opprime28

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  1. I did some tweaking and here's a slightly more expensive, but slightly better build. You have much higher recharge rates as well as slightly strong melee and ranged defenses.



    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Radiation Blast
    Secondary Power Set: Dark Miasma
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Villain Profile:
    Level 1: X-Ray Beam
    • (A) Decimation - Accuracy/Endurance/Recharge
    • (3) Decimation - Accuracy/Damage/Recharge
    • (3) Decimation - Accuracy/Damage
    • (5) Decimation - Damage/Endurance
    • (5) Decimation - Damage/Recharge
    • (7) Touch of Lady Grey - Chance for Negative Damage
    Level 1: Twilight Grasp
    • (A) HamiO:Lysosome Exposure
    • (7) HamiO:Golgi Exposure
    Level 2: Tar Patch
    • (A) Tempered Readiness - Endurance/Recharge/Slow
    • (11) Tempered Readiness - Accuracy/Damage/Slow
    • (13) Tempered Readiness - Damage/Slow
    • (17) Tempered Readiness - Accuracy/Slow
    • (17) Tempered Readiness - Accuracy/Endurance
    Level 4: Irradiate
    • (A) Eradication - Chance for Energy Damage
    • (9) Eradication - Accuracy/Damage/Endurance/Recharge
    • (15) Eradication - Accuracy/Damage/Recharge
    • (19) Achilles' Heel - Chance for Res Debuff
    Level 6: Darkest Night
    • (A) Dark Watcher's Despair - To Hit Debuff
    • (13) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (15) Dark Watcher's Despair - Recharge/Endurance
    • (34) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    Level 8: Electron Haze
    • (A) Positron's Blast - Accuracy/Damage/Endurance
    • (9) Positron's Blast - Damage/Range
    • (11) Positron's Blast - Damage/Endurance
    • (19) Positron's Blast - Damage/Recharge
    • (21) Positron's Blast - Chance of Damage(Energy)
    • (23) Achilles' Heel - Chance for Res Debuff
    Level 10: Howling Twilight
    • (A) Absolute Amazement - Stun
    • (21) Absolute Amazement - Accuracy/Recharge
    • (23) Absolute Amazement - Stun/Recharge
    • (25) Absolute Amazement - Accuracy/Stun/Recharge
    • (25) Absolute Amazement - Endurance/Stun
    Level 12: Aim
    • (A) Recharge Reduction IO
    Level 14: Hasten
    • (A) Recharge Reduction IO
    • (27) Recharge Reduction IO
    Level 16: Shadow Fall
    • (A) Luck of the Gambler - Recharge Speed
    • (29) Luck of the Gambler - Defense
    • (29) Reactive Armor - Endurance
    • (31) Reactive Armor - Resistance
    • (31) Reactive Armor - Resistance/Endurance
    • (31) Reactive Armor - Resistance/Endurance/Recharge
    Level 18: Super Speed
    • (A) Endurance Reduction IO
    Level 20: Fearsome Stare
    • (A) Siphon Insight - Accuracy/Recharge
    • (33) Siphon Insight - ToHit Debuff
    • (33) Siphon Insight - Accuracy/ToHit Debuff
    • (33) Siphon Insight - ToHit Debuff/Endurance/Recharge
    • (37) Siphon Insight - Accuracy/Endurance/Recharge
    Level 22: Kick
    • (A) Empty
    Level 24: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (27) Reactive Armor - Resistance/Endurance/Recharge
    • (34) Reactive Armor - Resistance/Endurance
    • (34) Reactive Armor - Resistance
    • (36) Reactive Armor - Resistance/Recharge
    Level 26: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense
    • (37) Luck of the Gambler - Defense/Endurance/Recharge
    Level 28: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (39) Luck of the Gambler - Defense
    • (39) Luck of the Gambler - Defense/Endurance
    • (39) Luck of the Gambler - Defense/Endurance/Recharge
    Level 30: Neutron Bomb
    • (A) Positron's Blast - Accuracy/Damage
    • (40) Positron's Blast - Damage/Endurance
    • (40) Positron's Blast - Damage/Recharge
    • (42) Positron's Blast - Damage/Range
    • (42) Positron's Blast - Accuracy/Damage/Endurance
    Level 32: Atomic Blast
    • (A) Eradication - Damage
    • (40) Eradication - Accuracy/Damage/Endurance/Recharge
    • (42) Eradication - Accuracy/Damage/Recharge
    Level 35: Petrifying Gaze
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (36) Basilisk's Gaze - Recharge/Hold
    • (37) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (43) Basilisk's Gaze - Accuracy/Recharge
    Level 38: Dark Servant
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (43) Enfeebled Operation - Immobilize/Range
    • (43) Enfeebled Operation - Accuracy/Immobilize
    • (45) Enfeebled Operation - Endurance/Immobilize
    • (45) Enfeebled Operation - Accuracy/Endurance
    • (46) Enfeebled Operation - Accuracy/Immobilize/Recharge
    Level 41: Dark Consumption
    • (A) Eradication - Accuracy/Damage/Endurance/Recharge
    • (45) Eradication - Accuracy/Recharge
    • (46) Eradication - Damage/Recharge
    Level 44: Dark Embrace
    • (A) Titanium Coating - Resistance/Endurance
    • (46) Titanium Coating - Endurance
    • (48) Titanium Coating - Resistance/Recharge
    • (48) Titanium Coating - Endurance/Recharge
    • (50) Titanium Coating - Resistance/Endurance/Recharge
    • (50) Titanium Coating - Resistance
    Level 47: Soul Drain
    • (A) Eradication - Accuracy/Recharge
    • (48) Eradication - Accuracy/Damage/Recharge
    • (50) Eradication - Accuracy/Damage/Endurance/Recharge
    Level 49: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Scourge
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 14.6% Defense(Smashing)
    • 14.6% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 20.5% Defense(Energy)
    • 20.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 13% Defense(Melee)
    • 11.8% Defense(Ranged)
    • 3% Defense(AoE)
    • 10.4% Max End
    • 1.5% Enhancement(JumpHeight)
    • 51% Enhancement(Accuracy)
    • 1.5% Enhancement(FlySpeed)
    • 3% Enhancement(Immobilize)
    • 1.5% Enhancement(RunSpeed)
    • 78.8% Enhancement(RechargeTime)
    • 1.5% Enhancement(JumpSpeed)
    • 4% FlySpeed
    • 68.3 HP (6.37%) HitPoints
    • 4% JumpHeight
    • 4% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 4.95%
    • MezResist(Sleep) 2.2%
    • MezResist(Stun) 2.2%
    • 15% (0.25 End/sec) Recovery
    • 30% (1.34 HP/sec) Regeneration
    • 5.67% Resistance(Fire)
    • 5.67% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 4% RunSpeed
    • 2% XPDebtProtection



    Code:
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  2. Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Radiation Blast
    Secondary Power Set: Dark Miasma
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Villain Profile:
    Level 1: X-Ray Beam -- Decim-Acc/EndRdx/Rchg(A), Decim-Acc/Dmg/Rchg(3), Decim-Acc/Dmg(3), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), LdyGrey-%Dam(7)
    Level 1: Twilight Grasp -- Theft-Heal(A), Theft-Acc/EndRdx/Rchg(7), Theft-Acc/EndRdx/Heal(9)
    Level 2: Tar Patch -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Acc/Dmg/Slow(11), TmpRdns-Dmg/Slow(13), TmpRdns-Acc/Slow(17), TmpRdns-Acc/EndRdx(17)
    Level 4: Irradiate -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(9), Erad-Acc/Dmg/Rchg(15), Achilles-ResDeb%(19)
    Level 6: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(13), DarkWD-Rchg/EndRdx(15), DarkWD-ToHitdeb/Rchg/EndRdx(34)
    Level 8: Electron Haze -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Dam%(21), Achilles-ResDeb%(23)
    Level 10: Howling Twilight -- RzDz-Stun/Rng(A), RzDz-Acc/Stun/Rchg(23), RzDz-Acc/EndRdx(25), RzDz-EndRdx/Stun(25), RzDz-Acc/Rchg(27), RechRdx-I(37)
    Level 12: Aim -- RechRdx-I(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27)
    Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(29), RctvArm-EndRdx(29), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 18: Super Speed -- Empty(A)
    Level 20: Fearsome Stare -- SipInsght-Acc/Rchg(A), SipInsght-ToHitDeb(33), SipInsght-Acc/ToHitDeb(33), SipInsght-ToHitDeb/EndRdx/Rchg(33), SipInsght-Acc/EndRdx/Rchg(37)
    Level 22: Kick -- Empty(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam(34), RctvArm-ResDam/Rchg(36), RctvArm-EndRdx/Rchg(36)
    Level 26: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(37)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39)
    Level 30: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(42)
    Level 32: Atomic Blast -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-Acc/Dmg/Rchg(42)
    Level 35: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(43), BasGaze-Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43)
    Level 38: Dark Servant -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Acc/Immob/Rchg(46)
    Level 41: Dark Consumption -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(45), Erad-Dmg/Rchg(46)
    Level 44: Dark Embrace -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-EndRdx(46), TtmC'tng-ResDam/Rchg(48), TtmC'tng-EndRdx/Rchg(48), TtmC'tng-ResDam/EndRdx/Rchg(50), TtmC'tng-ResDam(50)
    Level 47: Soul Drain -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(48), Erad-Acc/Dmg/EndRdx/Rchg(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 14.3% Defense(Smashing)
    • 14.3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 20.5% Defense(Energy)
    • 20.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 12.4% Defense(Melee)
    • 11.8% Defense(Ranged)
    • 3% Defense(AoE)
    • 12.2% Max End
    • 36% Enhancement(Accuracy)
    • 2% Enhancement(Stun)
    • 3% Enhancement(Immobilize)
    • 1.5% Enhancement(JumpSpeed)
    • 65% Enhancement(RechargeTime)
    • 1.5% Enhancement(JumpHeight)
    • 1.5% Enhancement(FlySpeed)
    • 1.5% Enhancement(RunSpeed)
    • 4% FlySpeed
    • 84.3 HP (7.87%) HitPoints
    • 4% JumpHeight
    • 4% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 4.95%
    • MezResist(Sleep) 2.2%
    • MezResist(Stun) 2.2%
    • 13% (0.22 End/sec) Recovery
    • 40% (1.79 HP/sec) Regeneration
    • 3.15% Resistance(Fire)
    • 3.15% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 4% RunSpeed
    • 2% XPDebtProtection



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  3. I agree about the final mission. My thinking was that the Nemesis Rikti Automatons would be incredibly difficult AVs with the powers of both Fake Nemesis and of the more powerful Rikti EBs from ship raids, including Nemesis Vengeance, etc. Still may be a bit of a let down though. What if it went like this...


    Mission five has one additional component: The cutscene at the end shows the Restructurists broadcasting images of the brainwashed Omega Team fighting against your Task force, claiming that your Task force attacked the prison and killed the Traditionalist leaders as well as several Rikti. The Restructurists claim that the more extreme traditionalists had conspired to betray the Rikti and bring Primal Earth heroes over to kill their own imprisoned leaders and then begin a civil war. As such, the Restructurist leaders are now preparing a massive campaign against the Traditionalist camp.

    Mission Six: Protect the Traditionalist Rikti
    You and the Omega Team members fight alongside Rikti Traditionalists against the Restructurist forces while the newly freed Traditionalist leaders attempt to broadcast the truth to the rest of the Rikti homeworld. This could be a massive battle, almost like a mini Rikti ship raid, with several NPC heroes fighting alongside your TF agianst invading Rikti forces as a timer counts down to the broadcast going out. If you allow the Restructurist forces to kill the broadcast tower before the timer counts down, you lose the TF. It would actually be REALLY cool if they could make the Omega Team members controllable pets similar to the heavies in RWZ. Then you fight the Rikti Forces by each getting control of one of the Omega Team members and using your own powers. Require your TF to simultaneously defend three key entry points into the camp while also trying to protect the broadcast station at the center. This would mean splitting up into pairs and choosing which Omega team member you controlled to compliment your pair's own weaknesses and strengths, forcing you to use strategy to accomplish the TF. You would have each of the Omega team pets be a different archetype to compliment the varying archetypes of your own team, so a tanker and controller TF members at "point A" may take along both an Omega team member blaster and Mastermind, while a Blaster and Dominator TF members at "point b" may take the Omega team members Brute and defender.



    Quote:
    Interesting, but there's a fairly big issue. If the Restructurists are saying Primal Earth is going to invade them again and that's why they need to go to war, then how does invading them again prove the Restructurists wrong?
    I don't know that you DO need to prove them wrong. After all, the whole war was orchestrated by HroD'tohz and the Restructurists to gain power, right? Thats part of cannon. So they use the Omega Team's presence to solidify that power. Of COURSE they expected humanity to try and stop them, which is why they made that part of their play for power. Hero 1's intention was to send a team of super powered humans back who HELPED the Traditionalist Rikti, showing that HroD'tohz and the Restructurists were wrong and that the two civilizations could live in peace.
  4. Ok, here is a fairly well thought out new Task Force idea I'd LOVE to see explored. It is a direct Sequel to the Lady Gray Task Force, and has several unique but exciting experiences.



    Contact: Hero 1


    Concept:

    Hero 1 is recovering from the process which converted him to the Honoree while he was on the Rikti Homeworld. As he has recovered, he has become increasingly helpful in the fight against the Rikti. He has given Primal Earth information and insight into events transpiring on the Rikti Homeworld: chief among them being the oppression and imprisonment of Rikti Traditionalists and a military Coup by the Restructurists. The Coup was led by HroD'tohz, who argued that the invasion by the Omega Team was just the first, unless Earth was completely decimated. He has since turned the Rikti Homeworld into a militaristic state controlled by the Restructurists. Hero 1 believes that, like himself, several other members of Omega Team have survived and are imprisoned on the Rikti Homeworld. If freed and allowed to give aid and protection to the Traditionalists of the Rikti Homeworld, Hero 1 believes they could bring an end to the war and peace to all parties involved. As such, he seeks to send a new Omega Team to the Rikti Homeworld, this one a stealth unit hoping to free the surviving Omega team members and establish a consistent line of cooperation between the people of Primal Earth and the Traditionalists of the Rikti Homeworld.




    Mission 1: Comandeer a Rikti Scout ship
    Shortly before the 1st Rikti Invasion, a Rikti Scout ship landed on the moon. Since then it has secretly served the Rikti as a monitoring and communications station, with a small but elite crew manning it. Your job is to commandeer this ship, which holds the last remaining direct portal to the Rikti Homeworld, and use it to enter the Rikti dimension.

    Unique Mission aspects: This mission would begin in an outdoor lunar map similar in mechanics to the Hami Goo. Heroes would have slowed movement but increased jump cababilities. They would first be "bubbled" similar to respecs in an "oxy-sphere" but would also suffer a recovery decrease due to the lower level of oxygen and several types of damage would suffer debuffs as well (fire, ice, lethal) while some would see buffs (Smashing, energy.)

    Objectives:
    - Infiltrate Scout ship (disable four external pylons)
    - locate Rikti beacon generator (fight your way to glowie)
    - Open Rikti Portal (reprogram glowie while fighting off ambushes of advanced rikti mechs)

    Mission 2: Reach the Homeworld's surface
    Arriving in the Rikti dimension, you find their moon houses a similar, though much more advanced, version of the Rikti ship on our own moon. This ship serves as a permanent lunar station for the Rikti, and a boarding station for the Rikti stellar fleet. Your must reach a Rikti traditionalist pilot stationed here, who will take you to the homeworld's surface.

    Unique Mission Aspects: You get your first glimpses into Rikti life here. You see similarities and differences from our world (tv screens blasting rikti newscasts, strange Rikti music playing in Rikti bars, etc.)

    Objectives:
    - Locate Traditionalist Captain (the key would be to avoid triggering ambushes of Rikti)
    - Create a diversion (set a bomb off while the Captain prepares a ship)
    - Escape to the surface (reach the ship during the chaos caused by the diversion.


    Mission 3: Infiltrate the Rikti City of Nu'yo rahk.
    You are deposited by the traditionalist just outside of one of the Rikti's largest cities, Ny'yo rk. The forests outside of Ny'yo rk are largely untouched nature protected zones. As such, they are teeming with odd Rikti wildlife (which look like Rikti versions of animals we see in our world.) You make your way through the forests, eventually being forced to fight your way past a Rikti bear-like creature living near the entrance to the Rikti sewer system.

    Unique map aspects: This would be a map similar to Eden, lush and green, but filled with unique variations of our own wildlife, genetically altered much like the Rikti.

    Objectives:
    - Locate the sewer entrance to Nu'yo Rahk
    - defeat EB (Rikti Bear-like creature) to enter the sewers.

    Mission 4: Establish contact with the Traditionalists faction.
    You must make your way through a Rikti city filled with both familar and new Rikti soldiers. There will also be Rikti civilians you can't attack, much like the citizens in Mayhem missions. This mission will not be stealthable, and will require you to face small groups of Rikti soldiers, trying to prevent them from sounding alarms which bring much more massive ambushes.


    Unique Mission aspects: This will be your first glimpse every in the game of a Rikti City. The advanced technology will be amazing, and it will make Grandville look archaic. In the distance, I envision a Rikti version of the Statue of Liberty being torn down, and a statue of HroD'tohz being put up in its place. This mission ends up being auto-fail, as it APPEARS you've been set up by Hero 1, who actually triggers the alarm which brings the final ambush which captures you!

    Objectives:
    - Make it through the city to the Traditionalist camp (get to location on map, avoiding ambushes)
    -Signal the meeting with the traditionalists (glowie)
    - special enemies: Rikti Police Drones (when spotted, defeat these in 15 seconds or they trigger a massive ambush)


    Cut scene: Point of View shot, inside a Rikti Prison, going in and out of consciouness. You witness bits and pieces of conversation of blurred out figures, some between Rikti restructurists, some between Rikti and Hero 1, and then some between Rikti and what looks like the outline of a fake Nemesis. When you finally wake up, it's to Hero 1, who appears to be about to execute you!

    Mission 5: Escape the Rikti Prison!
    You begin by being awakened by Hero 1 and several Rikti guards. Hero 1 appears to be preparing to execute you all. Suddenly your shackles are released (you become unheld) and Fight Hero 1 to 1/2 health, as a large group of Rikti and two Rikti Heavy Assault suits watch. As you fight, "psychic" flashes appear in your head (similar to the way contacts speak to you via-com links in the Preatoria missions) where Hero 1 explains that he set up your capture as a way to locate the imprisoned Omega team members. A traditionalist Rikti Priest is using his psychic powers to allow you to see Hero 1's thoughts. Hero 1, while you were sedated, pretended to still be the Honoree and has learned the location of the surviving original Omega Team members. He has also learned that the Restructurists have captured the leading members of the Traditionalists, and are planning their execution, using brainwashed Omega team members to do so. The Restructurists believe this will be the final act of "War" they need to begin a new invasion of Earth. Now you must help defeat the Rikti around you and free the traditionalist leaders and stop the brainwashed Omega Team. When Hero 1 reaches half health he says "Now is our chance!" and he changes to an ally while the Rikti around become targetable enemies. After defeating that mob you make your way through the prison to the traditionalist leaders' cells, freeing them. You then attempt to make your way out of the prison but must defeat the Omega team members, capturing them. When that is done you escape the prison.

    Objectives:
    - Defeat Hero 1: to half half
    - Free Capture Traditionalists (5)
    - Escort Traditionalists out of prison
    - Defeat Omega Team

    Cut scene:
    You enter a small neighborhood in the Rikti city by cover of night. There you are greeted by Rikti tradtionalists who welcome their leader home.

    Mission 6: Set up communications with the Traditionalists

    In the Rikti traditionalist neighborhood, you speak with the now freed traditionalist leader. He thanks you for your help and promises to work to end the war in his world as you do so on your own. He and his fellow traditionalists are working to repair the brainwashing done on the Omega Team by the Restructurists. You then set up the permanent trans-dimensional communications portal with Paragon City, with the help of the Rikti scientists. As the portal nears completion, however, several of the Rikti around you begin to attack. It is revealed that some of the Rikti Traditionalists in the camp are actually powerful Rikti Nemesis Automatons. You must protect the Traditionalist leader from the ambushes of the automatons, who appear to want control of the portal.

    Objectives:
    - Establish portal
    - Defeate Rikti Nemesis Automatons






    Conlusion
    When the ambushes are complete the task force is finished, and you return home via the newly established portal. Hero 1 informs you that your actions have allowed Primal Earth to begin dialogue directly with the Rikti Traditionalists of the Rikti Homeworld and given them direct protection via the now freed Omega Team members, moving both sides one step closer to lasting and permanent peace.
  5. If they migrated traps to Controllers they'll have to deal with a few MAJOR issues.

    #1
    Traps offers as much "soft control" as dark does, and supposedly that is the reason Dark hasn't been migrated. Adding this much extra control to controllers could be "overpowering." Now I've never really understood how Storm made it but dark didn't, but I think traps faces the same issues. In traps you have a single target immob, an AoE slow/damage, and poison gas trap, which is an AoE slow, chance for hold, etc. This becomes even MORE problematic when you combine it with...

    #2:
    Traps offers not only a ton of debuffing, but two MAJOR damage dealing powers and two minor damage/debuffing: Trip Mines and Time Bomb. I can't think of another controller secondary besides storm that offers such offensive powers, and it only has three (Thunder Cloud, freezing rain, and Tornado) which deal LESS damage and one is so situational it often isn't taken. Time Bomb deals a massive 278.1 damage (corruptor scale) and a controller actually has the perfect ability to use it (stun/hold a mob then place it a their feet. BOOM. Mob is dead.) This goes WAY beyond storm's biggest damage dealer, Tornado, which is awefully chaotic and hard to control the actual damage it does. And as I said before, I'm suprised storm made it as a controller secondary.

    I think they'd could find a way to replace, at the very least, trip mines or time bomb, OR switch part of its damage components to a more defensive aspect (-tohit effect or -res.) Personally, I'd actually think, looking at the designs, that a traps/devices hybrid would actually fit DOMINATORs more than controllers for a secondary. Add in Targetting drone and auto turret in place of seeker drone and poison trap, and come up with a melee attack or two and you have a basicly offensive set.
  6. My only concern is that I would assume that they went with a double blind auction for specific economic reasons, and this directly gets around that.

    Now, the exact same ability exists in game (trading face to face) but they may be reluctant to implement this for the same reasons they chose to go with a double blind auction instead of a "seller sets the price" method of sales.


    I have no idea what those reasons are, mind you. But Im sure that they existed.
  7. I think the best "happy medium" would be to create a new set of enhancements.
    "Increase buff duration."

    This way people who ARE bothered by the need to reapply buffs could increase their duration via enhancing, and people who aren't can go on using those slots and powers exactly as is.

    If you aren't bothered enough to be willing to give up the enhancement slot for it, you aren't really bothered. If you ARE, you aren't affecting anyone else's game play by forcing a nerf to effectiveness or an increase to end cost just so you have less to worry about.

    Personally, I can think of some sets and powers (kinetics Speed Boost or ID) that I'd use it on, and many many more that I wouldn't.
  8. So no positive OR negative feedback?

    Should I take that as "this idea is so perfect and obvious it doesn't need comment"? ;-)
  9. I dont know what you all are complaining about.

    Im only 1 of 1 xp away from hitting level 51 and slotting that bad boy up!

    :-)
  10. I'd be down with forming a group whose whole goal is to, say, once a month, hold an AE contest with big prizes, similar to what we see with the old PvP events people used to have.



    I actually have been working on an arc idea that is a Riddler style arc that I plan on releasing, with the 1st person who successfully completes the arc and "solves" it getting a reward of some part. I don't want to go much more in to it than that, but would be fun.

    We could have a theme or concept each month that must be incorporated into the arc, and then have a panel of judges who rate the arcs. Have people submit their arc in the forums, have the panel play them, then have a winner announced?

    I dunno...just trying to figure out how we could garner more support and excitement for the AE in the general public.
  11. ok...so not -officially- yet, but it will be soon if you all support this idea.

    You could call it Kinetic Defense or Matter Manipulation. It's NOT an Energy Aura rip off, since Energy Aura only has one power that really deals with "kinetic" energy. This is a very unique suggestion for a defense based set, taking some cues from the kinetics defender set, from dual pistols, from kinetic melee, and a few others. It really does reflect what someone with control over matter and kinetic energy might be able to do for self protection.

    Description:

    Kinetic Defense or Matter manipulation: You are a master of matter and kinetics, able to control, absorb, deflect, and redirect the kinetic energy around you. You use this to survive even the toughest of fights, often using your enemies own attacks as a source of strength.


    Powers:

    Density control: You are able to control the density of your skin, weakening any incoming physical damage.This ability is natural to you, and as such is always on and costs no endurance.(Auto +res 10%)

    Kinetic absorption: You are able to absorb incoming kinetic energy, granting you resistance to most forms of damage. (Toggle: +Res 22% Smash/Lethal, +8% Fire/Cold/Energy/Negative Energy, +Special)

    Power transfusion: You are able to absorb the energy used for regeneration from nearby enemies and use it to add to your own regeneration rate. (Toggle: Melee Foe -Regen, Self + Regen)

    Speed Syphon: You can absorb the kinetic energy of nearby foes, slowing their movement and attacks while increasing your own. (PBAoE Click, Foe -rch, -spd, +rech/spd self, recharge 30 seconds, duration 20)

    Variant Mass: Breaking Newton's laws, you can increase or decrease your total mass at will. This ability to altar your mass to fit the situation gives you incredible resistance to conrolling effects like Knockback, Repel, Disorient, Hold, Sleep, and Immobilization. It also adds to your defense and resistance to defense debuffs. (Toggle, Mag 10.5, 200s recharge, 120 second duration, +5% defense)

    Power alteration: Your mastery over the basics of physics allows you to alter your syphoning powers. With Power Alteration active, Power Transfusion can change from affecting regeneration to affecting recovery. It can also alter Fulcrum Burst, allowing it to affect your non-physical attacks like energy, fire and cold. This power also permanently changes Kinetic Absorption, adding a small -dmg affect to foes, allowing you to store the absorbed kinetic damage for Fulcrum Burst. (When activated, this power changes the secondary affect of Power Transfusion from +regen to +recovery. It permanently adds a secondary affect to Kinetic Absorption, and adds the Fulcrum Burst affect to fire/cold/energy and negative energy based attacks.)

    Momentum shift: You are able to control the momentum of those moving around you and shift it, offsetting their center of balance. The shift in momentum has a strong chance to knock down enemies in melee range, and can leave all nearby enemies dizzy, increasing your defense to all attacks. (Toggle, + Def 7.5% all, melee 15% chance Foe Knockdown)

    Fulcrum Burst: After reaching a critical absorption point, your body releases the stored kinetic energy from Kinetic Absorption, allowing you to experience a massive fulcrum burst of power. The damage to all of your smashing and lethal attacks is greatly increased for quite a while. Kinetic Absorption must be taken before selecting this power. When coupled with Power Alteration, the damage from your other attacks is increased as well. This power's recharge rate cannot be enhanced, since you do not begin reabsorbing kinetic energy until your fuclrum burst has dissipated. Recharge 90 seconds, duration, 20 seconds. (Self +special)

    Focal Acceleration: You channel your complete control over kinetic energy into a focal point within. You become a nearly unstoppable force as all of the kinetic energies around you fuel your own body, making your highly resistance to all forms of damage. This drains all foes who enter melee range of some of their damage, speed, and recharge rates, and increases your own regeneration, recovery, and damage output as well. Your ability to control this much power is limited, however, and it wears off in a burst of concussive force, knocking back your foes and leaving you exhausted, unable to recover endurance or regeneration for a short time. Note that this power is unaffected by recharge rate enhancements. (Self +Res all, +regeneration, + Recovery, + Dmg, Foe -dmg, -speed, -recovery. (+ mag 3 knockback after 120 seconds.) Recharge 420 seconds.



    A few notes: While the 1st two powers are fairly standard, and the third may SEEM like a Rise to The Challenge clone, Power Alteration is where the set begins to shine in a unique way. It allows you to decide whether you'd like Power Transfusion to boost your regeneration rate or recovery rate, but NOT both at the same time. Like Swap Ammo this can be changed quickly, but allows you to adapt given the situation, the enemy you face, or your own play style.

    Power Alteration also triggers a secondary affect for kinetic absorption that needs to be explained. When you take Fulcrum Burst, it doesn't "recharge" like a normal power. It works similar to Domination in that it builds over time and when it's charge you are THEN able to activate Fulcrum Burst. The "build" ideally would be based on the damage "stored" by Kinetic Absorotion. This could be cosmetic, based simply on a timer, or it could be based on actual incoming damage. The damage absorbed wouldn't "expire" like it does with fury or domination, so you don't have to run from mob to mob, but it ensures that fulcrum burst can't become perma. Unlike Domination, this wouldn't begin to recharge from incoming damage until the affect from the previous cast wears off. This same result could happen simply by making Fulcrum Burst timer based, unaffected by recharge rates, but that breaks the illusion that this is "absorbed" kinetic damage that you're unleashing. This has a few mechanics Im still thinking through (what happens if it wears off between mobs? Does it not start building again until you're attacked? That could be a pain. Do teams affect its building, etc.) but the idea is that the timer to fulcrum burst is tied to the secondary affect of kinetic absorption iin theory, since its that stored kinetic damage that you're now releasing into your own personal fulcrum shift. Whatever the best way to create that illusion, while preventing this from becoming anything close to a perma power, is fine with me. It shouldn't be perma because this should be a MASSIVE boost to damage; higher than rage or fiery embrace or Against All Odds. It's a tanker's personal fulcrum shift, on a smaller scale. After all, we all know FS is what makes kinetics really shine.

    This set isn't "uber" and could be tricky. You don't have incredibly high resistance OR defense levels in this set, both a lower-average range, but instead trade those higher levels for a boost to regeneration and recharge, and speed. You also trade a damage aura for your PBAoE knockdown chance and defense boost in Momentum shift. At higher levels you begin to counter those weaknesses. You couple your increased attack rate with a -dmg aura, and regeneration a recovery boost, and a massive damage boost every 2 mins. You're trading the ability to stand and take a beating with little worry while others kill for the ability to survive taking a beating as you dish out one of your own.

    The tier 9 is slightly unique in that it, like shield defense and willpower, can't be affected by recharge boosts. This is because it not only grants you increased recovery and damage, it debuffs the damage and speed of enemies around you. I dont know of another tier 9 defense power that functions as a buff via debuffing power, meaning this would be a very helpful tier 9 for AVs, which is when most use their tier 9 anyway. Thats why I still included the "crash" at the end of this. To make the crash more tolerable I added in a knockback affect when it wears off. Since this set has a +regen or +recovery aura, the knockback affect should allow a tanker to take a few seconds, then get back in the game.


    So go ahead and /sign below. You know you want to! :-)
  12. IVe always thought that my global account should be tagged for all SGs that my characters are high ranking enough members to give invites on that server. That way, a new character I log in can simply go to "options: SG: and join any of those SGs without any muss or fuss. Im simply inviting myself via my global.
  13. Quote:
    Originally Posted by Forbin_Project View Post
    No offense but I think you are missing the point or you don't know what glossing over means. A_F made a comment that people were glossing over the effects that exemping will have on the Incarnate slots.

    Glossing over can mean someone being purposefully misleading with their explanation.

    I was pointing out that isn't the case for some of us. Since some of us simply don't use the feature we never considered what effects it would have on peoples characters.

    There's a huge difference between not knowing how a feature you never use works and deliberately making misleading statements to give people the wrong impression on how something will work.

    You know what, you're right. I'd forgotten the "glossed over" aspect to the conversation. In that context, those posts do make total sense.





    And Steampunkette, your suggestion is really an even simpler version of mine, and I'd support that wholeheartedly. Good idea!


    Quick, someone PM a dev! :-P
  14. Quote:
    Originally Posted by Tenzhi View Post
    Indeed. I tend to avoid Exemplaring, myself.
    There are some players who never, ever, make it past level 30, either. That doesn't negate the fact that the game needs to be balanced for the many many players who DO make it into the 31+ content, too.

    I'm not negating what you're saying, just pointing out that anedotal stories of it not applying to your play style don't really further the discussion. Now an explanation of -why- you don't use it and how that may factor in to the discussion might. For example... ;-)


    Swapping builds:


    Not being able to use the same enhancements on multiple builds is exactly why I never use the "swap builds" feature. I simply don't have the time to invest in IOing multiple builds on each character, and don't feel like swapping to a "gimped" via non-IOed build would be all together that helpful or fun. If they reworked the build system so that it worked like a respec, allowing you to keep your enhancements and replace them where applicabable in your new build, only instead of "selling" the enhancements when you finish they simply "disappear" for that build, then I'd probably start making a team/solo/exemp version of ALL of my characters. They would have to rework the builds so that they tag an enhancement as "bonded" to a build the 1st time the enhancment is used on a character, and only allow you to ever permanently "keep" unused enhancements after a respec on the build it was "bonded" to, to avoid having people respec and sell IOs on more than one build, but I think it's fairly easily doable. Until then, I just don't use it, and I -think- many other people don't for the same reason.
  15. Ah, ok. Then yeah...I'm really not sure I see a need for this suggestion. It seems easy enough to do under the current system without set bonuses.
  16. Quote:
    Originally Posted by Samuel_Tow View Post
    That's why I'm saying that a couple of extra slots at level 50 might not be a bad idea, both to make level 50 stand out a bit more and to not shaft what you take at 49 so badly. Because ANY power you take at level 49 HAS to be one that doesn't require many slots, which by extension means it almost always has to be one that isn't very inspiring, such Assault or Hurdle or something of that nature. They're good to have, mind you - every power is. But there's this inverse logic which, rather than holding off the best for last, makes us hold off the worst for last, thereby making the last, say, 4 or 5 levels of gameplay really boring because nothing you get in them will be slotted very well.
    You know, I actually understand this logic, and what you're saying makes sense. The truth is, dinging 50, to me, is kind of a sad moment. It's an "ok...you're done with this guy" moment. To be honest, I'd be MUCH happier if they did a simple work around like this...


    levels 1-47= function exactly as they do now.

    level 49= instead of a new power, you're given three more power slots to slot into your level 47 power.

    level 50: You are given a new power choice AND two extra slots to slot into said power. This would make 50 feel truly "special", still allow us to have the same number of powers, and a total of two extra enhancement slots would be given.

    You wouldn't have your 50 choice being slotted more under this change, but 50 WOULD feel more "Special" because you immediatly get your new power, complete with the amped up slotting. The new power would, immediatly, feel more "uber" that a normal power when 1st chosen because its coming with up to 4 possible slots right out of the bag.

    Current
    47 = 1
    48 = 3
    49 = 1
    50 = 3
    ______
    8


    Suggested
    47= 1
    48 = 3
    49 = 3
    50 = 3
    _______
    10



    Of course, Ive always wished that the "levelling" bonus you got didnt give you a tray full of insps, but instead instantly recharged all of your powers and boosted your recharge, regen, and recovert rates for the next 5 seconds (per 10 levels earned). A character hits 2-10, they get 5 seconds of uberness, 11-20: 10 seconds, 21-30: 15 seconds, 30-40: 20 seconds, and 41-50: 25 seconds. This would really make levelling feel "powerful", fit thematically, and still not be "over powered" because, at most, you're going to get 25 seconds of essentially the effects of "speed boost" and "Accerlated metabolism" on your character when facing late game content. It might let you kick *** for one mob or so, then go back to normal.

    Still, I think levelling should really make you feel "uber" when it happens. Getting insps kinda makes me feel less "uber" and more "you're weak, so use these."
  17. You can only stack your mezzes on the melee oriented toons that HAVE mez protection, though.

    IO bonuses are usually used to help sets where they lack protections, not sets where they already are fairly well rounded out. Most Doms don't slot for hold durations, for example. They focus on recharge and defenses, because those are more helpful. A tanker wouldn't slot for mezz protection, while a blaster or controller just might.

    Just think of how useful that would be for a high end blaster fighting Malta, for example.

    Now maybe the easiest way to accomplish this would be to make the procs that deal with mezz protection more powerful, like the LoTG is. Or like the LoTG, allow you to slot more than one of them.
  18. I'd love to see Merrit total, as well. It's a pain in the butt when Im trying to choose a character for a TF and I have to log in three in a row to figure out which one has the merrits that make it most worthwhile. I would imagine having the info available would be easier on the servers, as well.

    Than agian...depending on how much data we're talking about being loaded for each character someone owns every time they're logging in...
  19. Please oh please oh please oh please....

    ICE ARMOR AND SHIELDS

    Let us have a "minimal effects" option for Ice Armor/shields. I want to look more like Ice man circa 1990s than the walking snowcone Ice man circa 1960s. Make it sort of like the metallic skin look, only somewhat transparent. Hell, even give us a transparency slider like we have for windows, etc.

    Same for frozen fists, etc.

    Another option for it is to get rid of the blocking armor and allow for a "misty cover" that looks like frost, with cold mist coming off of it. Either way, the giant blocks of Ice just HAVE to go.

    Some characters I have I HATE being buffed by a cold dom because of this, and Ice Armor is an AWESOME tanker set, but the big blocky look just makes it downright difficult to want to play.


    I wouldn't mind some changes to thermal buffs, too. Floating rocks seems kind of...lame.



    STORM

    Hurricane...PLEASE let us have a height slider for it. IF you're playing a tall toon teamed with short toons, suddenly the short toons cant see or be seen when the tall one is running hurricane because it is ALWAYS at the same spot on their body. In caves this is especially terrible. If I had a tall toon I'd have the hurricane centered either lower, near my feet, or actually (and more appropriatly) over EVERYONE's head like lightning storm, following me around.
  20. It has been announced for sure that Primals get access to Preatoria in i19?
  21. opprime28

    Quitting teams

    Hasnt been a problem for me, but

    /signed.

    Should be easy enough that, even if its a problem for only 5% of the population, it's a problem that doesn't need to exist when the fix is this easy.
  22. Ah, got it. A targetted AoE could make total sense then. I was thinking similar to Freezing rain, etc. Im fine with Subversion being a targetted attack that placates and possibly fears/confuses an enemy and those around him.

    I think -def and -res from interrogation, because the captured villain "gives up" the weaknesses of his allies.

    Hero guy: "Why is it my lasers were bouncing off you!"
    Defeated Villain: "I aint sayin' nothing!"
    Hero guy: *raises his fist as if to strike again*
    Defeated villain: "OK man! It's these wrist bands. They give us a magnetic shields!"

    It doesn't make -him stronger- really, it just tells him how to get around their defenses and hit them more effectively.
  23. Quote:
    Originally Posted by Mr_Right View Post
    I can't agree with ignoring typed defense on any power. A long while ago, the Devs set out and standardized defensive powers by ensuring they all had both typed and positional defenses. Force Field bubbles used to be all typed, with no positional defense. Foregoing one completely would never work, as those powers would be functionally useless to some characters. It would be much better to have standardized defense across the power.
    I thought that they -added- positional defense to powersets that used to be only/primarily typed, because positional was more beneficial. Many sets (ninjistu, for example) are still only types defense, but some sets that were typed (ice armor) now offer some pisitional defense. If Im wrong then cool, lets keep it +Def to all.

    Hmm...to me Enemy Intel is something you'd have prior to entering a mission (how they function, where they congregate, etc.), where interrogating a captured foe would help you defeat his allies (-def, -res). I think I'd keep the names for Interrogate and Enemy Intel the same, myself.

    And speaking of Enemy Intel...yeah, we're probably just gonna have to agree to disagree on this power's usefulness. I don't imagine it would be too hard to code, similar to mission teleport power or the coding for objectives that can currently show up on a map, and I can think of many times where, during TFs and soloing, or multi-objective team missions, etc. this power would come in handy. And if nothing else, for the RPers out there (not much of one here, mind you) this power would fit perfectly in this set. "What? How'd you find this boss so fast?" "He was sloppy. I'm good."

    I also disagree on the targetted AoE vs. PBAoE. This power should be for when you're surrounded, and I don't really see a reason to make it a click power. It's meant to get you out of the middle of a mob that is gonna attack you, and even that extra second of having to point and click makes no real sense to me, from either a conceptual stand point -or- a playablity one.

    So we disagree on two...really on one, and then on whether one should be a targetted click or a PBAoE power. Thanks for the feedback though.
  24. Not only did I ask for it, I LIKE it.

    Location Recon:

    I actually love the idea of the clickable defense power. My main reason for making it a toggle was to keep it from being over powered, since, especially at lower levels, endurance can really be an issue that would limit its use. However now with fitness becoming inherent at low levels anyway, I think this would work just fine, and I agree it fits conceptually. I think what I'd likely do in this case though is make it a purely positional defense buff, which really fits your surroundings. So 3.5% defense ranged and melee, 5.5% defense AoE. What do you think of that?



    Interrogate:
    Hmmm...I could go for this becoming a defense debuff, which would also help with making Enemy Intel more effective. On the other hand, a detective SHOULD be able to more quickly locate/accomplish mission objectives more easily. I wonder if you should instead swap things around a little in this way...



    Revamped list:

    Location Recon:
    Leave as you said, though changing it to a buff to all three positional defenses. Now a clickable power able to be made perma with slotting.

    Enemy Intel:
    "Your Knowledge of your enemies, keen perception, and careful deduction, along with your skills at stealth allow you to quickly and easily find your objectives, almost as if moving out of the shadows."
    Make this a "teleport to next objective" power with a 3 second "invisibility" post telelport, allowing you to get situated safely. The invisibility would drop immediatly if you attack or click a glowie. Give it a 4 minute recharge so you can't just continuously skim through missions from objective to objective since the power couldn't really be made perma. Clickable, four minute recharge "TP to next objective" power.

    Interrogate:
    Your incredible powers of interrogation allow you to convince a defeated foe to reveal the weaknesses of his allies. By exploiting them in combat you are able to bypass some of their resistances and defense. Post-defeat PBAoE (similar to Fallout) foe -10 % res, -12.5% def (must be level 14 and have eithe Location Recon or Enemy Intel before selecting this power.)


    Subversion:
    When things get tight, your quick thinking and keen insight can allow you to cause dissention and confusion among your foes. This may make some momentarily stop their attacks, and even shock weaker foes, giving you to time to escape. PBAoE Placate (mag 2), 10% chance for mag 2 stun. Recharge 60 seconds, duration 8 seconds. (Must be at least level 20 and have two other Investigation powers before selecting this power.)

    I'd use the same animation used for smoke flash, maybe with an added spectral image in the cloud with a muffled scary voice (think of what Batman or the Shadow would do). I'd keep it PBAoE because this power should be for "oh crap, I've bitten off more than I can chew and need to get out of here" moments that all great detectives face, not for a way to open up a fight like you could do with a targetted AoE.


    Does that sound about right to you?