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Posts
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The real Steampunkette.
... Is very blurry and oversized.
-Rachel- -
Check out the CoH Wikia, if you dare... One of the members has "Future Content" listed on the site.
-Rachel- -
Stealth/Teleport
Flight/Afterburner
A new ninja-run animation/something that boost it towards SS/SJ levels of speed
Teleport/Placate with the placate as a PBAoE before the teleport goes off.
-Rachel- -
Gonna go ahead and stop writing these up, for now. Comments appreciated, discussions and suggestions 100% needed.
-Rachel- -
Grenades
Tier 1: Glue Grenade: Single Target -Fly -Speed. While Packed Explosives is in effect, this power becomes an AoE.
Tier 2: Flashbang: Targeted AoE -Perception -ToHit. While Packed Explosives is in effect Flashbang also has a high chance to stun it's targets.
Tier 3: Duck for Cover/Packed Explosives: Duck for Cover is a toggle which grants yourself and all allies within a 10ft radius an increase to run speed, jump speed, and AoE defense. While active, it grants access to Packed Explosives. Packed Explosives is a short-duration click which grants each of the other powers in this pool specific benefits.
Tier 4: Concussion Grenade: Targeted AoE Mag .67 KB minor smashing damage. While Packed Explosives is active it becomes a mag 4KB moderate smashing damage targeted AoE with a mag 2 stun
Tier 5: Satchelbomb: GTAoE Moderate damage. With Packed Explosives active it creates a second explosion with a lower damage and wider radius and maximum target limit. Both explosions are Fire/Lethal -
Combat Acrobatics
Tier 1: Backflip: Self-targeting mag 20 Knockback.
Tier 2: Dropkick: Single Target melee Mag 6 KB minor Smashing Damage attack.
Tier 3: Combat Acrobatic/Vault: Combat Acrobat is a toggle which gives a slightly higher than sprint run speed increase with a small jumping height increase. it also grants access to Vault, which grants a much higher jumping speed and height bonus, and uses a unique jumping animation.
Tier 4: Tip: Auto-Power which grants an aura of +4kb and Immob protection to self and all allies within 10ft.
Tier 5: Gymnastic Evasion: Auto-power which grants 0.45% Defense against Melee and AoE attacks as well as a 25% jump and run speed increase per enemy in melee range, stacks up to 5 times. The defense portion is unenhanceable. -
Pheremones
Tier 1: Placate: Single Target placate effect.
Tier 2: Aroma of Desire: Single target confuse effect with psychic damage.
Tier 3: Internal Chemistry/Unnoticed: Internal Chemistry is a low-cost run-speed and jump-height increasing toggle. Using it grants access to Unnoticed, which grants the user a short duration, high-power, stealth.
Tier 4: Infectious Seduction: Chain AoE Confuse with Psychic Damage. 5ft radius 4 targets max with a mag 1 confuse on each target and a mag 1 confuse on the primary target of each chained AoE.
Tier 5: Revulsion: By focusing your Pheremones to a skunk-like odor you can frighten off foes. Creates a 10 mag 20ft radius Fear Aura for 30 seconds, causing enemies to flee from your presence. Not Terrorize (which forces the target to cower, but Fear) -
Misdirection
Tier 1: Distract: You hurl a small object which creates a taunt-effect in a 30 foot radius of the ground-target.
Tier 2: Feign Weakness: Auto Power which lowers threat generation by 20% for all attacks.
Tier 3: Go Unnoticed/Stealth Strike: Go Unnoticed is a low-cost stealth toggle. Not as effective as true stealth powers, it doesn't increase personal defense or allow one to get terribly close to enemies without being seen. It also grants access to the Stealth Strike power. Stealth Strike grants a very short duration "Hidden" status, and makes you impossible to detect even at close range. In addition, your next attack will gain the Stealth Strike secondary effect, a moderate amount of lethal damage with a short lethal DoT. Go Unnoticed, unlike other Stealth powers, can be used in conjunction with stealth powers from other sources.
Tier 4: Misdirect: With guile and cunning you direct your enemy's attentions to an ally (must be a team or league-member or a pet) granting that ally a short duration taunt-aura effect. This causes them to gain 400% taunt for 3 seconds on up to 7 targets within 15 feet.
Tier 5: Fast Talker: Mag 12 Confuse on single target for 15 seconds. Recharges in 2-4 minutes. -
I was planning to. Just had to log off last night to do stuff and sleep. =-3
Currently planning:
Combat Acrobatics
Misdirection
Pheremones
Health
Internal Weaponry
Vibration
Seasonal Might
Combat Medic
Grenades
-Rachel- -
Sidekick
Tier 1: Summon Sidekick: Grants access to one of a selection of summoning powers which summon 1 ally of your level -2.
The sidekick is one of several pre-generated NPC heroes with Pistols, Dark-blast, Fire-blast, Katana, Assault Rifle, or a Beam Rifle. Each is, similarly, designed to blend with the Mastermind Powersets. Beam-Rifle robot, Fire-Blast Demon, etc. With a final sidekick of a German Shepard which functions similarly to a Beast Mastermind's Wolf pet.
Tier 2: Inspire Competence: Ally buff. When targeting a player or non-Sidekick pet this power functions as a +Max HP +Damage +Tohit buff which lasts 1 minute with a 2 minute recharge. When targeting a sidekick, it's duration increases to 2 minutes and it grants the power "Competence" to the sidekick, allowing access to additional attacks and grants a +1 level shift.
Tier 3: Mentor/Silence: Mentor is a toggled PBAoE leadership ability which does not affect the caster, but grants access to a PBAoE Stealth toggle with a range of 30ft.
Tier 4: Inspire Heroics: Grants a 1 minute recharge, maximum HP, accuracy, defense, and absorb effect to a target. It also grants a +1 level-shift to sidekicks.
Tier 5: Inspire Greatness: PBAoE Level Shift with a 2 minute duration and 15 minute cooldown. -
Combat Speed
Tier 1: Dash: Short Ranged Teleport, grants +recharge and temporary immobilization and slow protection. Basically functions as an immob and slow breakfree, granting 100% slow protection, immob protection of 10, and 25% recharge for 15 seconds
Tier 2: Zip: Functions as Flyby
Tier 3: Quickness/Speed: Quickness grants a higher run speed and lower jump value that Ninja run, but grants access to Speed, which functions as superspeed. While Quickness is active you gain a constant recharge speed bonus of 25%
Tier 4: Skid: Targeted AoE moderate smashing damage+knockdown, if Quickness is active it adds knockback. Animates similar to Flyby with a wave of dust.
Tier 5: Dust Devil: You create a spinning aura of debris around you, increasing your recharge, status effect protections, and debuffing any enemies within 10ft with a ToHit debuff, Chance for knockdown, short duration click. While active your maximum endurance is lowered by 10. -
Combat Flight
Tier 1: Death From Above: Auto Power +Damage, increased +damage while flying
Tier 2: Flyby: Targeted narrow cone (20 degrees, 60ft) smashing and knockdown, -flight. Creates a "Teleport Duplicate" which moves, quickly, through the area towards and away from the target, then returns you to static position.
Tier 3: Combat Flight/Flight: Combat Flight functions as Hover with a +damage component if you have Death From Above. Grants access to Flight which functions as Fly with a +Damage component if you have Death From Above.
Tier 4: Flying Strike: Single Target High Damage Uppercut with Targeted AoE Moderate Damage Knock-up effect.
Tier 5: Flight Mastery: Click Self +Defense, +Status Protection. Using your mastery of defensive flight maneuvers you temporarily make yourself a harder target.
-Rachel- -
Combat Teleportation
Tier 1: Far Punch: Teleportation animation single target ranged low smashing damage with a chance to disorient. Functions similarly to Vorpal Incarnate in animation, but uses the Jab body animation for the body-double.
Tier 2: Scramble: Single Target minor smashing Disorient. As above with an animation like Air Superiority for the duplicate.
Tier 3: Increased Range/Displacement: A Toggle which grants all Combat Teleport powers an increase in range, and a secondary smashing damage component. Also grants use of a full-range teleport ability.
Tier 4: Sweep: Teleport to Ground target, then perform a leg sweep for AoE Knockdown. Functions similar to Shield Charge with an animation segment from Eye of the Storm.
Tier 5: Teleport Mastery: 20 second Toggle which applies an extra smashing damage component to all combat teleport attacks, increases the range of Displacement
-Rachel- -
With the upcoming blast of Sorcery, and presumably 4 other origin-based power pools, I think it might be time to start putting out more pools as both standard free-to-VIP items and premium paid sets. Especially since the new power-pool customization options (thanks i24!) will make sure people can modify their powers to their heart's content!
Gags
Tier 1: Toxic Cream Pie: You fling a cream pie at the target, dealing moderate smashing damage and having a high chance to stun for a short time.
Tier 2: Card Toss: Fling three randomly selected Tarot Cards at the target, applies three random minor debuffs (based on the cards that exist in the game)
Tier 3: Spring Shoes/Rocket Skates: Superleaping and superspeed! Activating Rocket Skates engages a new travel power animation for Superspeed but gives you a massive leaping penalty, then a leaping buff, to bring you up to "Normal" leaping heights.
Tier 4: Marbles: Your throw out a bag of marbles into the targeted area (GTAoE) which have a chance to cause pratfalls. Chance for knockdown +damage.
Tier 5: Jack in the Box: Throw a jack in the box to the targeted location. It plays "Pop Goes the Weasel" for several seconds, creating an AoE Taunt effect, then the jester pops out and the device explodes.
Halloween
Tier 1: Flaming Pumpkin: Single target moderate smashing/fire. Use the Firbolg Pumpkin.
Tier 2: Haunting: Single Target Hold: Calling forth spirits of the dead you lock them behind the ectoplasmic spectres. Ghost-aura animation.
Tier 3: Cloak of Shadows/Shadow Step: Self Stealth power and a Teleport which animates as a swarm of bats at the start and finish.
Tier 4: Children of the Night: Summon a conical swarm of bats which deal damage and debuff tohit
Tier 5: Monstrous Aspect: Gain one of four personal buffs based on Archetype
Controllers/Dominators/Peacebringers: Aspect of the Poltergeist: Increase duration of control effects, healing and debuffing, and damage for a short time
Tanks/Scrappers/Stalkers/Brutes/Warshades/Widows: Aspect of the Vampire: All attacks return a small amount of Health and Endurance for a short time.
Blasters/Soldiers of Arachnos: Aspect of the Medusa: Chance for 2 Mag hold on all attacks
Defenders/Corruptors/Masterminds: Aspect of the Beast: Damage bonus to Self and Pets
-Rachel- -
Global: @Steampunkette, of course.
Having looked through the thread I've witnessed some incredible costumes. Some of them updates that I would do to most of the Vindicators. But I didn't see the kind of update that I, personally, would give to Liberty. So here are a couple of ideas.
Why: In the wake of Statesman's passing it is time to put away childish things, and grow up. Ask any woman anywhere; when the time comes to make a big change one of the first things to go is one's hairstyle. Cutting and restyling one's hair completely changes who they appear to be. It changes their daily routine and it changes how one sees the world, sometimes quite literally. Ms. Liberty, feeling the weight of legacy upon her shoulders, shifts her style to something new and engaging. Gone is the girlish skirt and turned down boots. It is time to get serious about fighting, and she steps up to the plate with boots a bit more suited to hard kicks, and ditches the restrictive skirt.
Alternatively:
Why: Many of the same reasons as the first, but with a more Conservative bent, Liberty grabs a little leather armor to stand between her and the slings and arrows of outrageous fortune. Hard-knuckled gloves add to her strikes and elbow pads give her a new weapon. Street Justice Liberty is ready to emulate Statesman while remaining herself.
Either way: It's time for her to step up.
And since I have to make 4 costume redesigns in order to qualify, I've mocked up Swan and Luminary
Why: In the wake of the Praetorian War, several design flaws in the last Luminary model were made readily apparent. As a means of rectifying these matters, Luminary, with the assistance of both Positron and Citadel, has developed for herself a new chassis, based in part on the designs of Praetor Keyes's Clockwork and the armor of the Imperial Defense Force. Stronger, more flexible, and able to take a beating, the new Luminary Chassis boasts a Zero Point energy core, a new energy discharge matrix, and structural reinforcement to important systems. Along with a slight bit of flair, added for Luminary's aesthetic benefit.
Why: In the wake of the Praetorian War and the death of Statesman, Swan decided to incorporate symbols of her mourning into her costume, Black Gloves, Black Boots, and other darkened accents also compliment her costume design well. And, much like Liberty, a hair cut was in order. (Inspired by, or dare I say stolen from, Seldom. I think it is the best redesign of Swan and have incorporated it into my "Redesign" in the hopes that it wins, one way or the other!)
-Rachel- -
I'll just leave this, here...
http://boards.cityofheroes.com/showp...33&postcount=4
Also, I think using a lot of short-ranged teleport speedster abilities would be appropriate. Like shield charges with punching animations.
-Rachel- -
Quote:Nik Tesla would like to have a word with you...I think this looks fantastic and that Synapse is a modern day Thomas Edison of powersets (with just the right mix of inspiration and perspiration to consistently pull these off). Well done sir.
That said, I was expecting Bio Armor before Nature Affinity, or at the same time. I daresay Bio is just as or more ready for live than Nature Affinity.
-Rachel- -
Rather than cycling sets in and out, how about setting up a drop down menu for the tier 9 costume set token slots. Pick your set, then choose the slot for your token, to get the costume pieces you want.
The only reason I've ever been eager to be a Tier 9 vet is for the Celestial set (because I love the chestplate guarding the back as well). And at this point there's no telling when it will come back around for selection.
Just a quickie request.
-Rachel- -
Quote:That isn't entirely true... Just. Y'know. Don't do the PB missions and RP that your character has a different background.Your missing the point here, the point is that as a peacebringer your still attached to a certain peice of lore. Your still an energy being from another planet possessing another being on earth. You can't do anything beyond that concept wise, and if someone wants to be a jack of all trades kind of character, they are still attached to a specific concept rather than having the opportunity to make your own concept which is one of the greatest strenghts in this game.
My level 50 PB is a Kheldian bonded with an Alien from another world. She isn't a Peacebringer because she bonded with a stillborn infant, there was no mind to "Join" with, so she is alone in the body, more or less.
I've played with other Khelds who's powers are light manipulation and superstrength. I've played with Warshades who RPed as being actual Nictus, or entities of death and darkness wielding netherworld power. And more than a couple of "Mages" of both ATs.
You are limited only by your willingness to bend the story to fit -you-.
That said I don't think, and never will think, they should be the "Only" Jack of All Trades AT. And never said as much. I only replied to the phallacy that they have to dwarf up to tank. Just get recharge through the nose and enjoy permahaster, perma-build-up, permalightform, and perma-dull-pain.
-Rachel- -
Unless, y'know, the devs rebalanced the powers based on self-targeting while retaining ally-targeting numbers for when you buff a team. So that using them on yourself gave a lower overall buff, but still -some- form of buff, for solo buffers.
-Rachel- -
Peacebringers can become fantastic tanks without using Dwarf.
Just get huge boatloads worth of recharge. Perma your Hasten, Perma your Light Form, Perma your Inner Light (Build Up), Perma your Essence Boost (Dull Pain, you can stack it for short times, even!), and get your self-heal down to a 20 second downtime or lower. And while you may lack the Psi protection, you have constant 85% damage reduction to everything else, lots of self-healing, and mez protection to go along with your blasts and bashes.
There's no reason you have to be form-locked to play a Peacebringer.
-Rachel- -
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I'd be cool with this, but it's not something I'd scream about if it -wasn't- implemented.
As for issues with not having enough cash, I think the simplest solution would be the best solution: All or Nothing. If you don't have the cash to upgrade all of your currently slotted SOs, you simply can't use the upgrade button until you can.
-Rachel- -
Probably not possible with the engine, but I'd like to be able to target myself.
I like the idea primarily for the use of sending myself a tell to get real numbers on a power I don't have (rather than typing out /t (character name), [Power Name]
But also... Wouldn't it be nice if buffers and healers could buff and heal themselves? I get that there could be a balance issue (if this was even possible) but couldn't the values be altered for self-targeted buffs/heals to bring it into line?
Just seems odd to me that a Poison character can't eat their own Alkaloid and a Force Field defender can't bubble herself.
-Rachel-