CBeet

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  1. Completely agreed! I'd love to see the Hellions return later on, maybe bring back a few groups for the later groups. As was mentioned, the Skulls're effecting the Banished Pantheon, so how about they make a deal with them, then the Hellions with the Circle of Thorns leading to an arc about a big fight between the factions?

    Then of course the Outcasts, I can totally see them returning in the 25-35 area, maybe as a proper mutant gang of hire, selling their abilities to the highest bidder for protection/heists/attacks. I can imagine them doing some work under the table with Crey, or the Freakshow..

    And then, of course, Doctor Vahzilok, the big guy himself. With the cross-faction happening with the Freakshow for villainside, why not a later level Heroside arc detailing a temporary alliance between the Vahz and Freaks?

    With that, the Freakshow Meat Doctors can be introduced to Heroes, maybe add buzzsaw weapons to Tank Swipers, or even a Tank Gunner with a Dr Vahz. style arm gun attached to them (I don't know why there aren't any Freak Tanks with gatling guns/rocket launchers yet, seriously).

    Minions for the Vahz could be varying Mortificators with hack saws, buzzsaws, repeating crossbows, Freakshow cybernetics ect. Reanimated Heroes/Villains Lieutenants for the Mortificators to ressurect aswell as Meat Doctors, with Freakshow cybernetic enhanced Eidolon bosses. Throw in an EB/AV Freak Tank/Eidolon mix as the end boss and voila, updated villain group and end of arc boss for an epic addition to the mid-late game.
  2. CBeet

    Shield Offense

    I like the idea of Shield Defense unlocking alternate animations for the melee set, which to me sounds the more likely alternative to an entire powerset which isn't going to happen. Storm Kick/Jab getting Brawl's shield bash animation, Foot Stomp could have a short jump into the air then ground slam with the shield, Eagle's Claw a big epic slow-mo jump into the air, turning 360 before hitting the enemy with the flat of your shield.
  3. Top 5!

    5) Dominator. The control over the fight through the combination of strong damage and control is satifying, with Domination really showing the bosses who's boss is just the icing on the cake.. But there's something missing, I don't know what. Dominators are fun, but they lack the real oomph for me to play them often.

    4) SoA. The versitility of the Soldiers combined with their tank-mage attitude attracts me to them, for they have dakka and an iron chin.. But the trudge up to 24 to get to the real meat of the AT is what stops me from having more than 2.

    3) Tanker. I like to be a wall to keep my team safe and offer oppertunities for others to really go wild. The problem is getting a team who'll trust me in the first place, and getting to a level that I'm comfortable to tank without worry.

    2) Brute. SMASH. I love the concept of a character who is basically a landslide of damage. If Brutes didn't exist, the Scrapper would be here, but the sheer insanity, punishment and FUN of keeping the Fury bar going while staying alive knocks them out of the park (literally.. Knockout Blow! POW! 900 damage!)

    1) Blaster. I started out as a Blaster with Beet, I shall end as a Blaster. It's all about the balance of tactics and sheer firepower, both of which you NEED to stay alive as there's little else which will help you. On a team with a Tank? Tough, that aggro is MINE. Those enemies? MINE. Their HP? MINE. Is that Boss chasing me? Pop a couple purples, Aim and Buildup if possible and I'll take them with me! Still alive after? Good, that group over there looked at me funny so they're next, Nuke time!
  4. Agreed, espeically if the parts can be mixed and matched with the current Arachnos items.
  5. CBeet

    Chainsaw

    Maybe a Chainsaw wouldn't work for a whole set, but I will vote for it to be a Broadsword/Katana/Dual Blades/Claws (wrist mounted ala Mad World) custom weapon
  6. Halve the HP, take away the regeneration and BAM, a fight that will end but can still be fun and epic.

    Then just take various maps, convert for destructable objects and a more arena looking feel and it can be awesome. Imagine a closed off Portal Corps courtyard, or the Atlas statue globe being smashed in half.. Oooh, Rikti Mothership? I want to see U'kon Gr'ai fighting the Arachnos Flier on the Rikti Mothership as it floats above Atlas!

    There could be several game modes of this.. As said, 1 v 1, 2 v 2, GM vs 8 man team.. How about a Last Man Standing? GM vs GM vs 8 person team.. Full House? At least 1 v 2, one person's chosen at random to be the GMs and they gradually go through the full set available untill the others are dead or they run out of respawns/GMs.. Rampage? GM is slown down to the speed of Walk and has to destroy every destructable on a map before they're defeated by the opposing player/s..

    It could be so cool, awesome idea.
  7. The only change I can imagine giving it is putting Flamethrower and Ignite together so it works like the Assault Bot incendiary missiles. Cone AoE, plus puts a fire patch down under each enemy hit, then put in an AR themed Buildup power where Ignite was. I'm imagining something akin to Fiery Embrace with a 100-150% Lethal damage boost only, maybe some +recharge aswell for the duration.. And call it Reload.
  8. I'd keep the AI as is for lower level groups, with some of the higher ones having more specific AI quirks and advances like the ones raised in this thread already. In my opinion, as you level up it can get easier because 1: More powers and slots 2: Better enhancements and team synergy and 3: Enemies become predictable. The last point really becomes apparent the longer you play, so if enemies were to get harder both power-wise and with their AI through the levels, it'd keep the challenge.

    Freakshow/DE charging in and trying to keep melee no matter what, no running away. I'd also give it to Fire Imps

    Council/5th Column/Nemesis Minions+Lieuts/Longbow Minions+Lieuts/Crey human (not power suit) Minions trying to keep their range passively by not charging into melee, retreating with the current system (Boss/Lieutenant dead? Run. All the minions dead? Run. Only one or two left? Run). I'd also give this to the control set pets, all except for Fire Imps

    BP/Malta bosses being resistant to Taunt and only attacking the initial aggroer.

    BP Undead being really stupid without a lieutenant or boss by a short minimum and maximum aggro range and not being connected to the others as a group.

    Council/5th Robots with a slightly bigger aggro range, resistance to taunt (Gonna pull a number out of my ar.. uh.. Arm and say -80% duration), plus switch them to the Freakshow/DE mindset if there're no Lieuts/Bosses in their spawn.
  9. Really simple here.. Super Strength for Scrappers, Broadsword for Brutes and Stone Armour for Stalkers.

    The last one is serious. I want a huge build, bright green and red Broadsword/Stone Stalker, stomping around while invisible in Granite then assassinating an enemy with a sword bigger than the actual enemy.. Only to placate so none of the other targets know you were there.
  10. I have a 50 Granny tank and it would be GREAT if you could show us some concepts, or even better, a work-in-progress picture if you've already been working on it for ingame use. If not, and if the option for alternate types of the current armour/having the different armour as a customisation option is not applicable in any way shape or form with the current engine, then I'd rather keep it as it is.
  11. Nonetheless, Steampunk crab pack.. *ahem*

    Some additional options would be nice for the crab pack, and they don't have to deter from it being an Arachnos pack. I'd quite like to have the option for auras on the pack, like the background glow or (Mu) electricity for more exotic concepts. Then there could be a battle damaged pack, a pack with heavier armour, a more ornate pack for the Arbiter Crab Spiders out there.. Ooh, 60s Arachnos crab pack with spider leg spikey bits on the pack's arms!

    More customisation is always a good thing, I wholly agree, the pack needs more options (as could the armour in general, a full battle damaged look for example).
  12. Personally I've always thought that if power/travel pools were to get a 5th power, then Super Speed should get a single target Shield Charge as if you bullrushed your enemy at top speed. High ST damage, teleports you to them, 50% chance for knockdown and a minor self damage.. Infact, thinking about it, all the travel pools could have a Shield Charge/Lightning Rod-esque attack, which could of course be utilised by Melee oriented chars for quicker access into a fight or low damage ATs for an additional attack..

    Super speed and Teleport are accounted for (take your pick at the powers in this thread, I think they're all great and viable), with Fly it could just be a short supersonic jump forward, with a 50% chance for knockback and 50% for stun. Super Jump? Leap into the air like the Ninja Leap costume change emote then land next to your for, small PBAoE ala Thunder Strike, only your target takes damage but it has a chance for knockdown for all around you. Give each power a reasonable recharge (20-30 seconds?) and end use (12-18?) and I think it'd make a great addition.
  13. CBeet

    ?? / mm

    Personally I'd suggest Assault Rifle, despite what Gilia said about it only having one extra AoE to DP but nothing to stack with the debuff/s, it should be a point that the Assault Rifle AoE/cones are made out of a nuke, a good nuke following cone (which does more damage than the DP cone and AoE combined iirc) and a fairly useful one-two combo of a quick recharging cone and AoE for respectable damage. For AoE carnage, head to AR, if ST damage is more your thing then DP, but seeing as MM is more steered to AoE I'm sticking with saying carrying a single big gun is your best bet.
  14. I don't know about the quote, but I know that if you click here you'll find a list of weapons currently available.
  15. This is not a planned build, but if I had the money I would consider trying to make it. I'm posting it here as I'm unsure how this rates on the great list of silly builds.

    Hero Plan by Mids' Hero Designer 1.703
    http://www.cohplanner.com/

    Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping

    Hero Profile:
    ------------
    Level 1: Resist Physical Damage S'fstPrt-ResDam/Def+(A)
    Level 1: Jab Mocking-Taunt(A), Mocking-Taunt/Rchg(3), Mocking-Taunt/Rchg/Rng(9), Mocking-Acc/Rchg(13), Mocking-Taunt/Rng(15), Mocking-Rchg(17)
    Level 2: Punch Mocking-Taunt(A), Mocking-Taunt/Rchg(3), Mocking-Taunt/Rchg/Rng(9), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(36), Mocking-Rchg(40)
    Level 4: Haymaker P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(5), P'ngS'Fest-Dmg/Rchg(5)
    Level 6: Temp Invulnerability Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-ResDam(7)
    Level 8: Unyielding ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(15), ImpSkn-Status(25), ImpSkn-EndRdx/Rchg(27), ImpSkn-ResDam/EndRdx/Rchg(34)
    Level 10: Dull Pain Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(13), Dct'dW-Rchg(17), RechRdx-I(29)
    Level 12: Swift Run-I(A)
    Level 14: Health Numna-Heal(A), Numna-Heal/EndRdx(46), Numna-Regen/Rcvry+(48), RgnTis-Regen+(50)
    Level 16: Resist Elements ResDam-I(A)
    Level 18: Invincibility RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), LkGmblr-Rchg+(19), RedFtn-Def/EndRdx/Rchg(21), RedFtn-Def(21), RedFtn-EndRdx(46)
    Level 20: Stamina EndMod-I(A)
    Level 22: Knockout Blow BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(23), BasGaze-EndRdx/Rchg/Hold(23), BasGaze-Acc/EndRdx/Rchg/Hold(25)
    Level 24: Taunt Mocking-Taunt(A), Mocking-Acc/Rchg(29), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rng(33), Mocking-Rchg(34), Mocking-Taunt/Rchg/Rng(43)
    Level 26: Tough Hide RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(27), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def(34), LkGmblr-Rchg+(40), RedFtn-EndRdx(40)
    Level 28: Rage GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(50)
    Level 30: Boxing Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(43)
    Level 32: Unstoppable RctvArm-EndRdx/Rchg(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(37)
    Level 35: Tough RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(46)
    Level 38: Foot Stomp Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39)
    Level 41: Resist Energies RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam(42), RctvArm-ResDam/EndRdx/Rchg(42)
    Level 44: Weave RedFtn-Def/Rchg(A), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def/EndRdx(45), RedFtn-Def(45), LkGmblr-Rchg+(48), RedFtn-EndRdx(50)
    Level 47: Maneuvers LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48)
    Level 49: Combat Jumping LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run



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    brb, tanking everything.

    EDIT:

    Here's a better one.

    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|

    Highlights:

    44.2% defense to S/L with one enemy
    44.8% defense to E/N with one enemy
    46.7% defense to F/C with one enemy
    89.2% resistance to S/L
    A little under 30% resistance to E/N/F/C
    Perma DP with capped HP (3212)
    117.2 endurance
    Perma Hasten (or near enough, .2 seconds off)
    6 second Foot Stomp
    8 second Knockout Blow
    2.8 second Haymaker
    2.6 second Taunt with 81 second duration
    27.8hp/sec regeneration
    2.97end/sec recovery
  16. No, hit it with the bat! We shall stop it being tasty, and instead increase it's STRONG and PRETTY!
  17. CBeet

    Mids and i17

    Wow..

    Y'know, someone has to make this build ingame now, just incase.
  18. Quote:
    Originally Posted by Forefinger_ View Post
    I liked the old Defiance when your damage scaled up as your health went down. It was bad *** to obilterate the enemy and just survive by the skin of my teeth.

    Scourge is awesome. I love when those big numbers pop up to totally overkill the enemy.

    I vote for Scourge against the new Defiance.
    I was going to comment on despite how much fun overkill is, from a technical standpoint it isn't really that useful.

    Then I saw your avatar and I completely agree.
  19. I'd like Taunt to be added as an inherant power from level 1 as a part of Gauntlet, then where Taunt was to be replaced with an ally protect power of some kind, like a toggleable aura around a teammate which auto taunts anything that gets in range so they attack you.

    Or an increase to a Tank's aggro cap, make it a part of Gauntlet even. Double the number of enemies a Tank can aggro and keep it as it is now for everyone else (maybe increase the aggro cap slightly for Brutes, say increase it for Tanks by 2.0 and Brutes by 1.5).

    Edit: I would prefer the first one though, so I can look out for my squishy buddies while I'm on the front lines more easily.
  20. I like the idea, but I can't really see it happening on such a large scale as you suggest. Perhaps if there were just alternate options for some of the marmite powers (either you love them or hate them) then it'd be a little easier, but.. Yeah, it's all a matter of balance.

    By marmite powers, I mean powers like Ignite from Assault Rifle, some like it, some hate it (I personally dislike the power, so I may be biased ), or Gale from Storm Summoning (that one I love). If their alternates were created to have the same effect/impact of a fight as the originals, but were in a different flavour so to speak, then it might work. Ignite, for example, is (to me) an area denial ability, it causes enemies to stay away from wherever you put it. Alternatively, perhaps it can be replaced with a power which causes localised knockback/repel from a psuedopet, or a short duration AoE immob/slow, something which can stop an enemy from advancing, or getting to a specific point. Then there's Gale, which is a mass knockback, generally used to keep enemies away from you and on the ground where they can't do anything.. I can see it being replaced with an AoE knockup (updraft?) which has a longer recharge, end use and/or animation.

    I know there are powers out there some people wouldn't touch with a barge pole, while some look at them and wonder how they can live without it. Here's some more I can think of which you may or may not agree with, these are all my opinions: Smoke, Dimension Shift/Black Hole, Hand Clap/Lightning Clap, Soul Transfer, Rise of the Phoenix, Tremor, Elemental Weapon attacks (some just want to hit them in a different way rather than make swords/hammers), Serum (from Mercs), Time Bomb.
  21. I can see it going something like..

    Pistols
    Storm Kick
    Dual Wield
    Dragon's Tail
    Swap Ammo
    Piercing Rounds
    Empty Clips
    Crane Kick
    Executioner's Shot

    On the other hand, if it's done as a Gun and Sword set, then it'd also mean they could put Spark Blade into the game as an Electrical Control/Gun&Blade Dominator, which I'd imagine would be built in a similar way to Thorny Assault
  22. Only if we can have your classic witch hat, my wizard needs a proper hat to go wizarding in.