Fireheart

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  1. Quote:
    Originally Posted by I Burnt The Toast View Post
    So nothing for Staff Melee then huh?
    Like this?


    Be Well!
    Fireheart
  2. Agreed, the Magic Bolero's profile would look great on Male and Huge, too. Might want to skip the 'off the shoulders' part, though. Give it a stiff, stand-up collar, like a trim, scaled down version of the Halloween mantle.

    Of course, if it looks anything like what I have envisioned, then the ladies are going to scream for it, too...

    Be Well!
    Fireheart
  3. Fireheart

    [Quick Strike]

    Well, that depends on your enemy. If they con White or better, or if they are a Boss, then you would Knock Down. If they con Blue, Green, or Grey, then your 0.68 Knockback is stronger than they are and you can boot the puny humans across the street, all accidental like.

    Be Well!
    Fireheart
  4. Doc, I've reserved the name 'Final Trump' on Virtue for your Card Sharp-shooter. If it fits your fancy, I'll trade it over to you. Otherwise, I may just have to take it myself!

    Be Well!
    Fireheart
  5. Well, you know, the 'billion' was a bit facetious, but my point is that I don't have that much to spend. I'm a normal player, not some auction-house genius who can outright buy anything he wants.

    You say I should push my Defense to the soft-cap... What sets do you suggest for doing that?

    Be Well!
    Fireheart
  6. Let's pretend for a moment, that I'm a Free player and can only use SOs.

    Please, do not post your awesome PvP Purple Incarnate build, I cannot use it.

    My character is level 39 and I've built him the best I knew how, creating this:
    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Lost Lost: Level 39 Magic Brute
    Primary Power Set: Street Justice
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Initial Strike -- Acc(A), Acc(3), EndRdx(3), RechRdx(15), Dmg(34)
    Level 1: Deflection -- EndRdx(A), DefBuff(5), DefBuff(5), DefBuff(7)
    Level 2: Heavy Blow -- Acc(A), Acc(7), EndRdx(9), RechRdx(15), Dmg(34)
    Level 4: Sweeping Cross -- Acc(A), Acc(9), EndRdx(11), RechRdx(17), Dmg(34), Empty(40)
    Level 6: Battle Agility -- EndRdx(A), DefBuff(25)
    Level 8: Rib Cracker -- Acc(A), Acc(11), EndRdx(13), RechRdx(23), Dmg(37)
    Level 10: Active Defense -- RechRdx(A), RechRdx(13)
    Level 12: Combat Jumping -- DefBuff(A)
    Level 14: Super Jump -- EndRdx(A)
    Level 16: Against All Odds -- EndRdx(A)
    Level 18: Spinning Strike -- Acc(A), Acc(19), EndRdx(19), RechRdx(23), Dmg(37), Empty(40)
    Level 20: True Grit -- Heal(A), Heal(21), ResDam(21), ResDam(25)
    Level 22: Phalanx Fighting -- DefBuff(A)
    Level 24: Combat Readiness -- RechRdx(A)
    Level 26: Shin Breaker -- Acc(A), Acc(27), EndRdx(27), RechRdx(29), Dmg(37)
    Level 28: Kick -- Acc(A)
    Level 30: Tough -- EndRdx(A), EndRdx(31), ResDam(31), ResDam(31)
    Level 32: Crushing Uppercut -- Acc(A), Acc(33), EndRdx(33), RechRdx(33), Dmg(39)
    Level 35: Shield Charge -- Acc(A), Acc(36), EndRdx(36), RechRdx(36), Dmg(39), Empty(40)
    Level 38: Superior Conditioning -- EndMod(A), EndMod(39)

    Level 1: Brawl -- Acc(A)

    Level 1: Sprint -- EndRdx(A)
    Level 2: Rest -- RechRdx(A)
    Level 2: Swift -- Run(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Health -- Heal(A)
    Level 2: Stamina -- EndMod(A), EndMod(17), EndMod(29)

    Level 1: Fury
    Level 4: Ninja Run
    ------------



    Code:
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    |-------------------------------------------------------------------|
    .
    Did I miss something critical? Is there something I didn't think about? Something I didn't know?

    Is there anything that I could really improve? Is there something that needs higher priority than I've given it?


    Finally, okay, yes, I am VIP (for now). How would you IO slot this for less than a billion? If there is something special, I might be able to get it... maybe. Please bear in mind, I'm looking for overall effectiveness and the ability to Continue to level - this is a work in progress, not a finalized build.

    Be Well!
    Fireheart
  7. Okay, I don't want to be a jerk, but I guess somebody has to. I mentioned this a long while back, to Noble Savage and he was responsive, but the response boiled down to 'Pics or it didn't happen' and... well, I can be lazy, so I didn't get the pics. However, I have rectified that and put it all together into a small presentation... but that's actually Secondary to my purpose in this post.

    TL;DR version - Can we have a 'Tights Shiny' version of the 'Monstrous' hands? Oh, and Shiny versions of the various Mask patterns, please?

    Now, on with the show!

    This is Mister Plain, he is wearing the 'Plain' costume set.


    Mister Plain has two problems. His gloves and his mask do not match his tights. The gloves have a darker texture that changes any color applied to them (except black, since only black is darker than black). The mask is translucent and lets Mister Plain's skin show through. Or maybe not - since, if Mister Plain's skin is made black, but his mask is white, then you get 'Caucasian' highlights.


    But here's the thing... Mister Plain would really like to be Mister Shiny! Except the Shiny texture has the same problem (to a slightly lesser degree).


    And, to be honest, Mister Plain really wants to become Monster Plain, but 'Monstrous' gloves are even worse! Darker still.


    In fact, Mister Plain would love to be Shiny Monster! Super and shiny and monstrous... But that's simply impossible, because there are no 'Monstrous' Shiny gloves and no Shiny masks at all!


    Instead, the powerful Scrapper with the monstrous and sharp claws is left un-shiny and he has bad hands that don't match the rest of him.


    The End.

    On a related note, gloves do come with a 'Matte' texture - Boots too!
    It makes a nice Suede, Velvet, or short, dense Fur look and takes colors in a vivid, high-contrast fashion. Very nice! However, there are no 'Matte' Tights.


    So, my requests are:
    • New Gloves textures that more closely match Tights and Shiny Tights.
    • Shiny Tights texture for 'Monstrous' gloves.
    • Shiny versions of the existing Masks. Basically, all of the 'Face' color patterns.
    • I would also like to see 'non-translucent' versions of those same masks. It would be even cooler if those Masks had a line of embellishment around the edges, to enhance the 3D illusion and separate the Masks from skin.
    • 'Matte' Tights. Oh, and 'Monstrous' gloves? They already come in a 'Matte' version.
    Thanks for watching the show.
    Be Well!
    Fireheart
  8. Excellent! But you forgot Mercedes Sheldon.

    Be Well!
    Fireheart
  9. Quote:
    Originally Posted by Adeon Hawkwood View Post
    It depends on who you ask. Speaking for myself if Khelds were changed so that the forms modified existing powers rather than granting new ones I'd be ecstatic (including your resistance toggles simply increasing or deceasing in effectiveness with forms rather than detoggling). Practically speaking though I realize that a lot of other players would dislike it.
    Last time I suggested that the Forms should be over-glorified Leadership toggles, I got thoroughly worked over by a player who had 4-slotted all of his ranged attacks and filled with... something, maybe Thunderstrike? His point was that the forms allowed for multiple stacks of IO Set bonuses and I apparently wanted to 'steal' that from him...

    'Dislike' might be too mild a term.

    Be Well!
    Fireheart
  10. Quote:
    Originally Posted by Smiling_Joe View Post
    So drop to human, fire off your single target blasts and jump back to nova. (Nearly) instant form shifting made that possible.

    If you bind a "powexec_name combat flight" with your human form bind, you won't even drop out of the air.
    Heh, okay, you try that Joe, and see if it's a satisfying solution - I bet it's not.

    My main Kheldian is a human-form PB (strictly for concept reasons) and he Does have a single-target chain of fast-medium-fast-big-repeat. This is why I'm so aware of Nova's lack of same. My main 'Main' is an Energy Melee Tanker - which Also has a similar chain... and Dwarf does not.

    Quote:
    Originally Posted by Arcanaville View Post
    Depends on what you mean by buffs. I don't think their overall performance is unreasonably low. I mostly think there are mechanical issues that could be solved with things that could improve their performance, and I don't think their performance is unreasonably high to eliminate those things from consideration. In particular, I think the presumptive diversity Kheldians have with form shifting is significantly hampered by the way slotting works. The cost for diversity is too high relative to, say, how costs are allocated to things with mode shifting, such as Bio armor. If Bio Armor is the state of the art in dev thinking when it comes to the opportunity cost of mode shifting, then I think a quantitative case can be made the costs intrinsic to Kheldians is too high on principle.
    It's been suggested that Kheldian forms start with Two slots per power, rather than one. Would that be a good way to address the cost of Diversity?

    Be Well!
    Fireheart
  11. When I want to increase my damage output, I usually want More Powers!

    Specifically in Nova and in White Dwarf, I'd like to see an additional single-target attack. Yes, in Nova, I can craft a (slightly sluggish) attack chain by using all four attacks. However, there are times when one Does Not Want to use AoE. That's when the classic trio of fast, medium, and big attacks works well. I find the same problem with White Dwarf - I'm missing an attack.

    Be Well!
    Fireheart

    <Edit> And Toggle Suppression!
  12. Quote:
    Originally Posted by Hyperstrike View Post
    Inv/SS, Inv/Street Justice, Inv/Titan Weapons!
    You picked my favorites!

    Invulnerability/Super Strength is your Classic tanker, Big, Bold, Beautiful - Bashing Badguys.

    Invulnerability/Street Justice turns you into the hard bullet in the face of villainy. You're tough and fast and not afraid to knee them where it hurts.

    Invulnerability/Titan Weapons makes you a god among mortals and your giant weapon clears a swath through the enemy.

    Or, interpret them however you like, but Invulnerability makes you Very tough. Check out Call Me Awesome's guides, for some basic build strategies.

    Oh, and for a Super Strength alternative, try Martial Arts - "Iron FOOT!!"

    Be Well!
    Fireheart
  13. Best place to get up-to-date info on Mids and to report bugs, is the Mids forum at CoHTitan.com.

    http://www.cohtitan.com/forum/index.php/board,59.0.html

    Be Well!
    Fireheart
  14. Quote:
    Originally Posted by Starsman View Post
    Masterminds have horrible damage modifiers, so they have very bad damage/endurance ratio, but on top of that I think every single power, regardless of source, cost more endurance for Masterminds due to a mastermind endurance modifier.

    You may be able to argue about their damage being too low, but then you may also have to ask if their pet damage is too high, that is, after all, the reason for their low personal damage modifiers.

    I always found it was a bit counter productive since other than secondary effect, the mastermind ended being discouraged to take part of the fight. He is better off standing back buffing the pets while they do the damage, an odd practice to encourage.
    As I said, I'm not even arguing about MM Damage, DPA, or DPE. I'm talking purely the Endurance penalty they take for attacking at all.

    If a MM is intended to 'tank' for his minions, then he needs to output 'threat' and if there are no good tools for that in his Secondary, then he has to use those Primary attacks.

    Quote:
    I assume you meant secondary since SS is a tanker secondary.
    Quite right.

    Air Superiority is a bit of an outlier, but in general, if Tier 2, 3, 4 powers are being out-performed by Pool powers, then perhaps there is something wrong with those powers. I would not argue that the whole Tanker AT needs to be revamped, in order to increase damage output - there are many upper-tier powers that are frankly awesome. However, being able to replace those early-tier powers with Pool attacks and actually Improve Performance... that's just not right.

    Be Well!
    Fireheart
  15. Quote:
    Originally Posted by Aett_Thorn View Post
    Actually, this one got started to try to prevent exactly this discussion that is happening. Little good that did.
    I'm sorry, I see that now, and you're right.

    I should have said this thread is still rolling because some people just insist on Crying Nerf!

    Quote:
    Originally Posted by Starsman View Post
    ... This was normalized accross all ATs shortly after release, but I think it's still used for Masterminds.
    I can report that a Mastermind's personal attacks are grossly unbalanced on a End-per-Activation scale. Except for Demons. I'm not even considering DPE.

    Regarding Tanker powers, I think the most useful areas for exploration are Area-of-Effect (not damage or number of targets, just Area/Radius/Range) and Taunt effectiveness.

    On the other hand, I'm a bit disturbed by the idea of SS Tankers that could/would/should choose the Fighting Pool, instead of their Primary. I question the... correctness of Primaries that can be (apparently Easily) out-performed by Pool Powers.

    Be Well!
    Fireheart
  16. Quote:
    Originally Posted by Rakeeb View Post
    See: virtually every patch cycle in World of Warcraft.

    Don't fear change.
    Quote:
    Originally Posted by Rakeeb View Post
    I would. I'd be employed by Blizzard. Word is they're pretty good at their jobs.

    EDIT: If you folks are that terrified of change, we're done here. There's nothing to discuss if your entrenched position is, "Change that makes me play my toon differently is bad".
    Well there's your problem! You got mixed-up, thinking that City was like WoW. Or that people who play City would rather be playing WoW. Or that WoW was better than City.

    We players are not afraid of change. We argue for change. We suggest changes, playtest changes, and work changes into our playstyles.

    We also like consistency. We don't (seriously) suggest that all ATs should be crammed together into one master AT that we call 'Tankmages'. We like our characters to continue to be like our characters, for the most part.

    Finally, while we are the Players and thus we get to 'vote with our wallets' about what we like about the game, we are Not actually in control of it. We cannot make the Devs change anything. We can't even keep NCSoft from breaking things that work just fine.

    So, your idea is interesting, but you're arguing with the wrong people about change. And the change you're arguing about is doomed - they are NOT going to re-write a whole AT on a whim. Not even if it were 'easy' to do it, which I doubt.

    Be Well!
    Fireheart
  17. Quote:
    Originally Posted by oOStaticOo View Post
    So make all the Taunts equal as well as all Taunt Auras. Really shouldn't be a difference anyways. Sounds like Taunt is broke if that is the case.
    Happily, Taunt itself, is completely consistent for every Tanker and and Tanker Secondary. It has been suggested and argued and promoted before, that all auras, especially non-damage auras, be normalized towards the top, rather than having Willpower and Super Reflexes suffering such weak effects. Aett Thorn started a Consolidated thread, which is stickied at the top of the Tanker Forum, and collected Many different ideas about how to 'fix' Tankers.
    http://boards.cityofheroes.com/showthread.php?t=279524

    This one got started because somebody wasn't content with that, so now were arguing it all over again.

    Be Well!
    Fireheart
  18. Quote:
    Originally Posted by oOStaticOo View Post
    ... About the only thing I can say about this thread is that I do wish the Gauntlet inherent was removed and Tanks were given something else instead. Between Taunt and a Taunt Aura I just don't see the point to Gauntlet...
    I just wanted to take a moment to address this bit. Taunt is very useful, but still limited. No Tanker wants to just be a taunt-bot, so they have other tools for holding aggro. As for 'taunt auras', only Invulnerability and Super Reflexes explicitly have 'taunt' as part of their auras, and SR's taunt is horrifyingly weak. Gautlet is actually one of the most Important Tanker tools for gaining and maintaining aggro.

    All Tanker 'auras' are either debuff, damage, or both. That effect is enhanced by varying amounts of 'taunt' cooked into the code and the Damage auras also benefit from Gauntlet (At least I presume so - I could be wrong about that). The strength and the Length of this +taunt varies and is amplified by debuff and damage factors.

    Invulnerability, for instance, has a to-hit debuff, coupled to a very potent 17 second, Mag 4 taunt. Invulnerability Tankers may not 'need' Gauntlet to hold aggro... Unless the Fire Blaster decides to uncork Everything at once, in which case the Damage aggro is likely to trump the Tanker's 'grip' on the enemy... Except, if he's a smart Tanker, he's been thumping on the baddies and Continues to thump on them and Gauntlet (+proximity) keeps the mobs glued tight, while the Blaster pops some blue-pez and prepares to do it again.

    On the other hand, Willpower also has a to-hit debuf, but it only has a 1.25 second, Mag 3 taunt... In a situation similar to what I described... the smart Tanker is Desperately flailing around, trying to maximize Gauntlet AND Taunt, because when the Blaster unloads... the Tanker is going to be standing alone.

    Once they finish splattering the Blaster, those mobs won't even remember him and he'll have to gather their attention all over.

    Tankers have Gauntlet because they don't get Taunt until level 10 and they might not get their 'taunt aura' until level 18. They get Gauntlet because not all taunts are created equal and something is needed to help make up the difference.

    Be Well!
    Fireheart
  19. ???

    Lawn may cover your face.

    Be Well!
    Fireheart
  20. I may be a flibbertigibbet from time to time, but I've never gotten close enough to friggle to be fried by it, you tongue-tied, tie-dyed, thistle-nibbler!

    Be Well!
    Fireheart
  21. I'd open communication with her through her page at: http://www.etsy.com/shop/Rei2Jewels

    Or you could poke Stone Daemon about it.

    Be Well!
    Fireheart
  22. Quote:
    Originally Posted by ChristopherRobin View Post
    Technically you're partially correct. You're also totally missing the point.
    Heh, you know that I know little about the process of making art. However, the years as a massage therapist did leave a mark and I do have a thorough, 3D understanding of muscle anatomy. So I look, and I see, and it bothers me if things don't look right, for a given level of detail.

    So I know that the shoulder muscle (deltoid) is a big old heart-shaped thing, wrapped around the shoulder joint, so it looks like an acorn-squash. And the 'point' melds down, under the competing swells of the biceps and triceps. And, unless the person is really buff and deliberately 'flexing', they all blend together like gently rolling hills.

    DD's original image mostly ignored that level of detail, so it didn't bother me. Your response added that detail, but the shapes were off, irregular, and the definition lines between the muscles were etched much too deeply. I understand how DD's smudging technique would minimize that, but the shapes were still... off.

    So I commented.

    Be Well!
    Fireheart
  23. So, commission her and Bat Zul can be yours.

    Be Well!
    Fireheart
  24. He could be reincarnated as a Cow?

    Be Well!
    Fireheart
  25. Quote:
    Originally Posted by ChristopherRobin View Post
    Not sure if you meant me or DD Fireheart but I'll clarify my end just in case.
    My goal was not to redraw everything the very best I could in my own style and take over.
    Perfectly fine with that, CR, you brought out the shoulder and adjusted the silhouette of the arm to be more correct. However, the dips between the muscles in the upper arm are never quite so distinct and you showed some high-points in very odd places.

    Looked like you gave that arm a bunch of muscles that weren't quite anatomically correct. DD's response is much better, but it still looks like there's a grand canyon between the muscles.

    Be Well!
    Fireheart