MajorDecoy

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  1. Quote:
    Originally Posted by Flowergnome View Post
    @Psylenz: the odd thing is that, unless I was completely asleep, during char gen there is no way to alter the look of the shield for KM/SD. BS/SD e.g however gets several different base shields, some of which even have options. Even with a different shield, KM/SD suffers a lot from the altered animations IMHO. Thanks anyway for the tip.
    You were completely asleep. My Shield Defense/Kinetic Melee Tanker had lots of options.

    The only animation I don't prefer with a shield is taunt, which is a scream.
  2. Quote:
    Originally Posted by Roderick View Post
    Personally, I prefer collecting Villain Accolades. I'd rather stop and do a Mayhem every few levels than run all of the Task Forces for TFC. And Demonic vs. Archmage? I'll take the villain one any day.
    Yeah, that's no problem. Unless you're starting in Praetoria. In which case you've missed the first three.

    It's a lot easier to find teams for Task Forces than it is to find teams for low level Mayhem Missions.
  3. I managed to get a controller all the way to level 6 once. My dominator, Deep Tought (mind/mind, only a villain because he was a bit of a Lenny Small) made it all the way to level 10 before I deleted him. I even got a Mastermind to level 16 with a bit of work.

    I managed to get my brute, Obscure Fracas, to level 25, but he's stagnating there. I just have no desire to play him. Before Obscure Fracas was a Brute, he was a scrapper that made it all the way to level 20. Still my record for a scrapper.

    I've got a warshade at 33. I have no taste for the MFing Warshade (Sorry Dechs, I read your guide, but it just doesn't sound like fun to me), so it's waiting for the developers to make some changes.

    I have one Blaster, he made it to 50. Two defenders, one at 50 and one at 40 (the one at 40 does nothing but task forces). My Widow is 50 and is the character I run tip missions on.

    But the characters I play the most?

    5 Tanks, only 2 at 50, one at 43 (no toggles), and two in the twenties (I play each of them one mission a day).

    3 Stalkers, all at 50. If my Dual Blades/Ninjitsu was a hero instead of a vigilante, that's the one I'd do tip missions on.
  4. Quote:
    Originally Posted by AzureSkyCiel View Post
    Why does Stone Armor's Rooted toggle make you fall faster? I get that you're heavier, but did they dev that design that at the time sleep through physics class? HEAVIER OBJECTS/OBJECTS OF GREATER MASS FALL NO FASTER THAN LIGHTER OBJECTS/OBJECTS WITH LESS MASS WITHOUT AERODYNAMICS INVOLVED.
    I'd never noticed that on my stone tanker, but looking at MIDs, I see that both Rooted and Granite increase your jump speed by 50%. I had assumed it was an unintended consequence of them setting the maximum jump height negative, but that isn't at all the case.
  5. MajorDecoy

    Unstoppable!

    Quote:
    Originally Posted by Vel_Overload View Post
    It's not Strong and Pretty, why even play it?
    Stone Melee is solid damage, not the best, but still good. More importantly, it just feels right. The screen shake works better for stone than it does for Super Strength, when I hit something with Stone Melee, it just works.

    And with power set customization, it can be pretty.
  6. Well, the first problem is that, even if your toggles remained active, awakens and their upgrades don't provide any endurance, so your toggles would still drop just as soon as you stood up.

    I think the rez-powers need to be re-evaluated. Commonly I'll find that the enemy can kill me before I even have the opportunity to use inspirations. If the powers were more like "Return to Battle" they would be more useful.
  7. Quote:
    Originally Posted by Cptn_Courageous View Post
    Fast forward to tonight. I went to rescue some people from the Carnival of Shadows. Unfortunately it was in a warehouse decorated up with Carnival of Shadows decorations.

    Good for the decorations, bad for the warehouse. Why are they in a decorated warehouse? What carnie worth their salt would be living in a warehouse. I mean, they are supposed to be wealthy. Why aren't they living in a mansion? You know?
    1) There are a lot more warehouses than there are mansions. If one warehouse is discovered, they can abandon it and move to another. If a mansion is discovered, it's harder to abandon. It'll likely be ceased by the police and any assets linked to it will be frozen.

    2) There are, in fact, so many more warehouses than mansions that it would take a very long time to search all the warehouses. It's harder to find a specific warehouse. Mansions are much easier to find and search.

    3) Warehouses are open spaces that you can do just about anything with. An area can be a dance floor or you can put up some cubicle walls and have a bed room (as long as you're mind controlled and you don't care about the lack of real privacy).

    Not that I'm opposed to a mansion map, but I don't think it's as applicable in many situations. I suppose a Penthouse could be used as a place to encounter Countess Crey, if they create a mission in which she isn't on the run. People trying to avoid arrest tend not to live in the obvious places.
  8. For Fiery Aura, there really isn't much flavor text to ignore. "Through Intense Heat and Fire, you can absorb many kinds of damage."

    Willpower has a bit more flavour text: "You aren't invulnerable. Bullets don't bounce off you, and if you are cut, you bleed. You are, however, tough, grizzled and strong willed. It takes more than a little cut to keep you down!" Some of this does need to be ignored for a lot of concepts. The above mentioned robots, for example, probably don't bleed. I'm also sure there are also a lot of people who need to ignore it because their characters aren't exactly "grizzled."

    Ice Armour has flavour text I'm sure almost everyone ignores. "You can dramatically reduce your core body temperature to form various armours of ice around yourself." I'd ignore that simply because reducing your core body temperature is entirely unnecessary. You need to reduce your surface body temperature. That's where the armour needs to form. Unless you need to coat your stomach lining for some reason.

    Energy Melee: "You use Energy Melee to power your blows with pure energy." I don't need to ignore anything to decide that my "Unwise Raver" is punching people with glow sticks.

    The one melee power set that people do have to ignore the flavour text on is Dark Melee. "Dark melee allows you to focus the powers of the Netherworld to defeat your foes." and just about every power mentions either "forces of the Netherworld" or "essence of your foe's souls." That type of talk doesn't lend itself to many concepts.

    I am not ignoring in-game descriptions by making my goddess Willpower/Stone Melee.

    I AM ignoring in-game descriptions if I decide that my Demon Summoning/Poison Mastermind actually summons Lab Rats instead of demons.

    I am ignoring in-game descriptions if I decide to colour all my powers blue and say that my Kinetic Melee/Fiery Aura scrapper is actually a water elemental, and does water based attacks.
  9. Quote:
    Originally Posted by herotoonefan View Post
    the conceptually "lower powered" melee defensive sets are often slightly stronger than the conceptually "high powered" ones.
    I made this point already. There are no "lower powered" or "high powered" defensive sets.

    Fiery Aura is not necessarily high powered. It could just be a guy playing fast and loose with gasoline while wearing a fire resistant suit.

    Willpower is not necessarily low powered. My Willpower tank is an aspect of the Goddess Erda.
  10. Quote:
    Originally Posted by Scythus View Post
    Ehh... not really much of a re-roller. Like I said, the powers he has now already work decently for the concept.
    I don't mean re-roll him. I mean roll him again. Add a beard. Just have two of him existing in the same time stream. Though never online at the same time because that would create some sort of paradox.
  11. Quote:
    Originally Posted by Lycanus View Post
    actually, he was playing that in the time when everyone was complaining that Invuln was weak.

    I've seen his Invuln/Dark tank's numbers

    37% def v Energies, 36.9% v Elements (without Invinicibility calculated - with invince: 47% and 46.4% respectively)
    23.8% v Physical
    236% regen
    2.74 end/sec
    88% phys resist
    30.2% energy resist
    30.6% fire resist

    I've seen his Invuln/Dark dive into psychic heavy mobs and handle them easy
    Oh, sorry. I thought you were talking about the old Demon farms, when the portals in level 35+ Oranbega missions would spew out demons forever. The ones where the demons gave experience and the portals didn't. That was fixed before the Global Defense Reduction. I don't remember when they changed Infernal.
  12. Quote:
    Originally Posted by Scythus View Post
    Alas, I already rolled a time traveller character about a year or so ago using Gravity and Kinetics (which surprisingly works rather believably). Perhaps I'll use this new Time Manipulation set for his Praetorian counterpart (which won't necessarily be a different version of him, but instead rather a potential colleague).
    Just roll him again, and it'll be him from the future, after he improves his time abilities.
  13. Quote:
    Originally Posted by Steelclaw View Post
    * Lanaru the Mad - Chihuahua cheesecake commandos! Cult of the Platypus! Marmalade... for the love of me, MARMALADE!
    fixed
  14. The reason there doesn't seem to be much intentional synergy is because of the way power sets are designed. The first question is "What powers would be thematically appropriate for this power set?" not "What power sets should this set be paired with?" And I think that's a good priority. I don't want developers deciding which power-sets should be paired together.

    Now, if you want to make the argument that power sets should be more customizable so that Electric Blast/Storm Summoning has better synergy, that could be an interesting discussion.
  15. Quote:
    Originally Posted by herotoonefan View Post
    Yes, that is synergy. But I meant exactly what I said. Super Strength and Invulnerability don't have "exceptional synergy"--like Dark Melee and Shield that allows you to solo AV's and rock the Pylon tests and still be very strong in general play.
    You're aware that Invulnerability/Super Strength tanks DO solo AVs? And without incarnate abilities. And it doesn't effect their teaming capabilities negatively.

    Shield Defense/Dark Melee is nice, but it's not at all stronger than Invulnerability/Super Strength.
  16. Quote:
    Originally Posted by Arcanaville View Post
    There's no question that this is an attempt to grow the game.
    I agree, but I think it might be more than that.

    The economy is still in recovery for people who aren't making six figure salaries. Austerity measures are the call of the day. Cable companies are worried because cable is a luxury. I see no reason why City of Heroes can't be similarly concerned.

    Cable companies require lots of subscribers, but they don't suffer cascading failure the same way that MMOs do. It doesn't matter if all my friends stop paying for cable, it does not effect my television viewing experience (it could actually improve it; my friends might come over to watch television with me). If all my friends stop playing because they can't afford it anymore it negatively impacts my City of Heroes experience. I have less incentive to continue playing.
  17. Not every Martial Arts/Willpower scrapper will be a "Street Level Daredevil". Martial Arts/Willpower could also be used to make Drax the Destroyer, whose sole purpose is hunting down and killing Thanos. Drax is a cosmic level threat, and either Dual Blades or Martial Arts would work fine.

    Likewise, not every Energy Melee/Fiery Aura brute will be cosmic powered. I could make the "Unwise Raver", who likes to punch things while carrying glow sticks and is on fire because he didn't put his cigarette out before sticking it in his pocket. It's okay, it seems as though he has a mutant ability not to take damage from it. Either way, he's on the low end of the power spectrum; Glow Sticks and Burning Rayon don't grant phenomenal cosmic power.

    Invulnerability/Super Strength is rather iconic, but it can represent Superman, Luke Cage, The Blob (though you'd want Unyielding Stance instead of Unyielding), The Tick, and Colossus.

    City of Heroes doesn't have a way to tell the difference between someone playing The Tick and someone playing Superman, except the person playing Superman would probably take Flight.
  18. Quote:
    Originally Posted by Liz Bathory View Post
    Time travel works around wormholes and gravity manipulation.
    Unless we're talking about fiction, time travel doesn't really work at all currently. Sure, there are theories about how it could work, but it's all speculation.

    If we are talking about fiction, then time travel works however the author decides it works. Usually though, they just assert that it does work and continue the plot from there. My favorite time travel stories would require Time Manipulation/Curtains or Time Manipulation/Oxford Computer bank.
  19. No one can beat my build (currently at level 43). I don't have any level 50 enhancements, so it's not exactly my live build. Tough hide has 4 Defense SOs instead of 4 LoTG enhancements. Aid Self has only one slot. Resist Physical Damage has only 5 slots (the sixth slot will eventually be the PVP +3% defense IO).

    Hero Plan by Mids' Hero Designer 1,942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Hypothermia: Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Ice Melee
    Power Pool: Flight
    Power Pool: Medicine
    Power Pool: Speed
    Ancillary Pool: Arctic Mastery

    Hero Profile:
    Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(31), S'fstPrt-ResDam/Def+(33), Empty(33)
    Level 1: Frozen Fists -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(9)
    Level 2: Dull Pain -- Numna-Heal/Rchg(A), H'zdH-Heal/Rchg(21), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23)
    Level 4: Ice Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(19)
    Level 6: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(29)
    Level 8: Frost -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(9), Mocking-Acc/Rchg(15), Mocking-Rchg(17), Dmg-I(21), Dmg-I(25)
    Level 10: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(15)
    Level 12: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(37)
    Level 14: Fly -- Zephyr-ResKB(A)
    Level 16: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(33)
    Level 18: Aid Other -- Heal-I(A)
    Level 20: Ice Patch -- RechRdx-I(A)
    Level 22: Aid Self -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/Rchg(34), Dct'dW-Heal(34)
    Level 24: Resuscitate -- RechRdx-I(A)
    Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/Rchg(37), Ksmt-ToHit+(37)
    Level 28: Freezing Touch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), BasGaze-Acc/Hold(40), BasGaze-Rchg/Hold(40)
    Level 30: Hasten -- RechRdx-I(A)
    Level 32: Unstoppable -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(34), RctvArm-EndRdx/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 35: Greater Ice Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 38: Frozen Aura -- LgcRps-Acc/EndRdx(A), LgcRps-EndRdx/Sleep(39), LgcRps-Acc/Rchg(39), LgcRps-Acc/Sleep/Rchg(39), Dmg-I(40), Dmg-I(43)
    Level 41: Block of Ice -- Thundr-Dmg/Rchg(A), Thundr-Dmg/EndRdx(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Dmg/EndRdx/Rchg(43), BasGaze-Rchg/Hold(46), BasGaze-Acc/Hold(46)
    Level 44: Ice Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Dmg/EndRdx(45)
    Level 47: Chilblain -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx/Rchg(48)
    Level 49: Shiver -- CtlSpd-Acc/Slow(A), CtlSpd-Acc/EndRdx(50), CtlSpd-Rng/Slow(50), CtlSpd-EndRdx/Rchg/Slow(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Nerve Radial Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(25), P'Shift-End%(46)
  20. Quote:
    Originally Posted by Lycanus View Post
    heck, I used to have raw demo-footage of my brother's Invuln/Fire on the old, old, old version of the Infernal portal mission, back when it infinite spawned...his team had screwed the plan so he just said to hell with it and see how long he could hold out.

    15 minutes

    realize this is before IOs existed
    Invulnerability is one of the many sets that was significantly stronger before Inventions existed. You could have 90% Smashing/Lethal/Fire resistance, and Invulnerability provided about 10% defense per enemy in range (which was a massive bonus when you consider that it didn't cap out at 10 targets).
  21. Quote:
    Originally Posted by Jasra View Post
    Ever since Doppelganger tech was released, I've been of the opinion that it was either a spin-off from or proof-of-concept for Duplication.
    I'd say it's actually been necessary for missions since release. There's the "Crey have cloned you" mission, and it's just weird that a clone of an Invulnerability/Super Strength should turn out to be an Energy Blast/Regeneration.

    I don't think they've gone back to fix that, but if they haven't, they should.
  22. From the phrasing, I'd guess it's got the combo system like Dual Blades.
  23. Quote:
    Originally Posted by Venture View Post
    Recluse has always been an Anti Sue. Now he's just being put in his proper place: the nearly-inconsequential generalissimo of a pirate's den that only continues to exist because it's not really dangerous enough to be worth the effort of crushing.
    Emperor Cole is attacking the Rogue Isles too, but Recluse just lets the people running Tin Mage II do the fighting.

    I kind of got the idea that he was sitting to the side letting the Coles wear themselves out fighting each other.
  24. Quote:
    Originally Posted by Scythus View Post
    No, that's the Hellfire Whip but just colored very brightly.
    This is not the time to be reasonable.

    That's a Bow-Staff that's been hit with a damage de-buff!

    You heard it here first: Bow Staves in issue 21 and also more obvious graphics for de-buffs.

    ... I suppose rubbery fists wouldn't be inherently obvious.
  25. Quote:
    Originally Posted by Obscure Blade View Post
    Some kind of Devouring Earth infestation possibly.
    The look doesn't quite fit the theme of the Devouring Earth. At least...

    I suppose if you look at a greater devoured, and just grab the mouth tentacles and pull, you could end up with something like that.

    No one else looks at the Petless guy with the whip and thinks "Maybe they're adding Whips to melee classes?"