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Posts
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Joined
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Quote:Been considering this for my Super Strength tank, but I'd like this to be an available option.I was actually thinking of redoing a Blaster in I19 with like 2 or 3 identical costumes that only differed from each other by having different combinations of the new/old animations. The basic idea was that I could manually switch costumes from time to time to "simulate" your idea of random animations.
I'll sign this idea because it would be cool if you could set it to randomly choose different animations automatically. It would add a touch of realism to our motions. -
Efficiency and effectiveness be damned. It's not fun, and as a tank, I'd only attempt it as a last resort.
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I assume Melee Range PBAoEs only affect foes in Melee Range, while the other ones affect a larger area.
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I tried building to maximize Global Recharge and Damage Buffs, since Elec/ is low on the damage department. With Siphon Speed and Hasten, I'm at 146.3% Recharge, and with Siphon Power and Fulcrum Shift, I'm hitting 103.5% Damage. Any insight will be welcome.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Professor Quick: Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Tesla Cage -- Lock-%Hold(A), Lock-Acc/Hold(3), BasGaze-Acc/Hold(15), BasGaze-Acc/Rchg(17), BasGaze-Rchg/Hold(34), BasGaze-Acc/EndRdx/Rchg/Hold(37)
Level 1: Transfusion -- Theft-Heal(A), Theft-Heal/Rchg(3), Theft-Acc/Heal(5), Theft-Acc/EndRdx/Heal(23), Theft-Acc/EndRdx/Rchg(50)
Level 2: Chain Fences -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Rchg(5), Enf'dOp-EndRdx/Immob(15), Enf'dOp-Acc/EndRdx(17), Enf'dOp-Immob/Rng(34), Enf'dOp-Acc/Immob/Rchg(37)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Jolting Chain -- ExStrk-Acc/KB(A), ExStrk-Dmg/KB(7), ExStrk-Dam%(7)
Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A), Efficacy-Acc/Rchg(9), Efficacy-EndMod(9), Efficacy-EndMod/Acc/Rchg(33), Efficacy-EndMod/Rchg(43)
Level 10: Siphon Speed -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(11), TmpRdns-Acc/Dmg/Slow(11), TmpRdns-Dmg/Slow(33), TmpRdns-Rng/Slow(43)
Level 12: Static Field -- CSndmn-Acc/Sleep/Rchg(A), CSndmn-Acc/Rchg(13), CSndmn-EndRdx/Sleep(13), CSndmn-Acc/EndRdx(23), CSndmn-Sleep/Rng(29)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(45)
Level 16: Super Speed -- Winter-ResSlow(A)
Level 18: Paralyzing Blast -- Lock-%Hold(A), Lock-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-Acc/Hold(37), BasGaze-EndRdx/Rchg/Hold(40)
Level 20: Speed Boost -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(21), Efficacy-Acc/Rchg(21), Efficacy-EndMod/Acc/Rchg(33), Efficacy-EndMod/EndRdx(42)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(25), RctvArm-EndRdx/Rchg(40)
Level 26: Synaptic Overload -- Mlais-Dam%(A), Mlais-Acc/Rchg(27), Mlais-Acc/Conf/Rchg(27), Mlais-Acc/EndRdx(40), Mlais-EndRdx/Conf(43)
Level 28: Inertial Reduction -- Jump-I(A)
Level 30: Weave -- LkGmblr-Rchg+(A), DefBuff-I(31), DefBuff-I(31), DefBuff-I(31)
Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(46), ExRmnt-Acc/Rchg(46), ExRmnt-Acc/Dmg/Rchg(50)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(36), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(45)
Level 38: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(39), Acc-I(39), Acc-I(39)
Level 41: Stealth -- LkGmblr-Rchg+(A), DefBuff-I(42), DefBuff-I(42), DefBuff-I(45)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48), RctvArm-EndRdx/Rchg(48)
Level 49: Power Boost -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A), Empty(46), Empty(50)
Level 1: Containment
Level 4: Ninja Run
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Set Bonus Totals:- 23.5% DamageBuff(Smashing)
- 23.5% DamageBuff(Lethal)
- 23.5% DamageBuff(Fire)
- 23.5% DamageBuff(Cold)
- 23.5% DamageBuff(Energy)
- 23.5% DamageBuff(Negative)
- 23.5% DamageBuff(Toxic)
- 23.5% DamageBuff(Psionic)
- 6.563% Defense(Smashing)
- 6.563% Defense(Lethal)
- 8.438% Defense(Energy)
- 8.438% Defense(Negative)
- 5.625% Defense(Melee)
- 5.625% Defense(Ranged)
- 4.95% Max End
- 1.5% Enhancement(JumpSpeed)
- 2.5% Enhancement(Confused)
- 5% Enhancement(Sleep)
- 1.5% Enhancement(FlySpeed)
- 1.5% Enhancement(JumpHeight)
- 1.5% Enhancement(RunSpeed)
- 3% Enhancement(Immobilize)
- 5% Enhancement(Heal)
- 56.25% Enhancement(RechargeTime)
- 53.41 HP (5.252%) HitPoints
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 4.7%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 12.5% (0.209 End/sec) Recovery
- 40% (1.698 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 1.875% Resistance(Negative)
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Thanks. I'll get on that costume.
EDIT: I still seem to be unable to get it to work. :S -
I'd like to give this a shot, since I don't have many opportunities to go outside my typical comfort zone in costume making, but one question: How do I go from the code to costume file that can be used in game?
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I'm a bit puzzled, I thought that a "Tankermind" was to keep aggro off of the team using their pets as one of their tools for aggro management.
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Quote:I don't know about an aura, but I've seen a cape that can fit all those types easily.Here is my question: given the huge range of characters that could be filed under the "natural" banner, I would like to know exactly what ONE aura and cape the developers could think up that would be appropriate for ALL of the following types of natural people:
*Ninja
*all soldiers
*aliens such as Superman
*other aliens
*Boxers/other melee-type fighters
*people actually born with paranormal powers, such as many witches/warlocks
*acrobats
.... and the list goes on. NO ONE CAPE AND AURA CAN FIT ALL OF THESE TYPES. In my opinion it is silly to come to the table with such an expectation.... with that said, I do think there should be an Alien Origin in the game.
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Like an alternate Sprint or Ninja Run? I could see that.
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I rushed off to try that in such giddy haste that had it actually worked for me, I would have sang your praises in the halls of my ancestors. I did not, however.
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Completely misread the first post, so I'll be wearing ovum on my countenance for a while.
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This, and I'll go on to say that I prefer teammates like this. I'm a tanker, not a babysitter.
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I see your point, but I wasn't talking about including IO sets.
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Three or so tries and it's still not working for me. :/
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They're smart, no doubt, but they don't plot or act in an evil way. They do what they do for survival reasons.
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Scariest Villain? The Joker, from the comics.
I'll also point out that "villain" implies some sort of consciously directed evil (though said evil may be done with good intentions), so beings that act upon instinct, like the Xenomorphs, shouldn't count. -
They're not worthless or useless, but I'd choose someone with attacks over a pure healer or pure tanker when making a team.
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Wouldn't removing their melee skills mean that when they do run into melee, they'll do nothing?
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I'm reminded of the time Grant Morrison wrote himself into an Animal Man comic. I figure it would go like that.
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The way I'm beginning to look at it is that our heroes/villains/various neutrals (damn those neutrals...) become "god-like" when they exceed level 50. It's seeming like CoH is taking the old adage of "the comic book superhero is the modern mythology" and putting it into practice. The Freedom Phalanx and Lord Recluse and Pals are somewhat Incarnate-like themselves (if not actual incarnations of actual cosmic beings).
So, using my own characters as examples, SuperFerret would be one of the Beast Incarnates, while Professor Quick may become a Speed or Logic Incarnate. Those characters (like Storm Krow) who already have ties to actual cosmic deific beings (in this case, Thor) simply become more connected to said being.
We'll be demigods in a sense, but probably not actual gods. Think along the lines of the mythological Hercules (aside from all the drunken murder [unless that's your thing {get help if it is}]). -
Pure pacifism isn't exactly doable in this game as it revolves around combat. We're trying to find the least directly violent path.