotta take the pics yourself :P
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I don't disagree on the cottage rule *cough* Dimensional Shift in Gravity Control *cough* Propel in Gravity Control for Dominators *cough* but even Teleport Team has found some uses (in the Apex TF if I recall correctly) and I imagine that Zombie/Ninja Masterminds may find a way to leverage it too.
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I doubt it's that channel, as I belong to about 6-8 different Virtue global channels. If it's a badge channel, I wouldn't have any idea, but if it's a TF channel I know which one it is as I have been silenced in that channel for discussing a TF in a non-forming team fashion. Granted, the silence was about 5 minutes without me asking for it to be lifted (I guess the mod realized I simply missed his warning).
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Thanks for the awesome time everyone and thanks for putting this all together Infiltrators! Now for some screenshots in thumbnail size, click on 'em to see them in full size (album link all the way at the bottom).
Trioxin finds a target and fills them with radiation, drawing my attention so I decide to help her:
All out brawl at the docks, so I decide to pepper them heroes with bullets:
Mindswipe and I find a hero who got a little too far from his pack, as it would turn out, this hero would have an unhealthy obsession with my Bullet Ballad:
This hero was worse off than the previous one, as Trioxin, Mindswipe, and I finish him off:
The battle moves away from the docks and into the streets, developing into a four way free for all between heroes, villains, Freakshow, and the Circle:
The battle didn't end well for me, but Ripjaw continues his assault:
I tried to get away, but my two biggest fans of the night chased me halfway across the zone:
I find a scrapper locked onto a Mastermind and decide to take advantage of the situation:
The fight moves towards the cemetery and I continue my relentless assault:
A stormy joins the battle but he isn't going to be tossing out controls without me having a say in it:
I'm not the only one who noticed him either, the native Shivans decide they want a piece of him too!
That bubbler defender was stealing my thunder!
A Trick Arrowing villain puts the spotlight on an entangled hero:
I have a straight shot down at an unsuspecting hero:
I'm staying away from that mess on the ground by sticking to the air with my handy rocket boots:
As the dust settles I empty my clips against the surviving heroes:
Three of the last few villains still left in Bloody Bay:
The heroes:
Face off:
Trioxin and I didn't last very long:
Album!
http://img546.imageshack.us/g/bloodybay1.jpg/ -
Quote:This sort of thing has been suggested. Every time it is, I think of this.
http://www.youtube.com/watch?v=SbbRK8D_0-U
Hmm... perhaps the last power should be confuse, might fit more after watching that video.
Chaos Dance
End: ~8 (+20%)
Recharge: 4s (30s) - Unaffected by any recharge
Activation: 0.4s
Range: 20'
You teleport instantly to a random enemy near you, the experience is so traumatic to your target and surrounding enemies that they are briefly held. The brief rush of adrenaline allows you to use this power if you react in time to take advantage of the energy created by your teleportation. But you can't keep up with the chaos forever, as each time you use this power within a short window increases its endurance cost.
Confuse: Mag 2.0 - Duration 3.0s -
Quote:I think the one big hurdle to overcome is the Cottage rule, which I believe is still in effect for the powers team even if Castle isn't with the studio anymore.My opinion elaborates on your idea. It would look something like this:
Recall Friend (same)
Teleport Foe (same)
Teleport (same)
Instead of Team Teleport (which I think is worthless), you'd get Tactical Teleport which is described above.
Melee would certianly fair a bit better in PvP from this. -
Let me preface this by saying that this is a pipe dream. The chances of this ever being implemented are probably less than slim. But it was fun thinking about it, and so I came up with two possibilities for a combat teleportation pool. The first one is designed after current pool powers, ie, two choices at 6, a new one at 14 and the last one at 20.
Regular Pool
Level 6:
Forward Teleport
End: ~6
Recharge: 8s
Activation: 0.4s
Range: 45'
You teleport instantly to the front of your target, this sudden displacement will briefly terrify foes.
Terrify: Mag, 3.0 - Duration, 4.0s
Tactical Teleport
End: ~6
Recharge: 8s
Activation: 0.4s
Range: 45'
You teleport instantly to the back of your target, granting you a small temporary tactical advantage.
Buff: Acc +15% (NOT To-hit), Damage +20% (Defender values) - Duration, 4.0s
Level 14:
Chaos Step
End: ~10
Recharge: 12s
Activation: 0.4s
Range: 7'
You teleport instantly in a random direction away from your target, briefly disorienting weaker enemies.
Disorient: Mag 2.0 - Duration 5.0s, 15' Radius
Teleportation Distance: 40'
Level 20:
Chaos Dance
End: ~8 (+20%)
Recharge: 4s (30s) - Unaffected by any recharge
Activation: 0.4s
Range: 20'
You teleport instantly to a random enemy near you, the experience is so traumatic to your target and surrounding enemies that they are briefly held. The brief rush of adrenaline allows you to use this power if you react in time to take advantage of the energy created by your teleportation. But you can't keep up with the chaos forever, as each time you use this power within a short window increases its endurance cost.
Hold: Mag 3.0 - Duration 3.0s
* Similar to the Dual Blades combo mechanic, right after using Chaos Dance it lights up in your tray. I realize that this would be impossible to implement with the game's engine, but hey, dreaming is free.
This other version of combat teleport focuses on giving players two choices both times it unlocks. Aside from the level differences, this pool is different in that you don't need to pick either of the first two powers to pick one of the last two.
Irregular Pool
Level 14:
Forward Teleport
End: ~6
Recharge: 8s
Activation: 0.4s
Range: 45'
You teleport instantly to the front of your target, this sudden displacement will briefly terrify foes.
Terrify: Mag, 3.0 - Duration, 4.0s
Tactical Teleport
End: ~6
Recharge: 8s
Activation: 0.4s
Range: 7'
You teleport instantly away from your target in the direction it was facing, this sudden displacement will briefly disorient your target.
Stun: Mag, 3.0 - Duration 4.0s
Teleportation Distance: 40'
Level 20:
Strategic Teleport
End: ~6
Recharge: 8s
Activation: 0.4s
Range: 45'
You teleport instantly to the back of your target, showing you its weakness and granting you increased battle prowess for a brief moment.
Buff: Acc +20% (NOT To-hit), Damage +30% (Defender values) - Duration, 4.0s
Systematic Teleport
End: ~6
Recharge: 8s
Activation: 0.4s
Range: 7'
You teleport instantly away from your target in the opposite direction it was facing, this will allow you to exploit their weakness, giving you a brief increase in combat capabilities.
Buff: Acc +20% (NOT To-hit), Damage +30% (Defender values) - Duration, 4.0s
Teleportation Distance: 40' -
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As someone who constantly uses this amazing program, I thank you. You guys are awesome for maintaining this.
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So my computer exploded last night and this one can't run City of Heroes, I decided to spend some time futzing about in Mids' trying out some ideas for my newest character, which is this Sonic/Dual Pistols defender. So far, she's level 30 and I was pleasantly surprised to find that I'm having a blast with her. A strong Sonic Siphon + solo Vigilance means I'm outdamaging a Corruptor with the same power sets (save for scourge but having had several Corruptors, I know that even lieutenants don't leverage scourge all that well). Not only that, but I actually switched to a +0/x2 difficulty the moment I hit 28 and got Executioner's Shot. I thought I'd have to lower my level or something, but nope, she's handling spawns of a Lt. + 4 minions just fine. So on to the build:
Villain Plan by Mids' Villain Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Dual Pistols
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Electricity Mastery
Villain Profile:
Level 1: Sonic Siphon -- Acc-I(A)
Level 1: Pistols -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg(9), Dev'n-Dmg/EndRdx(11), Achilles-ResDeb%(25), LdyGrey-%Dam(46)
Level 2: Dual Wield -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg(3), Dev'n-Dmg/EndRdx(7), ImpSwft-Dam%(15)
Level 4: Empty Clips -- Posi-Acc/Dmg/EndRdx(A), Posi-Dam%(5), Posi-Dmg/Rng(5), Posi-Acc/Dmg(7), Posi-Dmg/Rchg(11), Achilles-ResDeb%(27)
Level 6: Hover -- LkGmblr-Rchg+(A)
Level 8: Sonic Barrier -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(13), TtmC'tng-ResDam/EndRdx/Rchg(43)
Level 10: Swap Ammo
Level 12: Sonic Dispersion -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(13), ImpArm-ResDam/EndRdx/Rchg(27), ImpArm-EndRdx/Rchg(40)
Level 14: Disruption Field -- EndRdx-I(A), EndRdx-I(15)
Level 16: Bullet Rain -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rng(17), Posi-Acc/Dmg(17), Posi-Dmg/Rchg(19), Posi-Dam%(19), ImpSwft-Dam%(40)
Level 18: Sonic Haven -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(25), TtmC'tng-ResDam/EndRdx/Rchg(46)
Level 20: Suppressive Fire -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(21), BasGaze-Acc/Rchg(21), BasGaze-EndRdx/Rchg/Hold(23), G'Wdw-Acc/Hold/Rchg(23)
Level 22: Fly -- EndRdx-I(A)
Level 24: Boxing -- Acc-I(A)
Level 26: Tough -- S'fstPrt-ResKB(A)
Level 28: Executioner's Shot -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(29), Decim-Acc/EndRdx/Rchg(29), Decim-Dmg/Rchg(31), Decim-Dmg/EndRdx(31), LdyGrey-%Dam(43)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 32: Liquefy -- Achilles-ResDeb%(A), LdyGrey-%Dam(33), LdyGrey-DefDeb/Rchg(33), Achilles-DefDeb/Rchg(33), DarkWD-ToHitDeb/Rchg(34), DampS-ToHitDeb/Rchg(34)
Level 35: Piercing Rounds -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(36), Posi-Acc/Dmg(36), Posi-Dmg/Rng(36), Posi-Dmg/Rchg(37)
Level 38: Hail of Bullets -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(39), Oblit-Acc/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Dmg/Rchg(40)
Level 41: Electric Fence -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(42), Decim-Dmg/Rchg(42), Decim-Dmg/EndRdx(42), Decim-Acc/Dmg(43)
Level 44: Shocking Bolt -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), G'Wdw-Acc/Hold/Rchg(46)
Level 47: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-EndRdx(48), TtmC'tng-ResDam/EndRdx(48)
Level 49: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(50), Efficacy-EndMod/EndRdx(50), Efficacy-Acc/Rchg(50)
Level 0: Frenzy
Level 50: Cardiac Radial Paragon
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Ion Total Core Judgement
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(37)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Acc(34), P'Shift-EndMod/Rchg(37)
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
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I am NOT a power gamer first, I am a roleplayer first, and as such, concept choices outdoes performance choices and all four Electric Mastery powers are going to stay. Currently, at level 30, instead of Haste I have Sonic Cage for safety, but I plan to switch it out for Haste once I get Shocking Bolt. I decided to go for Recharge Speed, +Health, Recovery, +Damage, and +End bonuses in that order. I could probably make a soft-capped to S/L build, but it'd be a solo build as it would get rid of Sonic Barrier, Sonic Haven, and Sonic Disruption.
Anyways, can't wait to get back into playing her tomorrow (or tonight if I can setup my new computer in time).
Edit: I wouldn't mind getting rid of Electric Fence if it meant that SINGLE power choice change would soft cap me with Weave or Maneuvers or would increase my recharge by a significant margin.