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Posts
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Joined
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(( Welcome back! Great return story there, looking forward to seeing you ingame. ))
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Villain invasion?
Nyahaha- Oh wait, he's dead..
Interested, but I'll have to have a plotting session on who to bring for it. See you on the battlefield
Edit: I could blow the dust off of my Bane Spider if there's going to be a significant Arachnos presence, though it's also tempting to level up and unleash Doctor Von Goldfish. -
The idea of player statues around the city has been suggested before, though I prefer the base item route, such as the idea of a Supergroup badge granted by having X level 50s in the group, which allows all designated ranks (chosen through Permissions) to be able to add a personal statue to your base, which would be a copy of their default costume slot. (damn that was a big sentence.)
Other than that, what about Graffiti? Have pre-chosen spots in alleyways, on walls ect dotted around the city which, when a level 50 Hero goes near has a chance to spawn as a model picture of their default costume as a 2D picture on a wall, possibly with their name written underneath in a random set of colours.
Have them spawn under the same rules of NPCs, in that they spawn when someone enters an area of the zone and despawn when left alone/out of range of a player after X minutes. It's graffiti, so could have just been cleaned off the wall anyhow, and can be explained for both Heroes and Villains.
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Smeg, I did it again. Must learn to stop typing at times.. -
Martial Arts Blaster is a big YES from me, I was originally hoping it'd already be in the game when I started as Beet was going to be Energy Blast/Martial Arts, but had to do with Devices. So, whichever orientation it will come out with, chances are it'll be happily accepted by the community
(Or at the very least, the handfull of supporters in here)
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I would certainly consider taking on Teleport with a few charactrs if TP foe and friend were to be combined and the spare power slot replaced with a combat teleport.
I like the idea of it being similar to Sprint, but with it as a series of short teleports in the direction you go in. Perhaps give it a higher defense value compared to the other T1 combat travel toggles, at the expense of a higher end drain, or a longish recharge between toggling (or both?). -
If all works out, it'd be fun to do ingame. Looking forward to Drade's return, however drawn out this plot will be by then
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BANG! And for the Huge model..
Agreed with the nailgun idea. If War Mace and Battle Axe have shovels, Dual Pistols can have a nail gun -
Yeah, sounds good, I'd certainly join.
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The split damage puts Charged Brawl in favour as an attack, plus it's a little more damage, less endurance but more recharge, but the differences in the last two are minimal. Another bonus of Charged Brawl is it's chance to sleep, which means if you have cash to splash you can slot a Chance to Heal IO into it (10% chance for 5% health).
Personally, I'd grab Kick and put a Forced Feedback +recharge proc in it and cycle through it and CB with the Heal proc between attacks. Without the luxury of IOs though, Kick is a nice choice for the extra flavour of a kick among all the punches of Elec, even if it's not slotted. -
Very nice journal, gotta say it's kept me entertained for a couple of days. Having played a Gravity/Forcefield Controller to 35, and now a Fire/Earth Domi to 9 (Thanks to you
) I can admire your tenacity to stick through with the combo.
After reading through up to day 10 (all that was updated at that point) I decided to go check out Stone Spears' animation, which was alot easier now due to the great and wonderful power customisation. I had a Dominator planned, originally for Fire/Elec, but after seeing Stone Spears in action it was a difficult choice, eventually boiling down to which looked cooler; Spears or Static Discharge.. Spears won due to it being at level 1, rather than 35. Very much enjoying it so far despite the attack chain being Char - Spears - repeat with the occasional Tremor (which I find useful, despite the nay sayers) and Nemesis Staff thrown in for flavour.
So far, not planning to get the hammers (concept, roleplaying be a harsh mistress) and will focus more on control and ranged supremacy, with a little SMASH thrown in for good measure. I look forward to seeing how your combo goes, especially once you have Wormhole which is oh so much fun. -
I'll be making the Prae version of my Thugs/Poison MM as a DP/Traps Corruptor with Chemical ammunition, then when the time comes, he'll be heading over to Hero side. Not sure yet if he'll be true Hero or Vigilante..
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Very nice, though I'd just like to leave this here just incase.
For those who want to break the rules currently set by the other factions -
(( Stick with the conformity of the others? Not very anarchic is it?
))
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/e returns to lurking after quickly editing the image -
My namesake, Commander Beet, will be going Vigilante. Despite his sometimes boy-scout demeaner to situations and views on keeping the law, he does have many hidden agendas which could be seen as questionable, if not downright illegal, which could easily take him to the Isles.
Efranof will also be going Vigilante, if only due to him being an anti-hero from the start and regularly visiting the Isles (In Character, anyhow).
Baked Potato shall stay a Hero, through and through. He's been through rough times, had some mutant hate and his morality may not be 100%, but his heart is always in the right place, and always will be.
Spruk, my Evil (with a capital E) Mastermind, who lives to cause death and destruction, confusion and anarchy wherever he stands is currently missing and presumed dead.. But a Villain through and through, despite some morality creeping in towards the 'end'. But that doesn't mean a Praetorian version will not crop up.. (Rad/DP Defender, maybe)
Lord Darvek, despite being a general badass and basically existing to be a bad guy, will be going Rogue. He is a demonic essense that possesses the males in the Darvek bloodline, but that doesn't mean the one being possessed has no influence. Albert Darvek wants to be a Hero, but his curse prevents that. Once GR is out, the Midnighter Club may find a way to give him control. -
Oh wow, I would so play a set like this.. Right, let's grab the powers, jumble things around and put up a structured set based on the thread so far;
Self Destruct: Auto PBAoE Superior (untyped?) damage on death, does not occur if under the effect of a mez before death (to stop you from Awaken spamming it). Damage a little higher than, say, Fire Sword Circle? Just enough to maybe one-shot a Minion. Only slottable for damage and not accuracy, immune to +tohit.
Unnerving Presence: Toggle PBAoE -damage (10-25%) -tohit (5-15%), 20% chance per tick for mag 1 fear, average endurance drain (0.21/sec). Can be slotted for end and -tohit, takes -tohit IO sets.
Quickened Assault: Auto +recharge, +speed (like Quickness), +damage (10-20%), can be slotted for run speed, no IO sets.
Ignore Strikes: Auto debt protection (20-50%), resistance to all but psi (10-30%), +hp (5-20%), resistance and +hp slottable, takes the corrosponding IO sets.
Rampage: Toggle +damage (5-15%), mez protection (all but repel, teleport and knockback), +speed (like Swift), above average endurance drain (0.3-0.4/sec), only endurance is enhancable.
Shrug it Off: Self rez, 10 minute recharge, brings you to 25% health and 50% endurance, can be slotted for recharge and heal, accepts heal IO sets.
Relentless: Auto self +endurance (10-20), +recovery (5-10% per enemy within melee, like Rise to the Challenge, accept End Mod to increase the +recovery, +end is unenhancable, takes End Mod IO sets.
All for One: Toggle, single target enemy debuff, -resistance (10-20%), -tohit (5-10%), -speed (50-80%), enemy taunt (10-20 seconds unenhanced). If you die when the debuff is active, the target will receive Superior untyped damage. 5+ minute recharge, very high end drain (1+ endurance/sec). Can be slotted for Endred, -tohit and taunt. Accepts Taunt IO sets. A real power for "If I'm going down, I'm taking you with me!"
Inspirational Defeat: Click self +defense (50+), +damage (30-50%), +tohit (10-20%) for 30 seconds. When the buff ends, you are instantly defeated and become untargettable and unable to use self ressurection abilities. All allies within range will be buffed with a Vengeance clone with the name changed to Inspired. 15 minute recharge
Alternatively
Never Surrender: Toggle, no endurance drain. Upon reaching 0hp you will continue to fight on untill you run out of endurance. Your damage (20-30%) and tohit (10-20%) will be buffed, but you will be unable to regain any endurance through any means (outside buffs, your own recovery ect). You will also be unable to regain your health by any means, putting you in a perpetual state of near death.
Not sure if some of the ideas behind a few of these powers would be possible, but we can dream eh? -
The Web of Arachnos novel could be turned into a very good film, perhaps also The Freedom Phalanx as a sequel, ending with The Rikti War from the point of view of a handful of rookie Heroes (to get away from Statesman and co).
On the subject of canon vs 'artistic license'.. No, leave it be or you shall meet the end of my pointy fork. Grr. *poke*
*poke poke* -
I am a Male.
I'm not saying the 'D' word even if you paid me. -
Awesome ideas, very nicely explained. I've suggested ideas similar to these before and seen them a couple of times, but they were usually suggested both as hero ATs. Very good thinking on the inherants, they fit the concept well and (AFAIK) are unique suggestions.
Three thumbs up! -
Alternatively, just give them a self heal and not have it replace anything, then everyone's happy.
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Actually, it'd be nice if it gave some stun protection. Not the 10 or so points you get from toggles/clicks, but enough to help with the occasional stun, so like 3 or 4 points (you'd be screwed if they were stacked), bit like Resilience from Regeneration.
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A slight ressurection, maybe, but I do enjoy keeping everything here.
Inspired by this thread
New Defender inherant, Equilibrium, because Vigilance (the power) is naff (quite like the server).
The idea is that the Defender's health and endurance bar will change their rates of recovery/regeneration depending on their counterpart's current condition. The lower the Defender's endurance is, the higher their regeneration gets. Similarly, the lower the Defender's health is, the higher their recovery gets.
Or
The Defender gets two click powers. One takes away 50% of their health in return for 50% of their endurance, the other takes away 50% of their endurance in return for 50% of their health. Give them a longish recharge, but not too long for it to be rarely used, I'd say between 3 and 5 minutes.
Any and all feedback accepted with open arms and lollypops, any numbers which seem under/over powered in the above post/any other posts you may read (while endangering your sanity) are completely made up and pulled out of the air.
To those not familiar with this thread, all these ideas have been piled here over several years. You have been warned.
Edit: I also apologise for the horrendous spelling and grammar around the start of this all. -
Rather than any power, maybe only the first two powers from any set restricted to your side, unless you have Going Rogue of course. A Hero can't have Alcaloid from Poison, or a Villain can't have Healing Aura from Empathy. Other than that, I can see this being one of the likely few options available for post-50 progression other than raising the cap or adding more purple IOs.
I like it, three thumbs up.