CapnGeist

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  1. Quote:
    Originally Posted by Shuriken_BladeX View Post
    I know electric control is coming
    Wait, it is? Tell! Where'd you hear this? When!?
  2. Fair enough. Either way, we're off topic.

    The point is: Masterminds should get free Rickshaws.
  3. I've never needed Taunt to tank. I leap in, use AoEs, and if I really missed someone I'll chase or use a ranged attack. I've never had trouble holding aggro without the Taunt power. Gauntlet works fine. Of course, I played a brute to 50 before I even tried a tank, and I can tank fine on my brute. Taunt makes it easier to get aggro, sure, but it's entirely unnecesarry if you know what you're doing.
  4. Also, the answer to this thread is "Save the World." I don't think the game goes any deeper into Nemesis plots than "Save the World."
  5. Quote:
    Originally Posted by Steampunkette View Post
    Make a Shield/SS tanker. Get yourself Hasten and work toward Perma-Rage. Once you've got that double-stacked and Against all Odds running at full power you'll be flinging damage that makes the party's blaster stand up and take notice. Especially with Shield Charge clicking every other fight.

    Wanna make it worse? Go Brute. SS/Shield.

    I have both the Tanker and the Brute, same character, C-001, you might remember her.

    The Brute's numbers are worse, actually. Due to issues with the damage cap and damage scaling and fury, Rage doesn't give nearly the buff on the brute as it does on the Tanker. The big hit to the brute is that while Brutes can hit 700% damage cap, Shield Charge is done as a pseudo-pet, and thus can only hit 300%. Shield Charge is far and above more devastating than anything Super Strength has to offer (though footstomp is nice). On top of that, Rage's damage bonus is heavier on a Tank because they have a higher base damage. So my point here is...

    Shield/SS Tank is stupid, stupid powerful, and many of the other tanker builds are no slouch either. Yes, some are better than others, but that's the way sets work. Shield/SS is also... not particularly survivable, all its mitigation rather poor (except death. Death is good mitigation.) A Stone/Dark tank is going to find his damage a bit lacking, sure, but he's also going to be immortal.
  6. Quote:
    Originally Posted by NightshadeLegree View Post
    I've seen at least one video of AV Recluse being solo'd (not in the STF), by a DM/Shield Scrapper. Has anyone ever solo'd AV (alright Hero) Statesman?
    It took everything I had to solo the EB Statesman...

    Me and a buddy once did a map with a whole pile of AVs and Heroes at 50. We were a level 50 Dark/Invul Brute and a level 50 Ice/Cold Corruptor. We've also duoed the Mender Silos Strike Force.

    I can say easily that even though we tore through many AVs and Heroes like puppies through a shoe store, Statesman gave us pause. We barely managed to take him down in AE mission, and in the Mender Silos he got one of the only two kills in the mission (the other was Malaise, who pounced the Corr while I was pounding on Infernal.) He was easier to kill this time due to the Jade Spider's help, but still: stupid tough.

    I have to say though, the Footstomp and the Lightning didn't phase my brute at all (and the corr death was a result of coming in to use Heat Loss and getting hit by both of them in a row), but the Crashless Unstoppable is cheattastic. It's the same reason I can't solo AV Ms Liberty on my brute despite being able to stand against her wailing on her for an amount of time I simply call 'long enough.'
  7. Knockback protection in taunt, clearly a bad idea for the reasons listed, but this gives me an idea for a power that COULD be a good idea...



    Mud Trap
    Earth Mastery 44
    Toggle
    PBAoE, 10 foot radius
    Foe -Speed, Foe Mag 10 KB Protection, Chance for Immobilize

    Arctic could have a similar power called "Freezing Field" that involves ice crawling over the feet of the foes in the area.
  8. Quote:
    Originally Posted by Samuel_Tow View Post
    Yes, about three times that I can remember. Why?

    Redside or Blueside? I mean, okay, the one you fight redside is entirely doable, but the one at the end of the STF... If you have, I'd like to hear how.

    Also:
    Level Tweaking /unsigned
    Mastermind Rickshaw Power /signed
  9. This would really piss off a lot of the fanbase. I know a lot of people who love this game but can't be on every day. Including a lot of badges that are "gone forever" after one day would enrage the badgers, and including arcs that were gone forever after one day would enrage the people who have been begging for new content. There is no possible way a 12 days of christmas event could end well.

    On top of that, the game's pretty clearly avoided any direct reference to religious holidays. We have the "Winter Event," not Christmas.

    While it's an interesting idea, there's no way to implement this without making a lot of people angry. I saw enough people annoyed when they missed the Carnival not long ago, and that wasn't really content and only gave a 3-day gold title.
  10. Tankers... need more damage?

    Look, I understand I'm a bit confused on what this "tanker" word means, because mine is Shield Defense/Super strength, but my Shield Defense/Super Strength tanker does damage to the point where my wife (who plays a Broadsword/WP Scrapper) regularly tells me that it looks like I'm the main damage dealer of the party.

    Now granted, it's generally spike damage in a Double-Rage Shield Charge doing obscene damage to all foes in an AoE but.. ... Riiight, it's totally a lot of damage.

    Tankers can deal damage fine if they need to. Adding to their damage would just make them overpowered. As is, Gauntlet is often what makes Tankers preferable to scrappers /on a team./ Most scrappers can't draw or keep enough aggro to keep a team of squishies alive, but one tanker can usually hold aggro for a team of 8 fine.

    So if you're saying scrappers do more damage and have enough survivability that they seem overpowered one on one... you're absolutely right. But on a team, Gauntlet is what makes tanks win.
  11. Quote:
    Originally Posted by Ninus View Post
    Lord Recluse's lieutenants are not his equals, but His only true equal is the Destined One (whomever that may be).
    Really? Have you soloed Lord Recluse lately? Far as I can tell, he has no equals.
  12. No. They're fine as they are. There's no reason to change them.
  13. For character theme, it's not neccesarily a huge deal. I've got a few characters with Soul Mastery and one with Leviathan Mastery, and for all of them I just play it off as their own abilities. Making them Patron Pools makes them more entertaining in-game and gives them cooler feels, and for RP purposes you can just write off that arc.

    As for the flexibiliy, I agree. Villains are REALLY missing a Fire PPP and there's no sign of getting one because all the patrons are accounted for and none of them use fire. That being said, it wouldn't be too outlandish to add another. Perhaps allow you to use the CoT to get a Baphomet Patron Power Pool that gave you fire powers.
  14. ...I agree with every idea here except one: Using Secret Identity to name yourself someone else could get messy, and if it didn't allow that it would let everybody have two names.
  15. Sharker, I know we've had our problems in the past... But I absolutely love this idea. Yes. Please. This would be amazing.
  16. While we're at it... How about giving Imperious and some Vanguard guys their own Epic Pools and make that accessible to both sides? I can only imagine the Dark Watcher Patron Pool as being inherently cool.
  17. The issue with polearms has come up many times, and here it is: Most polearms aren't used in similar manners.

    Compare the following weapons:
    Spear
    Scythe (Reaper-style)
    Warscythe or Naginata
    Quarterstaff

    You have 4 pole weapons there, all of which are used in completely different styles in combat. The spear is a thrusting weapon, the Naginata and Warscythe are used for slashing, the quarterstaff is used in all manner of strike, and the Reaper-Style Scythe, which most are familiar with, is swung down or in to pierce opponents with it, or brought in low to slash and hook legs... But it's not even a real weapon: it's a farm implement that was sometimes used to kill people and got popularized due to the Reaper metaphor. And then there's the hockey stick, which is never used with any skill other than BASHBASHBASH.

    Look, I would absolutely LOVE a pole weapon. I've got one character who used a Scythe in D+D (because it's cool, even if it's not a very good weapon. He eventually became pure grapplemonkey and is Dark Melee in City) and another who I had in D+D who I'd make in City in a heartbeat if quarterstaff was an option. The issue is: how do you make a polearm set that works for all polearms?

    First off, you need to discount Quarterstaff entirely (which would anger a lot of people) and make the set do Lethal damage. Then you'd need multiple animations because the Thrust attacks that work on Spear don't work on Scythe, and though Warscythe and Naginata can pull off much of both, those aren't the most popular types of weapons.

    On top of that, most people want more non-weapon sets. We've got a lot of weapon sets, and people want to see more "superhero" powers and less "Warcraft" powers. As much as we all love medieval weaponry, this is a Superhero game, not the standard Medieval fantasy. We've got plenty of tools to make those fantasy characters, but there's a lot of "super" styles that are yet to be covered.


    In short: I would love polearms as a set, but I forsee it as a very problematic addition.
  18. CapnGeist

    Time Control

    Quote:
    Originally Posted by TyrantMikey View Post
    Ah, but temporal mechanics would forbid this! Should a time master ever come into contact with his future self, it would undo the very fabric of the space-time continuum!

    Egads, man! What do you want to do? Kill us all?!
    Two Dr. Aeons come into contact with each other in one arc and nothing bad happens at all. The game's already shown it has no respect for real temporal mechanics.
  19. CapnGeist

    Time Control

    Power suggestion for this set
    Time Warp
    Targeted AoE
    50% chance for Intangible (To remove many foes from combat while not eliminating so many as to make you sit around and wait for them to come back)
    Animation: Jump to the left, take a step to the right, with your hands on your hips bring your knees in tight, pelvic thrust
  20. That would defeat the purpose of having salvage in general. The reason some salvage is more expensive than others is usually because it's used to make better recipes.
  21. Alright, Ninjas can get away with it, but Mercs and Thugs... No, because it /turns their skin blue./
  22. It's called Firebug. It's for planting bombs in Mayhem missions.
  23. My main is level 50 and has been in Supergroup mode consistently since level ten. I've gained about three million prestige on him alone, and I'm using a build that costs about 2 billion infamy and have almost another two billion on hand. According to my infamy-counting badges, I've gained about 200 million total from kills. This means that, assuming my net worth is about 4 billion, about 0.2 billion has been lost to Supergroup mode. That's... five percent. Not bad at all. Remember that the bulk of one's income isn't from the infamy but from selling drops.

    Perhaps my results aren't typical, but while 50% looks like a lot, it's really not that much of your actual wealth.
  24. CapnGeist

    Time Control

    I feel like this set could use some sort of "Rewind" power but I can't for the life of me figure out how one would work.
  25. CapnGeist

    Time Control

    If Dark Mirror does allow that, then Summon Self would be the coolest power ever.