MajorDecoy

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  1. MajorDecoy

    Defence

    Quote:
    Originally Posted by rad View Post
    And people saying they can tank yadda yadda even tho they can't actually control the aggro.
    Quote:
    Originally Posted by SinisterDirge View Post
    Tanks unable to keep aggro is nothing new either.
    I didn't parse the sentence that way. I parsed the initial sentence as:

    "Sure, I'm a defender, but I've got soft-capped defenses; I can tank."
  2. Quote:
    Originally Posted by Melancton View Post
    Actually, it is good this thread came back so that Arcanaville could be warned: apparently the secrets were NOT destroyed (just like in any standard comic book plot) but now that swine Maestrom is using a total invisibility device!
    Except that Maelstrom can still be targeted if you know where he is. This is an entirely separate issue.
  3. Yes, Aoide Muse did have one set of Luck of the Gambler that, according to the post, is something she/he already had. But every enhancement in that set (aside from End/Rech) is on the pricier end, so I wasn't terribly comfortable adding more. Though, I don't really keep up to date on the prices. I wasn't sure if Eradication was horribly expensive or not. For the most part, I added pieces I knew were available for somewhere around 1000 influence each.

    I can't do anything about that broken link, I didn't save the build and I have absolutely no desire to re-create it.

    You forgot to slot the Regenerative Tissues: +Regeneration that's in the original build.
  4. Quote:
    Originally Posted by Finduilas View Post
    I do feel strongly that there are times that it's better NOT to give someone what they're asking for.
    Fair enough, but this build is cheap enough, it's not unplayable, and when Aoide Muse has more experience playing tanks, she/he will have a better idea of what he/she wants to do with the tank.

    I'll certainly agree that one of the first realizations will be "Wow, I wish I did more damage with Barrage and Bone Smasher."

    However, I'm not convinced that this build is lacking in durability. Yes, it could be stronger, but that doesn't imply that it's currently weak. Yes, resistance and defense act as force multipliers for regeneration, and the build would probably be stronger after replacing the Titanium Coating for Reactive Armour and then some Smashing Haymakers or Kinetic Combats.

    BUT: With Rise to the Challenge active with one enemy in melee, it regenerates more hit points per second than a regeneration stalker with Instant Healing active. Willpower already has layered mitigation as well, it's not like the build skips Mind over Body. It even takes Tough and Weave.
  5. Your tiger will be happier if you unbutton the collar.

  6. Quote:
    Originally Posted by AmazingMOO View Post
    - Animal heads are MUCH smaller than the human heads, even with the 'Head' scale sliders all the way out. With the possible exception of the minotaur head, all the heads need to have a maximum size that is at least twice or three times what it currently is.
    I've had the opposite problem. Even with the head sliders at minimum, I needed to bulk up my character's physique until the head didn't look like a balloon on a string.
  7. Okay, so this build has about 27% more regeneration and about 140 more health (also less damage slotting on attacks)

    Hero Plan by Mids' Hero Designer 1,92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Energy Melee
    Power Pool: Teleportation
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(13), TtmC'tng-ResDam(13), TtmC'tng-ResDam/EndRdx(15), TtmC'tng-ResDam/Rchg(15)
    Level 1: Barrage -- Rope-Acc/Rchg(A), Rope-Acc/Stun/Rchg(37), Zinger-Acc/Rchg(37), Zinger-Taunt/Rchg/Rng(40), Zinger-Taunt/Rchg(40)
    Level 2: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(3), Numna-Heal/EndRdx(3), RgnTis-Regen+(5), Heal-I(5)
    Level 4: Bone Smasher -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(42), Zinger-Acc/Rchg(43), Zinger-Taunt/Rchg/Rng(43), Zinger-Taunt/Rchg(43)
    Level 6: Indomitable Will -- S'dpty-Def(A), S'dpty-Def/EndRdx(9), S'dpty-Def/Rchg(11)
    Level 8: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(23), Numna-Heal/Rchg(23)
    Level 10: Mind Over Body -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/Rchg(17)
    Level 12: Recall Friend -- TSM'n-EndRdx(A), TSM'n-Rng(29)
    Level 14: Teleport -- TSM'n-EndRdx(A), TSM'n-Rng(31), TSM'n-Stlth(33)
    Level 16: Whirling Hands -- Erad-Dmg(A), Erad-Dmg/Rchg(25), Erad-Acc/Dmg/Rchg(25), Erad-Acc/Dmg/EndRdx/Rchg(27), Sciroc-Acc/Dmg/EndRdx(27), Sciroc-Acc/Rchg(29)
    Level 18: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(19), Efficacy-EndMod/Acc(19)
    Level 20: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21)
    Level 22: Taunt -- Zinger-Taunt/Rchg/Rng(A), Zinger-Taunt/Rchg(46), Zinger-Acc/Rchg(46), Annoy-Taunt(48), Annoy-Taunt/Rchg/Rng(50)
    Level 24: Boxing -- Rope-Acc/Rchg(A), Rope-Acc/Stun/Rchg(34)
    Level 26: Resurgence -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(34)
    Level 28: Build Up -- RechRdx-I(A), RechRdx-I(34)
    Level 30: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/Rchg(31)
    Level 32: Strength of Will -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(33), TtmC'tng-ResDam/Rchg(33)
    Level 35: Energy Transfer -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(36), B'ngBlow-Acc/Dmg(36), B'ngBlow-Dmg/EndRdx(36), B'ngBlow-Dmg/Rchg(37)
    Level 38: Total Focus -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(39), B'ngBlow-Acc/Dmg(39), B'ngBlow-Dmg/EndRdx(39), B'ngBlow-Dmg/Rchg(40)
    Level 41: Focused Accuracy -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(42), GSFC-ToHit(42)
    Level 44: Physical Perfection -- Tr'ge-Heal/EndRdx(A), Tr'ge-Heal/Rchg(45), Tr'ge-Heal/EndRdx/Rchg(45), Efficacy-EndMod(45), Efficacy-EndMod/Acc(46)
    Level 47: Laser Beam Eyes -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(48), Dev'n-Dmg/Rchg(48)
    Level 49: Weave -- S'dpty-Def(A), S'dpty-Def/EndRdx(50), S'dpty-Def/Rchg(50)
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(7)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(9)
  8. Quote:
    Originally Posted by Finduilas View Post
    IMO, you've got way, way too many non-damage sets slotted in your attacks. Tanker attacks should be slotted as ATTACKS, not just as another means to taunt.
    The attacks are slotted with taunt sets primarily to get "stupid amounts of regeneration" because none of the single target melee sets provide 10% regeneration.

    Yes, there are better ways to get more survivability from a Willpower tank, but that isn't what Aoide Muse has asked for help doing. She/he has said that he/she wants to build a tank with lots of +health and lots of +regen.
  9. At the very least, you can improve the slotting on whirling hands by switching the two Annoyance enhancements for two Rope A Dope enhamcents. That'll get you another 2% regeneration.

    But what I'd recommend is dropping the Discouraging Words from Rise to the Challenge, get Whirling Hands up to 6 slots, and do 4 Eradication and 2 Sirocco's Dervish. It lowers your regeneration slightly, but the extra health actually improves your hit points per second healed. For similar reasons, I'd suggest trying to get three slots of Devastation into Laser Beam Eyes.

    That third slot of recharge in build-up makes a difference of four seconds, you might find a better use for it elsewhere.
  10. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Relevant here; Belladonna Vertrano does this in Praetoria in the "Take Down Cockatrice" mission given by Sinclair. She "teleports" away and then proceeds to shoot the crap out of you as an untargetable, invisible enemy.

    It literally makes the mission impossible to complete.
    That didn't happen to me either time I ran the mission.
  11. Quote:
    Originally Posted by Fritzdog View Post
    I understand the parallels between gods and aliens but calling him an alien just feels like it makes him....smaller somehow.
    That's actually precisely why people would call him an alien. It's a lot easier to talk to someone when you're thinking "She's not from around here." instead of "This woman can crush me like a bug."
  12. Quote:
    Originally Posted by Daemodand View Post
    Technology no matter how advanced must obey the laws of physics. Magic, were it real, would be capable of breaking the laws of physics.
    The laws of physics are written by observing phenomena and trying to understand why things happen the way they do. If something happened that "broke the laws of physics" it merely means that the laws of physics need to be re-written to explain what happened.
  13. You go from healing 35 hit points per second to healing 33.7 hit points per second. It's not a huge difference.

    If you don't mind going down to 32.63 Hit points per second, you can also switch out Perfect Zinger for Mocking Beratement. You'll get 45.3% Smashing/Lethal, 44.6% Energy/Negative Energy, and 47.1% Fire/Cold defense that way. And 2.5% more recharge bonus. I wouldn't though. 44% Fire/Cold should be more than enough.
  14. What, functionally, is the difference between an alien whose technology makes them appear godlike and a god?
  15. Apocalypse could be helpful in increasing your survivability. It's a 16% regeneration buff and a 3% hit point buff. It's a bit better than Devastation, but probably not worth the cost. The Hamidon Enhancements you have should sell well enough. You could keep them in Invincibility, but Luck of the Gambler provides about 20 more health and 10% more regeneration.

    Have another build idea.

    Hero Plan by Mids' Hero Designer 1,92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Build Idea Number Six: Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/Rchg(3)
    Level 1: Barrage -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(5), P'ngS'Fest-Dmg/EndRdx(5), Mako-Acc/Dmg/EndRdx/Rchg(25)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(36)
    Level 4: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42)
    Level 6: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(13)
    Level 8: Unyielding -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/Rchg(17)
    Level 10: Taunt -- Zinger-Taunt/Rng(A), Zinger-Dam%(13), Zinger-Taunt(15), Zinger-Taunt/Rchg/Rng(15), Zinger-Taunt/Rchg(42), Zinger-Acc/Rchg(46)
    Level 12: Fly -- Winter-ResSlow(A)
    Level 14: Energy Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 16: Resist Energies -- Aegis-ResDam/Rchg(A), Aegis-ResDam(31), Aegis-ResDam/EndRdx(31)
    Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19)
    Level 20: Whirling Hands -- Erad-Dmg(A), Erad-Dmg/Rchg(21), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(23)
    Level 22: Resist Elements -- Aegis-Psi/Status(A), Aegis-ResDam(29), Aegis-ResDam/EndRdx(31)
    Level 24: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), Aegis-ResDam/Rchg(29)
    Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(33)
    Level 28: Boxing -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(34), P'ngS'Fest-Dmg/EndRdx(34)
    Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(46)
    Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(36)
    Level 35: Energy Transfer -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(40), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(48)
    Level 38: Total Focus -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(39), P'ngS'Fest-Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39)
    Level 41: Char -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(42), Thundr-Dmg/EndRdx(43), BasGaze-Acc/Hold(45), BasGaze-Rchg/Hold(46)
    Level 44: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(50)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(50), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Unstoppable -- S'fstPrt-ResDam/Def+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(36), Numna-Heal(37), Numna-Heal/EndRdx(37), Heal-I(37)
    Level 2: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc(25), P'Shift-EndMod(33)
  16. Quote:
    Originally Posted by Eva Destruction View Post
    It also makes my 16-second recharge on Full Auto seem a little meh. What's the point in tweaking my build for massive, fast-recharging AoE damage when the Incarnate system lets everyone have it, and indeed assumes everyone will have it? Hey guys, I can do massive damage every spawn even though I'm squishy as hell....oh, never mind. Some Tanker already annihilated most of this spawn. And the soft-capped Defender is going to annihilate the next one.
    It looks like this might be a valid concern, since it looks like the nukes have a 90 second recharge.
  17. Quote:
    Originally Posted by BeornAgain View Post
    And yet, I was in a AE mission to test out my armor in varying scenarios, and I got my butt handed to me in one where, I THINK, it was toxic damage.
    Well, there's no such thing as toxic defense, so that's part of it. The other part is that you dropped resist elements, which provides fire/cold/toxic.
  18. Actually, with that in mind, I was able to make a few changes to get more health and more Energy/Negative Energy defense. Now it's 45.9 Smashing/Lethal and 44 Energy/Negative Energy/Fire/Cold.

    http://www.cohplanner.com/mids/downl...55F61714C3F0B2
  19. Yes, but it also gets rid of 12% regeneration and 2.25% health for only 1.25% more Energy/Negative Energy defense.

    I mean, if I was strictly interested in defense, I could also switch out titanium coatings to get more Energy/Negative Energy defense. Lose 1.5% Health and get 1.25% more Energy/Negative Energy defense, which seems a much better trade, no?
  20. If cost is no option, you can soft-cap Smashing/Lethal/Energy/Negative Energy/Fire/Cold, have 364% Regeneration, and 2607 Hit Points. If you're worried about cost, drop the Gladiator Armour piece and, while still fairly expensive, the build shouldn't cost more than a billion.

    Hero Plan by Mids' Hero Designer 1,92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Major Decoy: Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/Rchg(3)
    Level 1: Jab -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(5), P'ngS'Fest-Dmg/EndRdx(5)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(36)
    Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(13)
    Level 8: Unyielding -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/Rchg(17)
    Level 10: Taunt -- Zinger-Taunt/Rng(A), Zinger-Dam%(13), Zinger-Taunt(15), Zinger-Taunt/Rchg/Rng(15), Zinger-Taunt/Rchg(42), Zinger-Acc/Rchg(46)
    Level 12: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
    Level 14: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 16: Resist Energies -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(31), Aegis-ResDam/EndRdx(31), Aegis-ResDam/Rchg(43)
    Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Rchg+(19), LkGmblr-Def/EndRdx(19)
    Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23), BasGaze-Acc/EndRdx/Rchg/Hold(23), BasGaze-EndRdx/Rchg/Hold(25)
    Level 22: Resist Elements -- Aegis-Psi/Status(A), Aegis-ResDam(29), Aegis-ResDam/EndRdx(31), GA-3defTpProc(33)
    Level 24: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), Aegis-ResDam/Rchg(29)
    Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(33)
    Level 28: Kick -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(34), P'ngS'Fest-Dmg/EndRdx(34)
    Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(46)
    Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), RedFtn-Def/EndRdx(36)
    Level 35: Rage -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(50)
    Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(42)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(45), EndMod-I(45), EndMod-I(46)
    Level 47: Hurl -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(48), Dev'n-Acc/Dmg/EndRdx/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
    Level 49: Unstoppable -- RechRdx-I(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(36), Numna-Heal(37), Numna-Heal/EndRdx(37), Heal-I(37)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(40)

    Without the Gladiator Armour +3 defense, it still has 45.9% Smashing/Lethal, 44% Fire/Cold, and 42.8% Energy/Negative Energy. Though, you can get it up to 45% Fire/Cold by taking the slot for Gladiator Armour and giving it to Super Jump to get a third Blessing of the Zephyr enhancement.
  21. Quote:
    Originally Posted by Katten View Post
    10 tips + 1 Morality = 100 Merits + 20,000,000(1st time), and 50 Merits + 20m inf (every repeat).
    The first time you complete a Morality mission, you get 50 merits. Not 50 merits AND an alignment merit.
  22. Quote:
    Originally Posted by UberGuy View Post
    I mean, she could have meant "Even Arcanaville, mistress of all space and time, cannot get them to address Us," but I didn't assume it was meant that way...
    No, it was meant in the "They swore an Oath in blood and ash, they swore an Oath in tooth and skin, they swore an Oath in bile and tears. Three times they swore, three times they knelt, three times their honor bound. Though tied to me by bonds obscure, sinuous and strong, they come not when I bid them."
  23. Quote:
    Originally Posted by Arcanaville View Post
    Some of this is cosmetic. We just don't have "magical" animations for stuff that look really otherworldly. We have Bullet Rain, but we don't have Dr. Strange's crimson bands of Cyttorak as a hold. Plants, lava, ice. No magical hold. The closest thing: probably Soul Storm.

    But some of it I think isn't cosmetic. Its a longing I have to believe that there are things science and technology excels in, and things magic excels in (or should, if magical powers existed), and saying its all the same in the end is one of those elements of homogeneity I think is a lost opportunity. When magic and technology do exactly the same things, magic and technology might as well not exist. And they don't, except when people talk about them. Ironically perhaps, because magic doesn't exist, science and technology don't really exist either. Its like if the game was black and white, but the costume editor still allowed you to pick "colors" for costumes. In one sense, color exists, but in a more meaningful way it doesn't.
    There are ways to deal with some of this with content. Origin specific powers that don't stack with existing powers, give magic something like "Eye of Orak" a toggle that gives a unique type of perception. Then give some magic using groups a new enemy type that 1) cannot be seen unless "Eye of Orak" is active. 2) has significant AoE defenses. 3) Has no attacks. 4) Doesn't need to be defeated in a defeat all mission. 5) Provides 30% resist all, 6% improved accuracy, and 12% improved damage to members of the magic group within a radius. 6) Has a 10% heal other on a fairly long recharge. 7) Doesn't count as part of a spawn, so it can be defeated at range without aggroing the rest of the spawn.

    It doesn't gate the content, it could still be run by a technology origin character who had no chance of seeing the new enemies. She would have a harder time defeating the enemies than a magic user who could take the spirit down first, but if she wants to run the arc, there shouldn't be anything about the new enemies that make it entirely impossible.

    I wouldn't uniformly give all magic users the "Eye of Orak", but I'd give them all the option of it, if it fits the concept. Leave it vague enough that it could be a spell or an amulet. And have a selection of little powers like these, that don't really do much for most of the game, but add a little bit of flavour in certain contexts. Maybe instead of the "Eye of Orak" the character has a sword that does unresistable damage to the Magic group that has these spirits. Similar end result as the person with the eye gets, but a different way to do it.
  24. Well, I've got the beast run power pool and ninja run power pool suggestions in my signature, but I'd like to see more options come level six.

    Thrill-seeker Power Pool
    -Nimble: You are light on your feet. Sprint but with the endurance cost and defense bonus of Combat jumping.
    -Insolent: You're casual to the point of disrespect of your enemies. Toggle Taunt Aura.
    -Reckless: You have an urge to rush headlong into danger. Like Shield Charge, but boxing level damage, max 5 targets.
    -Fearless: It's not often that you quake in terror. Mag 5 fear protection. (I'd like this to be larger for tankers)

    Night-owl Power Pool
    -Low Light vision: You're used to getting around without a flashlight. +perception
    -Jitters: Maybe you've had too much coffee, +7.5% recharge.
    -Second Wind: It takes something out of you, but you despite the drain, you find a way to keep going. -8% health + 6% Endurance, leaves you incapable of healing for a short amount of time.
    -Insomnia: You're not always happy about it, but it's not easy to put you to sleep. Mag 5 sleep protection.

    Mental Power Pool
    -Displacement Trick: You can cause your enemies believe you're just about two feet to the left of where you are. Defense bonus, nothing else.
    -Psychic Probe: With a quick look into your opponent's mind, you can learn more about them. Like surveillance, but no defense debuff.
    -Soothe: With a little mental manipulation, people aren't as keen to attack you. Similar to placate, but it doesn't grant Hidden status and it has a shorter duration.
    -Sure headed: You're hard to control. Mag 5 confusion protection.

    Dirty Fighting Power Pool
    -Agitating blows: If you get your enemy riled up enough, she'll drop her defenses. Boxing damage with a 20% chance of defense debuff instead of a 10% chance to stun.
    -Trash Talk: With a steady stream of verbal abuse, your enemies are probably paying less attention to your friends. Taunt Aura.
    -Diminished pain: You've been at this so long, things don't hurt as much as they used to. 3% resist all, +5% max health.
    -Thick Skull: You're used to taking blows to the head by now. Mag 5 stun protection.
  25. If you don't update this to read "Go to a another site. Any other site." I promise that I will make an entry, but only in this thread.