Jade_Dragon

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  1. Quote:
    Originally Posted by AnElfCalledMack View Post
    Technically, it is immediately paid out of Patrol XP. This means it will still count towards the debt badges, even though you're never actually in XP debt.
    I personally find this the bigger advantage of Patrol XP. As long as I still have Patrol XP left, I know that I will not slow down the rate at which I am levelling, merely end the session a little sooner.
  2. Quote:
    Originally Posted by SuperFerret View Post
    I'm a bit puzzled, I thought that a "Tankermind" was to keep aggro off of the team using their pets as one of their tools for aggro management.
    Actually, that's essentially the exact opposite of the Tankermind strategy. The Tankermind basically uses Bodyguard and concentration of aggro on the Mastermind to manage the damage the MM and his henchmen take, and keep it off of his teammates. The idea is for the henchmen to take no damage on their own. (It should all come from Bodyguard)

    Using the pets to tank I variously refer to as "pet tanking" and "meatshielding". It's not as reliable as Tankerminding as you have no way to taunt foes onto a henchman. The exceptions are Thugs, who have Taunt built into the attacks of the Posse of Gang War, and Necromancy, which has a Taunt built into all their henchmens' Life Drain.

    I typically am able to do a halfway decent job of tanking with my Bruiser, as long as everyone else stays out of melee, and they let him go in first. Without Taunt, though, it's not reliable enough to be called true tanking. I can essentially tank for a few seconds when a teammate gets in trouble, but it's difficult to maintain it without Provoke.

    Also, to the OP, closing with a Boss and hitting him with Sands of Mu or the Nemesis Staff can draw a lot of aggro onto you when stacked with Provoke. You do not necessarily have to make a large investment in attacks to be a Tankermind. (Although it helps)
  3. Dark powers are pretty much covered with Necromancy, so Demon Summoning covering Fire, Ice and Toxic seems like a good mix to me. It will work well with any "elementalist" magical summoner concept, and so both Thermal and Storm Summoning will work well with them, as well as Cold Domination when it is Proliferated.
  4. I used the high backed wooden chair with the red velvet bench in front of it as a door. Just turned it around and stuck the bench part into the "wall". I also used the Supergroup logo stand, the one made of glass, as windows.

    It was an amateurish attempt, though, my first time to try such a thing. I'm sure others have done better jobs.
  5. Jade_Dragon

    Inherent Fitness

    The problem with just raising the base Endurance recovery rate is that it doesn't address the issue that Stamina is a "must have" power. Those without it will still have exactly the same Endurance issues relative to those with it, and those with it will still continue to push for more recharge and higher damage powers until they exceed their recovery. You haven't solved the problem, just changed the ratio from a factor of 5 seconds until you run out of End to 7 seconds until you run out of End.

    Perhaps a workable solution would be to raise the base Endurance recovery of all ATs, but then lower Stamina by an equal amount. Then the gap between those who have Stamina and those who don't, and between those who 3 slot stamina and those who don't, will be reduced. But to do that would reduce the usefulness of Stamina. One of the selling points of Stamina is that it can dramatically increase the amount of damage you are capable of doing the more slots you put into it. Since Endurance slotting is on the same schedule as everything else, that means Stamina must have a very high base rate, so the slotting can increase the rate accordingly.

    In other words:

    No Stamina = 0
    Stamina = 3
    Stamina 1 slot = 4
    Stamina 2 slot = 5
    Stamina 3 slot = 6

    There is no 1 or 2, you jump from 0 to 3 just by picking up the power. Raising base recovery won't solve that, and neither, really, will lowering Stamina's rate. The best you could do is put a -End modifier on Stamina that is not enhanceable, so if you just get Stamina it's 1/3 of what it is now, and you have to 3 slot it to get the effect of Stamina with 1 slot.

    Personally, I feel that all this change is going to do is turn Stamina from a "must have" power to a "must slot" power. You will get it for free, but the powergamers are still going to insist it must be 3 slotted. Or even 4 slotted to add a Performance Shifter. The gap will still be there, but at least now it will be about half what it was. Again, Endurance management and the use of other Endurance efficiency powers will be able to take the place of 3 slotting Stamina, but they will be able to build on a base of more Endurance to start with.

    Honestly, if the other Endurance management powers were as powerful as Stamina, then Stamina would not be as popular as it is. And even in the case of Quick Recovery, which are directly comparable as more powerful, it is still accepted that you should take BOTH. Again, you can never have too much Endurance recovery, no matter how much you have, you ALWAYS will be wanting more.

    As for Defenders having greater Endurance requirements than Blasters, given than a Defender can achieve an average 0.85 relative damage scale with a 30% Res debuff, and Rad and Kin Defenders can achieve far greater than this, I would hardly say this is the case. Rather, a Defender's ratio of damage to End cost is not static, as with a damage dealer, but depends on its Buff/Debuff Set choice. ATs that depend on Buff/Debuff sets thus tend to vary in their End costs based on Set.

    The devs could deal with this by making sets that have less offensive buffs have more End efficiency tools, and those that have more offensive buffs have less End efficienty tools, but in all honestly it seems as if the devs' intention is exactly the opposite. Rad and Kin, which have the highest offense, also have the highest End efficiency. In addition, while it seems on the surface Vigilance was meant to address this, and give Defenders more End efficiency overall, once again those sets with a defensive specialization will have teammates with higher HP, and thus less End efficiency.

    It seems, in fact, as if the devs want those Defenders that are team-oriented and defensive to have issues maintaining enough Endurance to use their attacks. Or at the very least, they intend for ATs and builds with a defensive slant to have more trouble monitoring End, since they will have less trouble monitoring HP. (Brutes, certainly, would become far more powerful if given more End efficiency)
  6. Quote:
    Originally Posted by Ang_Rui_Shen View Post
    Active Defense, a Shield click power, causes the need for weapon redraw. Annoying.
    I would expect that is also the case with Practiced Brawler, though, isn't it?

    I was thinking more of actions that make you redraw the SHIELD. AFAIK, the only thing that makes you redraw the sheild is toggling all your shield powers off.
  7. Quote:
    Originally Posted by PumBumbler View Post
    Can you describe how it works? Does your stealth radius drop?

    I've only had this happen occasionally, most of the times my invis works but once in a blue moon a random mob will take a swipe at me even though I haven't aggro'd it.
    I'm not UberGuy, but my understanding is that visibility radius only applies to DRAWING aggro. Once you have drawn aggro, either for yourself or because you are on a team that has drawn aggro, stealth no longer has any effect.

    This is why Dark Tanks can tank with Cloak of Shadows up, by the way.

    Many stealth powers, in addition to reducing your visibility radius, also reduce your Threat level by 1. This can reduce the amount of aggro you recieve, even once you are "seen". You may also recieve less aggro simply because you are not the one attacking, and thus whoever it was on the team who attacked will get a lot more aggro than you. This can combine to give the impression that while stealthed, you are not being aggroed on. You are, you're just not the one with the MOST aggro.

    Where stealth does help you is that if you have one spawn that is aggroed, but another spawn nearby is not linked and thus does not share in the first spawn's aggro. In that case, the second spawn will not see you if your stealth keeps you out of their visibility. If someone on the team is not stealthed, he might be seen and the foe would then aggro on him, but you would not get aggro since that foe was not attacked. (Although you would once your teammate saw the add and defended himself)
  8. The simple answer to this is that if there are 50+ foes in your spawn, you need 4 Tankers to hold their aggro. (3 will do it, but barely, 4 would be safer)

    A Tanker should not be needed on a team, though. If you can figure out how to manage your aggro, you will not need a Tanker to defend you. As an Illusion Controller, one of the first things you can do is use Spooky and your other pets to hold down foes and take their aggro. Also be careful of the AoE debuffs. Siphon Power should be great for pulling one foe, but if you are buffing your allies with it that could draw attention. Or maybe you are using Transfusion or Fulcrum Shift.

    Finally, if you're level 1 on a high level team (which means you wouldn't have the pets) you're going to have a hard time surviving. Either pick and choose your targets carefully, or find a lower level team.
  9. Quote:
    Originally Posted by Sailboat View Post
    Correct. Perhaps I was too cautious in not asserting that I knew all the sets, but I know for sure that Spines appears to redraw your spines but that it does not make any difference whatsoever in your attack times -- because it was never changed when they changed the other powersets. This was expressly discussed by a dev -- Castle, iirc.
    Well, my response is above. I think the point I was trying to make, though, is that even though Spines may still be "baked in", it is a mistake to assume there are still other weapon sets that have redraw time "baked in", and that the devs are neglecting to address them due to laziness or disorganization.

    I guess that I did forget about Spines, but that's only because I knew it was an exception, not the rule, and an intended exception, and so I disregarded it.

    Quote:
    Although "redraw penalty" is a penalty that was added to the game essentially at player request, as Luminara says, it is a good thing, because we used to have the time penalties all the time, even if we were chaining the attacks, and now we only pay the time penalty when we actually do something that causes redraw.
    Actually, for the longest time, the players assumed that there was a redraw penalty when you redrew a weapon. And in some cases, there was. The original coders of the game were inconsistent about whether they "baked in" redraw, and the changes that followed release (such as to Katana) essentially all took the path of including the redraw time. So by the time Dual Blades was being planned, it was extremely inconsistent.

    BaB went back and looked over the sets and found that they had no unified design. So he redesigned all of them, making sure the redraw was not included on attacks where it was, and making sure (with quite a bit of help from the players) that the times where the redraw was not supposed to be included, that it actually matched up with the actual animation time of the attack. Since in many cases that was off as well.

    So in a sense the players did ask for it, since they could also have asked for all of the sets to have the redraw time "baked in", if that's what they wanted. But mainly it was fixed from being inconsistent to being consistent.

    IIRC, the animations of toggles not rooting you if they were only personal defenses was also changed about the same time, and again, that was something the original devs had been inconsistent about and just had them root or not as they felt like it.
  10. Quote:
    Originally Posted by BrandX View Post
    Spines is still the exception. I believe it had to do with the set needing additional tweaks if they did so.
    Well, Claws needed additional tweaks, and they did them. They took a considerable amount of time to tweak Claws, and got what they wanted. So that wasn't an issue if they were serious about it. I suspect the issue is not performance tweaks, though, but code. There is something about the Spines code that makes it operate differently from "drawn weapons". That's why it couldn't be tweaked.

    In other words, it's more like Sheilds. I'd like to know what effect redraw has on Shields, although since most of the powers are toggles, and the sheild DOESN'T have to be put up to draw another weapon, that redraw is very rare. I wouldn't be surprised if all Shield toggles have redraw time "baked in" as well, though.
  11. Heeheehee... this is an interesting thread.

    I'll start by saying that some of my other characters I have actually thought about the things that the author does to their characters, and some of the moral qualms about that. In particular, one of my D&D characters I gave her a backstory in which she had been violently assaulted, much like Red Sonja. It shaped her character, though, and made her who she ended up as. I still feel guilty about that, though. Which I suppose is good, I can at least say that I have respect for my characters, and try to treat them as such...

    My sister also came up with a character who had the ability to travel between universes, and I played with the idea of her travelling to other fictional universes, and even knowing that her own was fictional. She would be interesting to talk to, I think, because she UNDERSTANDS that, more than just coming to that realization, it is an instinctual knowledge to her. (Or the entity she is bonded with, anyway)

    As for my characters here in CoH:

    I think Sandy would be embarrassed that I'm always staring at her butt. Not upset, it would just make her really shy and self conscious. She would probably be constantly glancing back to see if I'm looking, or covering herself up. She'd probably wear the costume in which she has pants on more often.

    Alan Midnight would grumble something like "figures" and drop the subject. His AI Rachel would completely understand the idea of living as an avatar in a virtual world. She would also have exactly the opposite reaction to my always looking at her from behind. She would flaunt it.

    Bloodwolf would punch me out for killing his wife (well, coming up with the story that his wife was killed, anyway) in order to make him into a vengeful vigilante. Then he would eventually realize that I can't bring her back, and he still has work to do.

    Blue Diamond would probably punch me out too, just in general, but then slap me on the back and say, "It's been great fun, though. Write me a really cool one where I get to beat up all the bad guys next time." Jade Dragon would be curious and ask a lot of questions. He'd be particularly curious about the motives of Silver Bolt, his rival that I created, as well as my knowledge of the villain groups in the game. He would love to get his hands on Paragonwiki. (So would Bloodwolf, actually, and he'd probably break into the site sometime after learning of my existance)

    Silver Bolt would be very frustrated at the idea of someone creating and controlling him, but would question the wisdom of killing his own creator. He would probably end up responding very much like Jade Dragon, grilling me for information. He would probably kidnap me for it, only to have JD come along to rescue me, and then I'd probably have the reconcile the two by saying I'd be glad to sit down and have a nice friendly chat with both of them.

    Joe would say, "You could have at least given me some powers."

    My characters that I have renamed and changed their character would say "Make up your mind!"

    The level 1s I created to pad my SG would ask when I'm ever going to play them. Not to mention the ones I created to hold a name while I moved the original to another server. "What? I'm a CLONE? Do you know how lame that is? I'm freaking Ben Reilly! GAH!"
  12. Quote:
    Originally Posted by Derangedpolygot View Post
    Detention Field is your 'hold'. I mean, GL seldom blasted anyone he encapsulated.
    True, but I did see one episode where he allowed his foes to attack themselves when their own attacks bounced off the bubble. And he could contract the shield to "squeeze" foes into unconsciousness, if he wanted to.

    Detention Field is quite useful, but could still use some tweaking. That's not a conceptual issue, though, and conceptually it fits quite readily.
  13. Quote:
    Originally Posted by NekoNeko View Post
    Nice! That reminds me, I need to respec my 50 MM with Mace Mastery so she can get PFF, I think that must be relatively new to the set.

    Edit: d'oh! I just realized Mace Mastery for MMs doesn't get PFF.
    That's because FF MMs get PFF.

    And that was a lot of acronyms.
  14. Quote:
    Originally Posted by Seldom View Post
    This is an interesting take. A character that only defends themselves. It's doable, but does present a very different take on gameplay approach: you never make an opening shot. Instead, you take no action but to approach the enemy. No powers active that affect the enemy, so no taunts/taunt auras/controls/etc.

    Hm. That is interesting. I suppose technically there is nothing harmful about walking into the middle of a group of gang members and taunting them. But just letting yourself draw awareness aggro would be fine, if you were solo. In a team you wouldn't be able to protect anyone who got impatient very well.

    This sounds like another character concept of mine, though. He disguises himself as a normal citizen, then walks up to a group of gangsters and lets them try to mug him. Once they make their move, he turns on them.

    In practice, though, just street sweeping in this way is boring. He still does missions like a normal hero, so he is more likely to initiate combat since he's not going to be able to "blend in" like on the streets. Then again, he'll usually open with like Siphon Power, to pull, and I'll role play it as him walking up and asking, "Which way is the bathroom?" or something like that. It's a distraction ploy, to disorient his foes and catch them off guard.

    That's a good question, though, for a "pacifist" concept. Is a debuff an attack? Is a taunt? If you're goading your foe into attacking you, is it really pacifism that you don't strike first?
  15. Quote:
    Originally Posted by Sailboat View Post
    One possible explanation for the dramatically different responses you got above (and may get more of) is that, if I understand correctly, in some powersets the redraw time is "baked in" and you will take the same time to use a power whether or not the redraw animation plays, but in other sets the power animations have been redone from scratch and redraw animations will add to the total animation time of those sets.
    This should not be true of any Power Sets left in the game. They were all adjusted to remove the "baked in" time in Issue 11. If Spines was not adjusted in Issue 11, I believe that was because Spines already did not include the redraw time in the cast time. (It is possible that Quills makes Spines a special case. AFAIK it is the only toggle power that initiates redraw, outside of the Sheild set, and Sheild is a unique case as well)

    At the time the redraw was removed, the effected sets were balanced to do the same amount of damage with a moderate amount of redraw. In the case of Claws, this took extensive rebalancing. In short, redraw is factored into the balance between the various powersets.

    When you redraw a weapon, you do lose DPS. However, this does not automatically make sets with redraw "worse" than sets without redraw. You can minimize this loss of DPS by minimizing redraw, but it should never become so much worse than another set that you are significantly "gimped". Depending on how you deal with redraw over time, you should either be a little better or a little worse than a set without redraw. (Actually, other factors come into play when comparing sets to each other, and no two sets are close enough that that's really a significant factor in the comparison)
  16. My Illusion/Rad Controller hates dealing damage, because with her matter control powers the most efficient way she can do this is to physically merge with them, and then will wounds to open in their skin. This hurts HER, because it's essentially the same as causing wounds to her own body.

    For this reason, she's primarily a team support character, using her Secondary and her illusiory pets. It's easier on her to restrain her foes and blind them than actually hurt them. She'll defend herself if attacked, but prefers not to fight herself if she can help it.
  17. Another thing to remember is that Nova is no better. It has a 1.2 damage scale, true (and a +45% damage bonus) but it's single target basic attacks are 1.5 seconds and 4 sec recharge. They are WORSE than the Dwarf attacks. The only reason the Nova is known as a damage dealing platform is because of its two AoE attacks. And even those cannot compete with a Tier 9 nuke like Inferno.

    Plus, you WANT those attacks to be fast, if they had long recharge times, you would be sitting around doing nothing waiting for them to recharge, and you do enough of that as it is. Your DPS would be no better if the Dwarf attacks were 6 and 10 seconds, or even if one of them was a 20 second massive attack like Seismic Smash or KO Blow. Since you don't have a saturated attack chain, you would just be standing there doing nothing while your enemies beat on you. That's why the Nova and Dwarf basic attacks ARE so fast.

    That's why I continue to insist that for a Peacebringer, the HUMAN FORM is the damage dealer. The Human Form PB has Iridescent Strike and Radiant Strike, but no fast melee attacks like most meleers. It is BUILT for you to fight in Dwarf form, wait for Iridescent Strike to recharge, and drop out of Dwarf form for a massive blow. Then back to Dwarf to bring back up your defenses. That is the way you deal damage in White Dwarf form, by taking advantage of form shifting.

    Likewise, as a Warshade you will drop out of Dwarf form to Double Mire. The Kheldian is not about staying in one form and trying to make it work on its own. Although you still need to strike a balance between running out of the few slots you have available to spread around, and slotting your attacks well enough to make their Endurance cost managable. Personally I find that while 3 slotting attacks in the early levels can be painfully difficult, 2 slotting them can be adequate to the task. If you can use an IO to dual slot Accuracy and Damage, so much the better. (You usually don't need full 33% Acc, 16% is usually enough)
  18. Besides which, Kheldians ARE the Green Lantern Corps, they're this universe's version of "alien forces joining with humans to fight evil". Why make a Green Lantern (TM) when there's a perfectly good Cosmic Hero concept in this game?

    The shape changing is new, certainly, but as mentioned, you can go pure Human Form if you want to.

    As for a Blaster or Dominator, while they're certainly options, I personally balk at the idea of a Green Lantern concept that cannot use his power defensively. Yes, you can restrain foes for damage mitigation, but Green Lantern puts up shields. It's one of the primary uses of his power.

    To each his own, though. Some people don't like the concept of sacrificing what they think of as overwhelmingly strong firepower for defensive capability. Which is fine, that's what Blasters and Dominators are for.
  19. Either Force Field/Energy Blast Defender or (if you wanted a balance more towards offense) Energy Blast/Sonic Resonance Corruptor. Hopefully in the future there will be the Force Field option for Corruptors as well, although with a lack of a strong offensive boost it will not be a very strong Corruptor Set, IMHO.

    A Human Form Peacebringer would also be very close to Green Lantern.

    If you are looking more for the Green Lantern type that makes things out of his ring and has them fight for him, an Illusions/Force Field Controller would also be a good option.

    Note you would have to recolor the powers, but you'd probably want to pick a color other than green anyway so as not to get too close to copyright territory. (Although the color scheme of my namesake is no concidence, BTW. Neither is the fact that he is a FF/Rad Defender...)
  20. Quote:
    Originally Posted by Jibikao View Post
    My new lvl 23 PB is currently all Human. I took Tanker form just for getting out of mez. Man, Tanker form's base damage is really low. lol I've never made a Tanker (and I don't intend to) but man, the base damage is really really low.
    You keep using that word. I do not think you know what it means.

    Tanker base damage = 0.80
    Scrapper base damage = 1.125
    Kheldian base damage (melee) = 0.85
    Dwarf base damage = 1.00

    So a Dwarf has MORE base damage than a Tanker, and more than the Human Form.

    What makes the Dwarf's damage low is a) limited selection of attacks, none of which do as much damage as Incandescent Strike or Radiant Strike and b) competition for Enhancement slots with the Human and Nova forms.

    If you are not three slotting ALL of your Dwarf's attacks with damage, you will NOT get a lot of damage out of him. That's the equivalent of cutting your base damage in half. (So 0.50) You'll have to decide if it is more important to save the slots for other forms, and use Dwarf for tanking, or ensure Dwarf has enough damage to be effective in melee. (Hint: former for PB, latter for WS)

    The solution for the limited selection of attacks, unfortunately, is limited to picking up Hasten, and some +recharge IOs.
  21. Quote:
    Originally Posted by Memphis_Bill View Post
    Season to taste, as always.
    Seriously. In many ways that's the reasoning behind the EATs. There will always be someone who finds use out of most of the Kheldian powers. Yet, there is no one who can take ALL of them. So it comes down to what YOU find the most useful. No one can really say what that will be for you, so you have to experiment for yourself.

    Fortunately, that's where dual builds come in handy.
  22. Quote:
    Originally Posted by EU_Damz View Post
    Hey if im going to be more powerfull than the main characters, then i want to be the one on the loading screen when i load up the game !
    You know, this sounds facetious, and, well, you can always use some program to replace the loading screen or something, but if there was an image generator in the game that did this for you, using your character model, that would be kind of cool...

    Probably a silly thing to spend time on, but a cool QoL feature. I mean, you can always set up a screenshot, but if there was some way to have a screenshot set up for you...
  23. Quote:
    Originally Posted by Memphis_Bill View Post
    - You don't need a travel power. If you don't like teleport, you can fly in Nova, after all. Don't want either? Neb. form can help, at least for a while. Don't need CJ for Immob protection, either.
    Yeah, I agree with this one, too. You come with BOTH Fly and Teleport built in, as long as you pick both forms. Even if you don't, Teleporting is fast enough to get you around, and if you don't like it, Nebulous Form is a great backup. I also love teleporting and shifting to Nova form as I get close to the destination.
  24. The strategy for any Kheldian is to come up with a unifying theme behind your build first. With other ATs you have a choice of sets, you can be a Invulnerability Scrapper, an SR Scrapper, a Regen Scrapper and so forth. Kheldians give you a lot more freedom to mix and match capabilities like defense, healing and attacks, but you can't take EVERYTHING. You have to decide what fits your theme.

    While for the most part this comes down to individual playing styles and preference, let me give you some examples:

    Of course, I'm assuming in all cases you will pick up Stygian Circle, Mire and Eclipse, to skip those on any build would be foolish.

    1) The Tri-Form Build - For any Tri-Former, the forms should have well defined roles. For a Warshade, that is blasts for the Nova, scrapping for the Dwarf, and utility/controls for the Human. Skip all blasts and most of the shields (go head and pick up Gravity Shield, but that's it) on the Human. You won't need them because you'll be in another form most of the time. Shadow Cloak, Starless Step, Gravity Well and Essence Drain will be your bread and butter powers for Human form.

    2) Human/Dwarf Build - Here you are going for Dwarf for scrapping, and so you will want Human for your ranged. Now you will want the blasts, Dark Detonation, Unchain Essence, and maybe even some moderate shields. The controls and stealth will be less important, although you will want to go with some AoE controls, like Gravitic Emanation.

    3) Pets/Utility - Let's say you want to use lots of pets and utility powers. You would go with Dark Extraction, first of all, slotted for lots of recharge so you can have several of them out. Unchain Essense so after you pets kill something you can make it explode. Shadow Cloak and Starless Step for sneaky tactics and divide and conquer. Inky Aspect, Quasar, and maybe even Orbiting Death for AoE damage and controls after your pets grab aggro. You would use your forms for tanking and hovering out of range, you might contribute yourself to the damage, but that wouldn't be the focus of your build. The forms might be light on slots, and you would skip most attacks.

    And that's just the start. There's Tri-Forms, Bi-Forms, and Human Form builds, and all the different strategies on top of that. It may help to use dual builds to test out different combos and see which you like.
  25. Quote:
    Originally Posted by Chyll View Post
    Quote:
    Originally Posted by FredrikSvanberg
    Kheldians are also royally screwed.
    You only have to have the costume on when you click the door. Feel free to shift form to do any trick battling.
    Isn't the Kheldian form a costume? I thought that was WHY you couldn't wear a costume in Kheldian form.

    I can understand if there are enough differences to distinguish (Forms grant additional abilities, such as increased recovery and Res in Dwarf form) but technically all that makes a power a costume power is that it sets your costume. The Freakshow Disguise, Arachnos Disguise, 5th Column Disguise and Holographic Projector should work as well.

    Stone Armor Granite form should be similar, too.