IanTheM1

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  1. [ QUOTE ]
    By the way which dev was playing who?

    [/ QUOTE ]

    Devs who "own" their characters, like Manticore, Statesman, and Captain Mako (I think he still swims around these parts), will always be playing their characters.

    Otherwise, it could be any dev (or NCSoft person, like Cuppa, if I'm not mistaken).
  2. FYI, folks, I think I'm going to change the Costume Shoppe updates to every friday, since that's already the day I update THATCHRUEF Network.
  3. [ QUOTE ]
    See I personally really like the brightness on the circuitry <,< But thats just me!

    [/ QUOTE ]

    The issue is that it dominates the rest of the costume, not to mention obscuring the Eye.
  4. What I'd do:

    1) Make the arms and legs the non-3D wrap.

    2) Have a cape with the outside desert-worn brown and the inside an appropriate accent color.

    3) Tone down the brightness on the circuitry highlights.

    4) Change or remove the shoulder pads.

    5) Change the colors on the Eye.
  5. Parsec:

    http://img170.imageshack.us/img170/6461/y2kbugyu4.png

    I played up the bug aspects a little more (I love the second head design) and balanced out the colors and patterns. Hope you like!

    ItWazntMe:

    http://img170.imageshack.us/img170/3...lackguymd1.png

    You didn't give me a lot to go on, so I came up with this very simplistic costume.

    Beethoven:

    http://img170.imageshack.us/img170/4...terngalhf5.png

    These are all essentially my train of thought as I went through the motions. I tinkered with the casual and tactical aspects. A bit of a challenge, really. (I swear, the female model proportions always make things that would normally work well on a male model look weird. )

    Of course, during all of that, I completely forgot to make a golden-age-esque costume. Still want me to go for it? Though all you'd have to do is change one of the tops to tights and find an appropriate pattern.
  6. [ QUOTE ]
    Um...Its bad to ask if your a healer?..I mean sometimes a team needs something specific.

    [/ QUOTE ]

    Depends on the context.

    If you just randomly decided that you "need" happy green numbers above you head, then yes, it's a bad thing. Not taking damage >>> taking damage, then having it healed. Also, defeated foes don't do damage.

    On the other hand, if you have a Kinetics user, a Force Fielder, and a Trick Arrow user, and you want to fill the gap in abilities (since none of those three sets are big on healing), then asking for an Empathy or Thermal specifically isn't a problem.

    I think the key thing to remember here is that the term "healer" has been relagated to people who only take team-support powers. Generally an Empathy Defender with no blasts and lots of power pool fun, like Leadership.

    My Empathy Defender is not a healer. She's a lot more versatile than that. On the other hand, Joe Schmoe's Empathy Defender might be a healer.

    So, to sum it all up, if you have everything *but* healing, seek out something that specializes in it. If not, go with what you can find and don't discriminate. And never call anybody a healer unless they say that's what they are.
  7. Sorry about the delay true believers, I've been tangled up in personal matters all week. I'll take a crack at those costumes within the next couple days, aight?
  8. [ QUOTE ]
    You'll be missed, Cuppa. Sure, you were diligent and fair, and nobody can ask for more from a forum mod. But you went way beyond that...you were our friend, and we as a community will always love ya for it. Forum mods on other games would benefit from watching how you handle forum users.

    [/ QUOTE ]

    That pretty much sums up what I wanted to say, but failed to articulate.
  9. THATCHRUEF Comics is filled with a bunch of ragdoll shots, but I've always loved this one, since it was actually the first time I saw this sort of behavior, IIRC:

    HANG IN THERE, BABY!
  10. [ QUOTE ]
    Swift. Seems obvious to me, but the OP glossed over its usefulness.

    [/ QUOTE ]

    By glossed over you mean explicitly mentioned, right?

    In version 1.0 I'll put that part in bold.

    I think what may contribute to the different viewpoints is which AT you might have come from in CoH.

    My benchmark for performance for scrapping ATs is my dear MA/Regen.

    I could see someone who has played a Tank being more comfortable with 24/7 Granite.

    There's also a wide gap between difficulty setting preferences. In general, I stay on Heroic/Villainous and might possibly change it to Tenacious/Malicious if I want some extra XP. This allows me to slot just one accuracy per attack and mow down gobs of minions without having to worry about wiffing all the time.
  11. Siphon Life and Touch of Fear are the two you should definitely take.

    As I said, SL can be either a full-on attack with a heal bonus or a heal with a slight damage component. The big advantage/disadvantage is that it's 100% Negative Energy damage.

    And Touch of Fear can be used to lock down what kills Dark Melee / Stone: Accuracy debuffers (PPD Ghosts must die), foes that muck with recharge, and anything that uses slows. Plus the ability to add, I think...a 13~% To Hit debuff onto a target on top of the stacking 5~% ones is great.

    After that, it highly depends on your slotting. If you're going to get Stamina and fully slot it, and also stick an End Reduction or two into a few of the toggles, I think the need for Dark Consumption is reduced greatly.

    Soul Drain is best for alpha strikes, before you have over half Fury. You get a nice bonus to accuracy (which can be handy for foes that have annoying defenses, ie, Earth Thorns) and damage, while also gaining all that aggro immediately. And while I haven't tried it, I think slotting for damage would work pretty good. It's up often enough and if you're not going to slot for To-Hit, you can make an AoE attack out of it.


    Also, love the character concept.
  12. Maggot:

    I came up with this costume:

    http://img263.imageshack.us/img263/3...ightguylt3.png

    The trick is to scale down the chest and waist so that the armor isn't as bulky. Then, by removing the shoulder pads, the whole thing slims down nicely without sacrificing strength.

    Onibi:

    Take a look back on the first page or two. I actually made three different costumes based on that exact design scheme for someone else.

    Nemo_Utopia:

    A little tricky (your screenshots weren't the clearest), but I think these two designs are good starting points. Since I don't have the ability to do capes or auras normally, I'll just say that the second one would have the cape and probably an electricity aura. I also didn't scale down the physique on the first one, so it looks a little weird. >>

    http://img424.imageshack.us/img424/3...suitguypw4.png

    For sake of time, I just kept the default head.
  13. [ QUOTE ]
    Every cape I've had on a character so far for some reason will look fine, but after a few minutes of moving around, flying, jumping, etc... begins to clip with chest clothing. The only way to get it back to normal is to zone. Here is a specific example of the starshot cape clipping with military vest (sleaveless).

    http://img502.imageshack.us/my.php?i...ntitledlv3.png

    [/ QUOTE ]

    I think related to that is that after a little while the actual cape piece will becme slightly detached from the mantle, producing a noticable line and/or gap.
  14. Just noticed this now, not sure how long it's been bugged. Probably got screwed up this patch though, most likely.

    The "Spikey" hair for Males has collapsed, for lack of a better term. The left side just suddenly dents into the head.

    This is on the default Male model, no sliders touched.
  15. Bruting the Earthen Devil Way - Dark Melee/Stone Armor, Version 0.9



    About Earthen Devil

    Earthen Devil is a character I conceptualized towards the end of beta, if my memory isn't mistaken. I found the idea of two very cool powersets I had never played previously mashed together appealing. Especially since I saw some decent synergy between them.

    The fact that he'd be an evil earth-warrior/Satan incarnate of sorts, playing opposite to Captain Planet and the like, was just icing on the cake.


    Dark Melee

    Dark Melee is a unique powerset, to be sure. It's a powerhouse, but at the same time offers a nice smattering of control, not to mention its handy accuracy debuff. It's rather quick to mature, but this can also be a downside if you like having a wide variety of attacks at your disposal. Its other main downside is lack of AoE ability. Also, depending on circumstances, its dual damage types can be a blessing or a curse.


    Shadow Punch

    You wrap your fists with Negative Energy channeled from the Netherworlds, then perform a quick punch that deals minor damage. Shadow Punches cloud the target's vision, lowering his Accuracy for a short time. Damage: Minor, Recharge: Fast

    Use it or Lose it?: Use it!

    Opinion: The big thing about this power is that it's quick and dirty. It has both a fast animation time and a relatively fast recharge, perfect for building Fury. The accuracy debuff is a nice bonus.

    Smite

    You wrap your fists with Negative Energy channeled from the Netherworlds, then perform a Smite that deals more damage than Shadow Punch, but has a longer recharge time. Smite clouds the target's vision, lowering his Accuracy for a short time. Damage: Moderate, Recharge: Moderate

    Use it or Lose it?: Use it!

    Opinion: Smite is your big smasher, which is a boon considering you can get it at level 1. With high Fury, you can reach very impressive damage levels. As it says right there, it's slower than Shadow Punch, but not prohibitively so. Once again you get a nice accuracy debuff.

    Shadow Maul

    You wrap your entire arms with Negative Energy channeled from the Netherworlds, then perform a series of blows that deal a lot of damage over a short period of time to multiple targets in front of you. These blows cloud your target's vision, lowering his Accuracy for a short time. Damage: High(DoT), Recharge: Moderate

    Use it or Lose it?: Use it!

    Opinion: While some feel that Shadow Maul isn't particularly good for a Brute, I like it. It works as a nice attack to put inbetween Shadow Punches and Smites. Not to mention its usage as a tenderizer - once you slot it out, and at average Fury, one Shadow Maul and one Smite will slay Minions and Lieutenants nicely. And, since it's DoT, I like its ability to kill off running mobs without me having to chase them. Yes, the animation is a bit long and roots you, but the potential to hit more than one enemy at a time is nice, not just for the damage, but also for the ever present accuracy debuff.

    Touch of Fear

    The Netherworld is one scary place, and with but a touch, you can give your enemy a glimpse into this dark world. This will cause them to helplessly tremble in Fear. Foes in this state of panic have reduced Accuracy. Recharge: Moderate

    Use it or Lose it?: Probably Use it!

    Opinion: Touch of Fear is a little...meh. If there's one thing I'd say, it's to not take it particularly early unless you feel you really need the damage mitigation, as the endurance cost is a bit high. However, I like it as a demi-mez, that's for sure. The ability to temporarily lock down and debuff accuracy on things like PPD Ghosts is very good to have. I personally wouldn't slot for Fear Duration, it lasts pretty long already. The recharge is also pretty good too, in my opinion. My slotting as of now is 1 Accuracy, 1 End Reduction, and 1 Accuracy Debuff. Not only do I use to lock down troublesome mobs, but I also like to spam it on Bosses, Elite Bosses, and Heroes/AVs, along with those ever troublesome escaping mobs.

    Siphon Life

    You tap the power of the Netherworld and create a life transferring conduit between a foe and yourself. This will transfer Hit Points from your enemy to yourself. Foes Siphoned in this manner have their Accuracy reduced. Damage: Moderate, Recharge: Slow

    Use it or Lose it?: Use it!

    Opinion: This is probably the most versatile skill in the whole powerset. With high Fury, the damage might very well be worth slotting for, and you can instead consider the healing effect a bonus, just like the accuracy debuff. I myself have it slotted for all heals. I'm not sure how a partial damage/healing set-up might work but I'd recommend an Endurance Reduction regardless.

    Taunt

    Taunt foes to attack you. Useful to pull enemies off allies and keep them attacking you to raise your Fury. An Accuracy check required to Taunt enemy players, but is not needed against critter targets. Recharge: Fast

    Use it or Lose it?: I'd Lose it!

    Opinion: While you do have very good defense from Stone Armor, you are definitely not a Tanker. At least probably not until you get Granite Armor. If you plan to team a lot, especially with squishier ATs, I would recommend this as a simple aggro management tool, but in small groups and especially solo, you don't really need it.

    Dark Consumption

    The dark power of the Netherworld allows you to tap the essence of your foe's soul and transfer it to yourself. This will drain the Hit Points of your enemy and add to your Endurance. Damage: Moderate, Recharge: Very Long

    Use it or Lose it?: Your choice.

    Opinion: When it comes to Dark Consumption, it's entirely up to you whether or not to take it. It wholly depends on whether you get Stamina, slot Stamina, and/or slot for Endurance Reduction. For me, I didn't plan on slotting my armors for Endurance, and while I did get Stamina, I only used its base slot. I would definitely slot for Recharge and at least one Accuracy if you do plan to use it a lot. But I wouldn't waste any slots on Endurance Modification. Two enemies hit will bring you up most of the way, and three will just about do it. However, I've rarely used this power when I'm near empty on End, I'll always use it a little earlier than that so a few foes will still get me filled up to full. If you're really aching for Endruance though, put in some blues.

    Soul Drain

    Using this power, you can drain the essence of all nearby foes' souls, thus increasing your own strength. Each affected foe will lose some Hit Points and add to your Damage and Accuracy. Damage: Moderate, Recharge: Very Long

    Use it or Lose it?: Your choice.

    Opinion: Personally, I like this power, but it's definitely not essential. The main aspect that it brings to the table for me is a solid alpha strike on a larger mob, which will give me both immediate aggro and a quick jolt of accuracy and damage before Fury builds all the way up. However, I do find it rather pointless unless you have three or more targets, the bonus you get from just two enemies isn't enough to justify the animation time and endurance cost. If you really want some AoE damage, you could attempt to slot this for it and get decent results.

    Midnight Grasp

    Mastery over the forces of the Netherworld allows you to create dark tentacles that can Immobilize a foe and continuously drain his life force. Damage: Superior(DoT), Recharge: Slow

    Use it or Lose it?: I'd Use it.

    Opinion: Midnight Grasp is a very interesting power for a Brute to have. For one, it's a control. Very helpful when it comes to running mobs, obviously, along with setting up Shadow Mauls, Dark Consumptions, and Soul Drains if need be. However, I have a little more interest in the DoT aspect of it. Unlike Shadow Maul, the DoT here is applied slowly and after an initial burst and you can change targets after the intial cast. This means you can play around with the dynamics of being in two places at once. You can keep one foe alive, but debuffed, immobilized, and slowly dying, while beating the tar out of another. If you time it right, you can kill two mobs at the exact same time. This can theoretically net you slightly more Fury without costing you any extra time. And of course, the DoT aspect is also handy for interrupting attacks that can be. The only problem I have is that the animation seems to have a bit of a tail on it, in that you stay in the animation slightly longer than it takes for the attack to affect the foe. This leads to it mucking up my attack chain timing slightly.


    Stone Armor

    Stone Armor remains one of the best defensive sets in the game. You have protection to pretty much everything. It also arguably has one of the best, if not coolest looking final tier power.


    Rock Armor

    Your skin becomes stone while this power is active. Stone Armor protects you from Smashing and Lethal attacks. They are less likely to land and affect you. Stone Armor also grants you resistance to Defense DeBuffs. Cannot be active at the same time as Granite Armor. Recharge: Fast

    Use it or Lose it?: You have to Use it!

    Opinion: This is your bread and butter. You'll pretty much never want to stop wearing this armor. The endurance cost is very managable and the defense is pretty significant. This is the only damage type armor you'll have for a while, and it's great at what it does.

    Stone Skin

    Your tough skin is naturally resistant to Smashing and Lethal damage. This power is always on and costs no Endurance.

    Use it or Lose it?: Your choice.

    Opinion: The numbers on it are decent enough, and if you can fit it into your build, I would take it. However with my personal streamlined build, I don't have a purpose for it.

    Earth's Embrace

    You are so connected to the Earth, you can draw upon its power to add to your own health. Activating this power increases your maximum Hit Points, and grants you resistance to Toxic Damage. Recharge: Very Long

    Use it or Lose it?: Use it!

    Opinion: There's never been a +Total HP power I didn't like, and this is no exception. When you can afford the slots, I'd definitely recommend 3 Recharge and 3 Heal. The only downside is that it seems like the animation time is a bit slower than equivalent powers, which can lead to you splatting before it goes off if you're using it as a panic heal.

    Mud Pots

    While this power is active, you draw upon the geothermal power of the Earth to create a bubbling pool of hot mud around yourself. All foes in melee range will become snared and entrapped in the mud, Immobilizing some and slowing others. The boiling heat from Mud Pots may also deal some damage over time to the snared foes. Damage: Minor(DoT), Recharge: Fast

    Use it or Lose it?: Your choice.

    Opinion: On one hand, this could possibly fill Dark Melee's AoE gap if you slot it. On the other hand, it has a high endurance cost, a negligble mez component and looks and sounds ugly. It's really up to you and whether or not you take it, and if you can support its cost. It really didn't fit my playstyle, so I skipped it.

    Rooted

    While this power is active, you merge with the Earth and draw forth its power to become resistant to Knockback, Sleep, Hold, Disorient and Endurance Drain effects, and increase your Hit Point Regeneration rate. You must remain in close contact with the Earth, so you will move extremely slow and you cannot active Fly powers, Sprint, Super Speed, or Jump powers while this power is active. Rooted also grants you resistance to Defense DeBuffs. Recharge: Fast

    Use it or Lose it?: Use it!

    Opinion: Stone Armor's blessing and curse. While the need for it to have such an annoying -Speed component is dubious (when compared to similar powers, IMO), it's also very easy to get around using pool powers. The actual regeneration component seems a bit slow to me, but that could just be preception. My big complaint is that if you're using it on and off like I do most of the time, the status protection doesn't kick in until after the animation has totally completed, leading you to getting mezzed just as it's about to actually turn on. Otherwise, it's a solid power and another cornerstone (hehe) of /Stone.

    Brimstone Armor

    While this power is active, your skin becomes encrusted in cracked magma. Brimstone Armor makes you highly resistant to Fire and Cold damage. Cannot be active at the same time as Granite Armor. Recharge: Fast

    Use it or Lose it?: I'd Use it.

    Opinion: It's a topical armor and resistance at that. However, with fire-wielding Circle appearing around the time you get it and Longbow Flamerthrowers just about everywhere, it can be quite useful. Plus, it looks pretty cool (heh, no pun intended, please don't hurt me). I personally only have used its base slot, however.

    Crystal Armor

    While this power is active, your skin becomes encrusted in various quartz crystals. Crystal Armor makes Energy and Negative Energy attacks less likely to hit. This power also grants you resistance to Defense DeBuffs. Cannot be active at the same time as Granite Armor. Recharge: Fast

    Use it or Lose it?: I'd Use it.

    Opinion: Slightly more reliable than Brimstone Armor since it's defense, however Energy and Negative Energy aren't particularly common except with the Circle and the occasional Longbow Warden, plus a few Heroes. Once again, it looks cool and I only used its base slot.

    Minerals

    Activating this power summons several rare earth rock Minerals to orbit around you. These Minerals can disperse thought patterns and make Psionic attacks less likely to hit. They also bring clarity of the mind and increase your Perception to see hidden foes, and grant resistance to Confusion. Cannot be active at the same time as Granite Armor. Recharge: Fast

    Use it or Lose it?: I'd Use it.

    Opinion: Just like Crystal Armor, it protects against a relatively uncommon damage type. However, it can be helpful when Psychic damage does pop up (such as the occasional Fortunata or, more importantly, Night Widow). Plus the Perception can be handy against the assorted foes who use it. Unlike the other topical armors, it doesn't look all that cool, and once again I'm currently only using the default slot.

    Granite Armor

    When you activate this power, you are transformed into a massive bulk of unyielding Granite. Your incredible mass makes you almost completely invulnerable and resistant to most effects. However, you also become quite heavy, cannot fly, your attack and movement speed are Slowed and you do less damage. Granite Armor also grants you high resistance to Defense DeBuffs.Cannot be active at the same time as other Armors in this set, Fly powers, Sprint, Super Speed, or Jump powers. Recharge: Slow

    Use it or Lose it?: I'd Use it.

    Opinion: I haven't actually taken this yet. However, it'll definitely be helpful when you're in a bind and need to be a Tank for a little while. The big difference is that unlike a Tanker, this doesn't really remove the need for your other armors. A Tanker can still tank with Granite on all the time. However, it specifically strips you of your Bruting ability, while your topical armors do not.


    Pool Powers

    The power pools available are as follows:

    Fighting
    Fitness
    Flight
    Invisibility
    Leadership
    Leaping
    Manipulation
    Medicine
    Speed
    Teleportation

    Ten pools. That's too many. Let's knock out the ones you won't ever need.

    Fighting
    Fitness
    Flight
    Medicine
    Speed
    Teleportation

    Fighting

    If you're building a Tanker build (though I personally wouldn't), you'll probably want this pool for Tough and Weave. They're End heavy, so you'll have to adjust for that.

    Fitness

    Take it and love it. Swift will help overcome the speed debuff in Rooted and Granite Armor, while Stamina is always nice to have if you plan on running lots of toggles. For me, I only use the default slot on Stamina and Dark Consumption can do the rest. I also don't bother to slot my armors for End Reduction. This means that I can keep going near infinitely, excluding these three factors:

    - Lots of damage types. The more armors I have to run, the worse my End will be, obviously.
    - End Drain. Duh.
    - Fighting a single tough foe. EBs/AVs/Heroes will run me out of endurance if I'm not careful.

    Hurdle is less useful since you can't jump with Rooted. I personally chose Health to compliment Rooted and provide some minor Sleep resistance if I happen to be caught not using Rooted.

    Flight

    Get Air Superiority if you need something to fill out your attack chain. Flight is only really useful if you want to get the drop on mobs. This isn't as efficient since you cannot activate Rooted until you're on the ground.

    Medicine

    The only reason to get this is Aid Self. That's it. Or if you're working on the healing badges. Personally, I don't really see the need for Aid Self, but if you want the extra security, it's not a terrible power choice.

    Speed

    The only reason you're going to want to pick this is for Hasten, and just maybe Super Speed. Hasten will help you deal with the lack of attacks as well as Granite's Recharge debuff. Super Speed is a good second choice for a travel power since it generally keeps you on the ground and provides a little stealth, good if you want to zip into the middle of a mob and then turn on Rooted. However, you can't use Super Speed with Rooted or Granite Armor.

    Teleportation

    The best travel power for Stone Armor users. Totally negates Rooted and Granite's speed debuffs, though it requires an extra slot or two to be friendly. TP Friend is handy, but TP Foe is a good tool for those times where you need to pull a runner back to you (or down, in the case of flying enemies) or thin a mob in the early game.


    Basic Attack Chain

    My most basic attack chain, and really the only one worth sharing is this:

    0. All this assumes medium to full Fury.
    1. Teleport (Into the middle of the group, if using Rooted. Otherwise running in is fine.)
    2. Soul Drain (If the group is large enough.)
    3. Smite + Shadow Maul Target 1
    4. Shadow Punch + Midnight Grasp + Siphon Life Target 2
    5. Repeat as necessary.


    Alternate Builds

    One of the best things about Dark/Stone is that it's very versatile. If you want a fuller attack chain, you can get Pool Powers. If you want to focus more on control, you can. If you want your endurance as stable as possible, you can shift slots around as you like. If you really just want to tank, you can do that too. Hey, even if you want to use pool powers I didn't list, you can go that way.

    I really don't see me as the god of Dark/Stone builds or playstyles, so I leave all of that up to you.


    Credits

    Thanks muchly to NoFuture for the power information, especially the long help texts.
  16. That's how the Council Empire conqured their dimension: They got a leg up on everybody else.
  17. Sordes:

    http://img109.imageshack.us/img109/6498/fireguysi0.png

    I made it a bit subdued while keeping the "mystical" and "fire" flairs to it. If you want any other ideas, I'll probably need that screenshot.

    Maverick_X:

    http://img220.imageshack.us/img220/2527/superguyaq2.png

    Here's three concepts I think fit the bill for a golden age-ish costume. In rectrospect, I'm a little wary of the first one, it looks a little too much like one of Cyclops' costumes.

    Marvel_Maiden:

    http://img127.imageshack.us/img127/5...rvelgalgr2.png

    The first one came out a bit muddled, and then I made the second one ironically with a color scheme that was basically want you didn't want, but I thought the ceramic white with subdued blue, red, and yellow looked so nice.

    Capt_Solar:

    http://img68.imageshack.us/img68/8403/solarguyno7.png

    I think this looks good. The colors might need some tweaking, possibly.

    MCG_Warface:

    Well, I'm kinda stumped. I'm just not getting any inspiration. I like all of your costumes as-is. Any hints on what direction I should head in? And could I get some clearer screenshots?

    Konoko:

    http://img93.imageshack.us/img93/154...yguygalao0.png

    Well, I had a little trouble coordinating, so the colors are a bit blah, but I think the designs are pretty solid overall. If you want me to tweak them some more, I'll need a screenshot of both the Mr. and Mrs.
  18. We're not getting a hard copy any time soon if ever, according to Cuppa.
  19. [ QUOTE ]
    - Infernal's (The trainer) name at launch was "Infernal Demons", but was quickly changed to Infernal, as we know him today.

    [/ QUOTE ]

    I think the trouble stems from the fact that he uses the same model as Infernal the Praetorian and vis versa. All of the Praetorian minions have their own faction label based on who they work for, but for some reason they all still spawn as "Praetorians" or "Demons" or whatnot. So basically the labeling gets screwed up. I remember a few patches where he went back and forth from Infernal to InfernalLeader and back.

    [ QUOTE ]
    - Elite Bosses were a relatively late addition to CoH, with the first Elite Bosses being Frostfire and Atta in the Hollows. For a while, the only EBs after that were Heracles in Striga and the Super Zenith Mech in the Citadel TF (Although I'm not sure when that was added). It wasn't until CoV came out that they became widespread, especially with the change that allowed Arch-Villains to be downgraded to Elite Bosses under the right conditions.

    [/ QUOTE ]

    The Council robot EB was added in I5.
  20. [ QUOTE ]
    Back on topic, with the release of Issue #7 in which signature heroes and signature villains could be fought and defeated in Recluse's Victory, the regeneration rates made it nearly impossible to defeat them or any other "AV" status NPC without being required to have regeneration debuff (on the CoH side, this meant you had to have a Rad Controller) cast on them. This controversy rocked the CoH/CoV forum boards for weeks as many people testified in the test server thread that it violated the documented belief that "no one single AT should ever be required to complete a mission".

    [/ QUOTE ]

    Well, to clarify:

    Only a handful of powersets in either game currently do -Regen. Dark Miasma, Kinetics, and Radiation Emission are the only three I can recall on the CoH side. There's a few more (such as MM's /Poison) but not many more.
  21. Zekiran_Immortal:

    [ QUOTE ]
    This is a very cool idea, Ian! And you're sexy!!

    [/ QUOTE ]

    You flatter me so!

    [ QUOTE ]
    Since the demise of the 'leather strap coloration' I don't really want to go in and change Costume 1 (even to shrink the head down or try and get rid of that bald spot) for risk of losing the colors on the leather straps. Should I go with costume 2's original looks (without the buttondown shirt and tie)?

    [/ QUOTE ]

    If you're referring to coloring the straps on the pants, that option still exists and/or was put back in. It was simply shifted around like the rest of the "self" patterns - it's at the very end of the pattern list.

    [ QUOTE ]
    With the new costume equipment, are there any other types of costumery I ought to try out? The only reason I keep Costume 3 as a catgirl is yes, I used to dress up just like that at the Comic Con every year. But it's flexible. Any hints on a new look? (and yes, I like black and red for costume colors, though greys and violet are not out of the question. My supergroup colors are red and blue, but I rarely use blue any more.)

    [/ QUOTE ]

    Frankly, after doing a pass over on your four costumes, I wouldn't change anything. All four costumes are good enough that I don't think you need my help all that much.

    Also - happy birthday!


    Hololad:

    http://img215.imageshack.us/img215/2...obadguyep8.png

    The first costume takes Domination to the literal level. The next more represents the surge of power. And the final costume is sort of a descent into madness with a surge of power.
  22. [ QUOTE ]
    2) There was a glitch that cause a hallway's entrance to turn black and make you be unable to see through it until you walked through the black wall.

    [/ QUOTE ]

    That glitch is still around. It's due to map tiles not synching totally. The real scary thing is that sometimes the map tile is really out of synch, causing you to fall out of the map.

    [ QUOTE ]
    4) That there was a glitched that caused the Kronos titan to spawn in the Hive and kill an entire hami raid as it was in the process of combat.

    [/ QUOTE ]

    Not a glitch. The owner of the "Shut down Project Wildflower" mission is ambushed by the Kronos in whatever zone they're in when the mission completes. There was actually a project to try and spawn the Kronos in every zone (but is unrelated to that particular occurence in The Hive).