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Posts
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Joined
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Try posting on the Virtue boards, there are many RP SGs looking for more contacts.
If you guys were playing villains, I'd invite you to the Supreme Society. Of course, if you do decide to roll evil just look me up at @Weatherby Goode and I can give you the grand tour. We meet twice a week for IC meetings and events and we've got a great crew of talented RPers and some fantastic characters and plots running! -
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I still want Cold Domination.
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Frosty Zombies > Flaming Zombies -
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Also, 35M download on test. Dunno what's in it yet.
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Niv has patchnotes up in the Training Room forum. It has some nice stuff, but no i15. -
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While in dom, make single target mez powers have a mag of 25.
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Er, no. -
Posi strongly suggested (Read: Came right out and admitted it) that a new MM powerset is in the works. Probably not for i15, but i16 is a likely suspect.
The theme? Demon Summoning.
So, what do you picture in this set? Ice demons, fire demons, dark demons? A mix? Keep in mind that they probably won't be re-using existing critters (ie Succubi and Hellfrosts). -
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I think it is self-suppressing to some degree. I almost always get the boost when I first attack a group. But the second and third Stomps usually do not trigger it again. My FS is on a 6-8 second recharge.
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FF can only trigger once every ten seconds. -
Yes, so you can slot lots and lots of procs.
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And yet, after just taking them out for a spin on Battlebriar, who has a full Kinetic Crash socketed, the creepers just did knockdown, not knockback.
Don't get me wrong, I'm happy about that...
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Right, something I missed in my guide. Thanks for reminding me, I'll try to work it in.
From CoD:
+0.6 Knockback PvE only [Ignores Enhancements & Buffs] -
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Apparently Carrion Creepers bugs might be fixed.
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Confirmed. See my guide for all the details. -
A Nightwidow with the bravado to put themselves on the destined one's list might have Gloom. After all, Ghost Widow has been known to teach her secrets to those she finds worthy (Veluta Lunata, anyone?).
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What's with all the ranged defense? You should prioritize Melee>AoE>>Ranged.
Personally, I would fit Spin in there too. It's nice to have the extra AoE. Other than those two quibbles, it looks like a decent build. -
It's not a cemetery, it's a public memorial park.
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You have no Lunge, and Slash is horribly underslotted. If I were you, I'd:
[*]Drop the travel power and use Temp Jetpacks[*]Grab Lunge[*]Move Slash to 18 and slot it well[*]Replace Mental Blast with Swipe[*]Get Foresight
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 25 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Fitness
Villain Profile:
Level 1: Swipe -- Empty(A), Empty(3), Empty(9)
Level 1: Combat Training: Defensive -- Empty(A), Empty(5), Empty(7)
Level 2: Strike -- Empty(A), Empty(3), Empty(9), Empty(15)
Level 4: Tactical Training: Maneuvers -- Empty(A), Empty(5), Empty(7)
Level 6: Swift -- Empty(A)
Level 8: Build Up -- Empty(A), Empty(11), Empty(11)
Level 10: Indomitable Will -- Empty(A)
Level 12: Lunge -- Empty(A), Empty(13), Empty(13), Empty(15)
Level 14: Hurdle -- Empty(A)
Level 16: Poison Dart -- Empty(A), Empty(17), Empty(17)
Level 18: Slash -- Empty(A), Empty(19), Empty(19), Empty(25), Empty(25)
Level 20: Stamina -- Empty(A), Empty(21), Empty(21)
Level 22: Foresight -- Empty(A), Empty(23), Empty(23)
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
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Green radiation orbs.
Sparkly lights
Bowling pins -
Also: Repel is a craptastic power for a melee AT. Radial knockback is not a popular thing for Tanks or Scrappers.
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The OP was also trying to make the argument that changing CP for villains would be beneficial to both sets as well. Lets face it, neither ElA or EA would be popular sets for Scrappers or Tanks unless they get a bit of love. Why not give them that love and let the Villains benefit from it too?
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Ex, I want to thank you for your commitment to this community and wish you best of luck where ever you go from here. You'll always have place on the forums, so don't be afraid to stop in and say hi!
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Yes, the Cottage Rule is why I suggested the changes I did. The 'new' powers I've put up there are close enough to CP that they (hopefully) don't qualify as a Cottage Change. Maybe a Garden Shed Change, but not Cottage.
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With i14 now live, I've been thinking about the future. Specifically, about future editions of Power Proliferation. Even more specifically, I've been thinking about Energy Aura and Electric Armour.
Both of these sets have a problem when it comes to proliferating them to both Scrappers and Tanks: Conserve Power. Conserve Power shows up as an Ancillary power for both hero-side melee ATs and that means that it must be removed from ElA and EA before they can be ported over.
But what should they be replaced with? If it is replaced with something too good, the Brutes and Stalkers will complain about being shafted. If it is too bad, well there isn't a problem except that Game Designers shouldn't really be adding bad powers deliberately.
There is an opportunity here, though. Both EA and ElA have been much maligned as poor defensive sets. EA recently got a buff, but most agree that it wasn't really enough. Also: Both of these sets have a really good Endurance refill power (Energy Drain and Power Sink), what do they need Conserve Power for? So what if we combine these concerns and come up with a single solution? I believe that to be the ideal solution.
Of course, when we talk about replacing a power from an existing set we bump up against the "Cottage Rule". So we need to take that into account as well.
My suggestion to buff EA and ElA, and make them more Proliferation friendly is as follows:
Energy Aura->Conserve Power
Replace Conserve Power with Zero Point Power Supply.
ZPPS is an auto power with +30% End Discount, and a 30% chance for a 10% Heal (Enhanceable) every 10s.
This power provides the equivalent of an SO's worth of EndRedux to all powers at all times. It is lower than what Conserve Power provides, but since it is on all the time and CP has such a long recharge the new power will provide more benefit than CP. The heal is irregular, but combined with Energy Drain, it should be just enough to keep and Energy Aura user upright through a tough fight.
If the Chance for Heal is deemed to strong or just too weird it could be replaced with a minor +HP effect (~10% enhanceable).
Electric Armour->Conserve Power
Replace Conserve Power with Static Refill.
Like the EA change, Static Refill has a +30% Endurance Discount effect. It differs in it's other effect, though. Static Refill would have a small (~200% enhanceable) Regeneration effect. This provides the extra oomph to ELM, giving it a way to recover from injuries without making it unkillable.
What does everyone think? -
Subjective Feedback
I'd just like to request that the AE buildings in the Isles get a bit more grunge than they have. The sleek and shiney look is perfect for Aeon City and St Martial, but it doesn't fit in the other zones. -
I'd really, really like it if we had an option to make the Flashback Fade-To-Sepia thing happen for our Architect missions.
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Mantid, /e juggleballs doesn't show the correct emote. It links to the /e jumpingjack animation.
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That, and a pet can't click "accept" or "decline" in a dialog box.
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I dunno, I seem to teleport them just fine. -
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There is a lame hidden suprise, can't use the power on pets. :/
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That surprised you? Really?
Personally, I would have been surprised if it did affect pets, especially considering how powerful some of them are.