McNum

Legend
  • Posts

    850
  • Joined

  1. You know, it some times takes fresh eyes to make jaded vets like us remember just how good we have it. Thanks for the review.
  2. It'd probably be easier to make a "Transfer Desdemona" temporary power. Target an ally, use the power and she switches target.
  3. Animal Lord for Mastermind is what I think. Because sicking a pack of wolves on an enemy sounds fun.
  4. Quote:
    Originally Posted by Coyote_Seven View Post
    When did City of Heroes turn into Final Fantasy?
    Nah, that guy is clearly from Fire Emblem. Blue hair, you know.

    It looks silly in a fun way, might have to get it.
  5. Well, since I got help with my build, I'll return the favor, as I see a few places with room for improvement in yours.

    Don't full-Mako Assassin's Blade. You want biggest damage possible in that, which Mako can't do. Swap your Assassin's Blade slots with Divine Avalanche. Yeah, it's just 10-20 damage at level 50 difference, but it's your most damaging attack, might as well go full tilt with it. Divine Avalanche doesn't do much damage, so Mako is better there, and the Lethal damage proc will come out more often as DA will be used a lot.

    I'd also mention that you have no travel power, but with all the temp powers and Ninja Run in the game, I'm sure you have that covered. That and I'd warn you against being Incarnate dependent if you're ever going to exemplar with it. I purposely left out Incarnate abilities in mine for this very reason. Needed to see that Kuji-In Rin didn't have a gap when left un-incarnated. Yours doesn't seem to, by the way.

    Kind of fun to compare our builds, actually. Mine is more offensive than yours, but with an AoE hole. I'd need to pop a Luck or even Retsu to move through AoE heavy areas unharmed. Or use Spring Attack. Yours will survive longer than mine, but its opening strike will be weaker. Still, both builds are pretty good, just goes to show that you can optimize something as simple as a Nin/Nin Stalker in more than one way.
  6. Quote:
    Originally Posted by GavinRuneblade View Post
    Don't take sting, get Gambler's Cut. Sting sucks gambler's is awesome. And yes, put a heel proc in gambler. not in Dragonfly. Damage procs in dragonfly.
    I was thinking Flashing Steel, but I suppose the spammable first attack is a good place. But why trade Sting for Gambler? Last I heard, the critical part of Gambler isn't for the whole attack. Has that changed?
    Quote:
    Originally Posted by GavinRuneblade View Post
    Don't go for a defense set. Give DA one hamio with +def like a lysosome or something.
    Hmm, with the changes I made, I just need one DA to cap Melee Defense without any +def enhancements. I think I'll keep 6 Mako and the 3.75% Ranged Defense.
    Quote:
    Originally Posted by GavinRuneblade View Post
    Could go stealth and slot another gambler, I only count three of them unless I'm missing one.
    Nope, three is the number of LoTG procs in that build. I wasn't actively going for recharge, but... now the build has all five. I didn't go Stealth, since it's useless for a Stalker in a PvE build. I took Maneuvers. Why not be a little team friendly, even if it's not a lot of buff? Yeah, it's the Defender in me talking there.
    Quote:
    Originally Posted by GavinRuneblade View Post
    pull one from placate to use elsewhere
    Done and done. With the LoTGs slotted it rechrages in pretty much the same time, anyway.
    Quote:
    Originally Posted by GavinRuneblade View Post
    Caltrops doesn't benefit as much from +dam as from procs. And slow makes a huge difference. Try one level 43 slow/end/rech, the slow damage proc and the posi damage proc. If you can get it ragnarok's chance for knockdown is both hilarious and awesome in caltrops.
    Purple in Caltrops? That's going to be one of those "I'm doing this because I can!" things, isn't it? Still, it amuses me, and sounds pretty effective.
    Quote:
    Originally Posted by GavinRuneblade View Post
    The red fortunes in danger sense aren't really helping you. Either push it to 6 slots (one from placate one from stamina) or swap to 4x gambler, or pull some for elsewhere.
    I did both. Four LoTGs in Ninja Reflexes, six Red Fortune in Danger Sense.
    Quote:
    Originally Posted by GavinRuneblade View Post
    Stamina, go with two pieces from perfection: the end mod and the proc. The proc is minimally better than one endmod. And use the set bonus to get a free move speed buff. If you want a third slot go with generic endmod. At four slots, going with perf is again better than commons (proc, end mod, end/acc, end/rech). You could also move one slot over to physical perfection and get a second move boost.
    I knew there was an IO set style to save a slot for Stamina, but I didn't know it. Now I do. Thanks!
    Quote:
    Originally Posted by GavinRuneblade View Post
    On your build, I'd recommend the numina unique over the miracle in health. It's a miniscule difference, but that's how I'd go. the higher your defence the more regen will help you recover between hits. In theory.
    Numina, Miracle. It's both two Villain Merits, so it makes no difference in price for me.

    So, I think it's time to repost the build with those change added. I also swapped out Web Grenade for Tactics. Why? +2% Damage from the set. Also note the frankenslot in Golden Dragonfly since I ran out of +5% Recharge, I went for the +Regen instead. It has bascially the same bonuses as before, except better recharge and a small, but comfortable step about the Ranged softcap.

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    White Lie: Level 50 Natural Stalker
    Primary Power Set: Ninja Blade
    Secondary Power Set: Ninjitsu
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Weapon Mastery

    Villain Profile:
    Level 1: Gambler's Cut -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg(5), C'ngImp-Acc/Dmg/Rchg(5), Achilles-ResDeb%(7)
    Level 1: Hide -- LkGmblr-Rchg+(A)
    Level 2: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-Acc/Dmg/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-%Dam(11)
    Level 4: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(13)
    Level 6: Assassin's Blade -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(17)
    Level 8: Build Up -- AdjTgt-Rchg(A), AdjTgt-EndRdx/Rchg(19), RechRdx-I(19)
    Level 10: Ninja Reflexes -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Def/Rchg(21), LkGmblr-Rchg+(23)
    Level 12: Placate -- RechRdx-I(A), RechRdx-I(23)
    Level 14: Danger Sense -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(25), RedFtn-Def/Rchg(25), RedFtn-EndRdx(27), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(29)
    Level 16: Kuji-In Rin -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(31)
    Level 18: Divine Avalanche -- Mako-Acc/EndRdx/Rchg(A), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg(31), Mako-Dam%(33), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33)
    Level 20: Kuji-In Sha -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(34), Numna-Heal/Rchg(34), Numna-Heal/EndRdx/Rchg(34), Numna-Heal(36), S'fstPrt-ResDam/Def+(36)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Spring Attack -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(36), Oblit-Dmg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37)
    Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
    Level 28: Maneuvers -- LkGmblr-Rchg+(A)
    Level 30: Caltrops -- P'ngTtl-EndRdx/Rchg/Slow(A), Ragnrk-Knock%(40)
    Level 32: Golden Dragonfly -- Oblit-Acc/Dmg/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Dmg(42), Sciroc-Acc/Dmg(42), Sciroc-Dam%(43)
    Level 35: Blinding Powder -- CoPers-Conf%(A), CoPers-Conf/EndRdx(43), CoPers-Acc/Rchg(43), CoPers-Acc/Conf/Rchg(45), CoPers-Conf(45), CoPers-Conf/Rchg(45)
    Level 38: Kuji-In Retsu -- LkGmblr-Rchg+(A)
    Level 41: Physical Perfection -- P'Shift-End%(A)
    Level 44: Shuriken -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(46), Thundr-Acc/Dmg/Rchg(46), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Dmg/EndRdx(48)
    Level 47: Exploding Shuriken -- Posi-Acc/Dmg(A), Posi-Dam%(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/EndRdx(50), Posi-Dmg/Rchg(50)
    Level 49: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(50)
    ------------
    Level 1: Assassination
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(11)
    ------------
    Set Bonus Totals:
    • 25% DamageBuff(Smashing)
    • 25% DamageBuff(Lethal)
    • 25% DamageBuff(Fire)
    • 25% DamageBuff(Cold)
    • 25% DamageBuff(Energy)
    • 25% DamageBuff(Negative)
    • 25% DamageBuff(Toxic)
    • 25% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 13.63% Defense(Energy)
    • 13.63% Defense(Negative)
    • 3% Defense(Psionic)
    • 20.5% Defense(Ranged)
    • 3% Defense(AoE)
    • 78.75% Enhancement(RechargeTime)
    • 4% Enhancement(Confused)
    • 6% Enhancement(Heal)
    • 57% Enhancement(Accuracy)
    • 9% FlySpeed
    • 99.39 HP (8.26%) HitPoints
    • 9% JumpHeight
    • 9% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 9.9%
    • MezResist(Immobilize) 13.2%
    • MezResist(Stun) 6.6%
    • 8.5% (0.14 End/sec) Recovery
    • 32% (1.61 HP/sec) Regeneration
    • 2.84% Resistance(Fire)
    • 2.84% Resistance(Cold)
    • 2.5% Resistance(Psionic)
    • 9% RunSpeed
    Thanks for the help, this looks better. It'll be a respec-into build, though, as the Stalker is already level 18 and has both Sting and three Placate slots already. Most extreme IO builds are respec-into builds, anyway. Still, it looks pretty nice. Also, fun fact, with this recharge, she'll be able to throw another shuriken before the first hits. That's a party trick, but she actually will have a full ranged attack chain of "Shuriken -> Shuriken -> Shuriken..." I should probably slot a proc in that if I can do that.

    Anyway, this is very lean build now. Going to be very expensive to make, but I do like a challenge. Besides, as I said, I know Market-Fu.
  7. Well, there's a new forum for this and I've been poking this build over and over and over and over for the last week, I figure I might as well toss it up here and get some feedback on what I've been doing so far.

    As the title says, it's a Ninja/Ninja Stalker, and my goals with the build has been as follows:

    - Softcap Melee Defense (Divine Avalanche makes this EASY!)
    - Softcap Ranged Defense (With all my toggles active, of course.)
    - As much +Damage as I can get
    - Sprinkle with +Recharge for flavor (And quicker Build Up/Placate)

    Anyway, now that I've told what I'm up to, here's White Lie as I have her build planned at this particular moment. Don't mind the exact levels the slots are placed at, I know I don't in game.

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    White Lie: Level 50 Natural Stalker
    Primary Power Set: Ninja Blade
    Secondary Power Set: Ninjitsu
    Power Pool: Leaping
    Ancillary Pool: Weapon Mastery

    Villain Profile:
    Level 1: Sting of the Wasp -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg(5), C'ngImp-Acc/Dmg/Rchg(5)
    Level 1: Hide -- LkGmblr-Rchg+(A)
    Level 2: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-Acc/Dmg/Rchg(7), Oblit-Dmg/Rchg(9), Oblit-%Dam(11)
    Level 4: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(45)
    Level 6: Assassin's Blade -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(17)
    Level 8: Build Up -- AdjTgt-Rchg(A), AdjTgt-EndRdx/Rchg(9), RechRdx-I(19)
    Level 10: Ninja Reflexes -- RedFtn-Def(A), RedFtn-Def/EndRdx(21), RedFtn-Def/Rchg(21), RedFtn-Def/EndRdx/Rchg(23)
    Level 12: Placate -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
    Level 14: Danger Sense -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(27)
    Level 16: Kuji-In Rin -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(29)
    Level 18: Divine Avalanche -- Mako-Acc/EndRdx/Rchg(A), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg(31), Mako-Dam%(31), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33)
    Level 20: Kuji-In Sha -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(33), Numna-Heal/Rchg(34), Numna-Heal/EndRdx/Rchg(34), Numna-Heal(34), S'fstPrt-ResDam/Def+(36)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Spring Attack -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(29), Oblit-Dmg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37)
    Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(39)
    Level 28: Smoke Flash -- Acc-I(A)
    Level 30: Caltrops -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(40)
    Level 32: Golden Dragonfly -- Oblit-Acc/Dmg/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Dmg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Rchg(42)
    Level 35: Blinding Powder -- CoPers-Conf%(A), CoPers-Conf/EndRdx(43), CoPers-Acc/Rchg(43), CoPers-Acc/Conf/Rchg(43), CoPers-Conf(45), CoPers-Conf/Rchg(45)
    Level 38: Kuji-In Retsu -- LkGmblr-Rchg+(A)
    Level 41: Web Grenade -- Acc-I(A)
    Level 44: Shuriken -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(46), Thundr-Acc/Dmg/Rchg(46), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48)
    Level 47: Exploding Shuriken -- Posi-Acc/Dmg(A), Posi-Dam%(48), Posi-Dmg/EndRdx(50), Posi-Dmg/Rchg(50), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Physical Perfection -- P'Shift-End%(A)
    ------------
    Level 1: Assassination
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(11), EndMod-I(13)
    ------------
    Set Bonus Totals:
    • 25% DamageBuff(Smashing)
    • 25% DamageBuff(Lethal)
    • 25% DamageBuff(Fire)
    • 25% DamageBuff(Cold)
    • 25% DamageBuff(Energy)
    • 25% DamageBuff(Negative)
    • 25% DamageBuff(Toxic)
    • 25% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 13.63% Defense(Energy)
    • 13.63% Defense(Negative)
    • 3% Defense(Psionic)
    • 20.5% Defense(Ranged)
    • 3% Defense(AoE)
    • 63.75% Enhancement(RechargeTime)
    • 4% Enhancement(Confused)
    • 6% Enhancement(Heal)
    • 57% Enhancement(Accuracy)
    • 4% FlySpeed
    • 85.84 HP (7.13%) HitPoints
    • 4% JumpHeight
    • 4% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 9.9%
    • MezResist(Immobilize) 15.4%
    • MezResist(Stun) 6.6%
    • 11% (0.18 End/sec) Recovery
    • 12% (0.6 HP/sec) Regeneration
    • 5.67% Resistance(Fire)
    • 5.67% Resistance(Cold)
    • 2.5% Resistance(Psionic)
    • 4% RunSpeed

    Expensive looking, isn't it? It's okay, this is a long term build. It's what I'm aiming for eventually. I do know a bit of Market-Fu and any Stalker worth his salt can rush Tips for Villain Merits, so all the big items should be achievable in time. The only purple set is the confuse one, and Malaise's Illusions can sub in for that nicely.

    Anyway, what I'm thinking of, is replacing the last IO in Sting of the Wasp, Flashing Steel and maybe Golden Dragonfly for an Achilles Heel: Chance for -Res Debuff. I'm also looking at Divine Avalanche and thinking if a full Mako's Bite set in that is a bit excessive and if I should get a Defense set frankenslotted into it. Do note the Steadfast Protection +Def slotted in Kuji-In Sha. I like that bit of stunt-slotting myself.

    My slotting of Kuji-In Retsu bugs me. That power is more than a set mule, yet, with the bonuses I have, it's pushing through +100% Defense when I activate it, so it doesn't need more... And with all the global recharge going on, it recharges in just over 10 minutes, which is nice. So, just a LoTG seems good.

    Finally, I got a few power picks that I don't care much for. Smoke Flash in particular. But what else is there to get if it's one power from a power pool that works good with no additional slots? (Or at least can leech a slot or to from elsewhere without hurting anything.) The only thing I can think of is Hasten, but... glowing hands breaks the concept. See the "Natural"? That also explains the epic pool. She won't be throwing around fire, lightning, or sharks. She'll be throwing shuriken, like a ninja. Yeah, it's a restriction that blocks her from being the ultimate she can be, but I always play concept first (then optimize the heck out of said concept).

    Anyway, got any insights? As I said, I've been toying with this for a few weeks now, and I'm at a stalemate with myself over it.
  8. Yeah, did that villain mission with Shivans in it in CaD yesterday on my Stalker.

    "Assassin's Blade!" *POP* "...really? Let's do that again! Assassin's Blade!" *POP* "Teehee!" *POP* *POP* *POP*

    They're like big gooey radioactive bubble wrap with skeletons inside. So fun to pop.

    *POP*
  9. Done and done. That was a quick survey. Then again, the URL said it would be. Hope it's useful to you.
  10. Quote:
    Originally Posted by SwellGuy View Post
    :thumbs up:

    /em air guitar

    literally
    Air guitar? No, they don't use air guitars, or any kind of guitar for that matter. They only used microphones, a drum kit, and a guitar amplifier (for solos). They tried acapella drums, but they couldn't find anyone who's voice could keep up. And singing into a guitar amp is just awesome.

    Pardon for going on an extended tangent, but examples are required, as Van Canto cannot be properly explained. They both do original songs and covers, both fun for different reasons.

    Original:
    The Mission - Their first single, the birth of Rakkatakka!
    Lost Forever - How their newest album starts.
    Last Night of the Kings - No drums, no amp, just voices. It's a slower song.

    Cover:
    Wishmaster (Nightwish)
    Kings of Metal (Manowar) - They said Manowar loved this one.
    Master of Puppets (Metallica) - Yes, really. Master of Puppets. Acapella. If you only click one link, click this one.

    There are more songs, the cover of Iron Maiden's "Fear of the Dark" is pretty good, too, but I think six links are enough. Go ahead and give them a listen, they're not to everyone's tastes, but I guarantee that it's going to be the most unique music you'll hear today.

    And yes, Rock Band: Van Canto would be awesome. Three microphones and a drum kit included.
  11. McNum

    A little help

    Basically, yeah. There's the new shop, where VIPs get 400 points as a stipend every billing day, and the Paragon Rewards where your old Vet Rewards are now. You'll get a token for those each month rather than every three months now.

    All Veteran Rewards and add-ons you've bought are still there. If they aren't, for some reason, contact support, because they're supposed to be.

    Other than that, you may notice Galaxy City is different. More on fire and full of aliens. They blew it up, basically, and Atlas Park is shinier than you remember.

    The parts download is so you can jump in and make a character while the game downloads the tutorial zone and the two starter zones. While you play those, it will download the rest of the game. Or you can just let it finish and not worry about it.
  12. So that's what was going on. Part three of Dr. Graves arc suddenly makes part two make a lot more sense. Yes, Dollface makes you think she planted a mental time bomb in your head, and yes, she IS that powerful. I may have said some words I cannot type here out loud when I saw what she conned as. She's an Archvillain?! SOLO? A bit of a disappointment in how easy that fight actually was, but that was fun none-the-less. It did end up as a messy pile up of plans, but hey, I was the one with the trump card. It has an Arachnos logo on the back and Scirocco on the front.

    So in the end, Scirocco was using my character to capture Dollface. Which is a win for Arachnos, and no one else. Except that through your actions, you get Scirocco's nod of respect, which is worth quite a bit on the Rogue Isles. All in all, not a bad ending, but part two is the weaker part.
  13. Yeah, I suppose you're limited to Energy Melee, Super Strength, Martial Arts, Electric Melee, and Kinetic Melee if it has to be internally powered. That or the edge case that is claws, but only if you use Vanguard Claws. An internal monomolecular blade emitter? Could work, although it's adding additional tech where none is needed. Then again, "because we can" does seem to be a part of the design philosophy of the future tech.
  14. Glad I could help.

    Having time Manipulation powers and still be stuck is easy enough to explain, though. Power. In the far future utopia, the energy supply must be plentiful, otherwise, no utopia. So sending F Squad that far back in time, well that's not cheap in energy. It's possible, but expensive. In the 21st century, though, no such power exists. Even if you pooled the entire energy output of all Earth's power plants for a month, you'd still be falling short. But a personal generator could sustain minor temporal instabilities, such as those from Time Manipulation. If they could hook up with the far future time machine again, it's be easy to come back, but that line has been disconnected.

    For the mech, then yeah. If "Can take a hit" is the goal, then you've got invulnerability and electric armor to pick from. And a mech shooting sparks all over looks like a broken mech to me. I'd consider if it should have a melee weapon, though. Yeah, it's an anime cliche, but that tech broadsword with the Jacob's ladder inside could be worth looking at. Not saying it'd work, but it's not another Super Strength.

    And sorry about the name, I typo'd.
  15. Yeah, Ren Tera should be the leader-type. Unless you give her a signature weapon, like one of the Vanguard ones, she should be classical hits things and gets away with it. I'd say StJ/Will Scrapper sounds fairly good.

    Have you considered making Tillin Gax a Time Manipulator? He's the cybernetically enhanced engineer of a team of time travelers, it'd seem like a natural fit. For offense you could go several ways, Energy, Rad, Beam Rifle seem the most straight forward. Electric, too. Each of those colored to match his glowing gauntlets, naturally. He's the techie of the team, after all, he's allowed to have the nice toys. Plus it'd give the team a support member.

    Irina Seth and her battle suit is a tough one. I'm thinking Tanker more than Brute, though. Her shtick is survival and bailing out her allies in trouble. That's a Tanker's job. Maybe a Super Reflexes/Kinetic Melee Tanker? She'll dodge what comes at her, which is not what you'd expect from a mech (exactly as her backstory says) and use the kinetic energy emitters on her suit to deal damage in return. Plus, Kinetic has a ranged attack, and a war mech should have at least one of those. Mechs traditionally use one of two modes of travel, flying or jumping. Either is good, but jumping perhaps gives the best in combat maneuverability, plus you can use Spring Attack to show her blistering attack speed. Suddenly she's just THERE, and then the enemy falls down.

    That's just what I read of it. It'd make each character very distinct from each other.
  16. McNum

    Bind/Macro UI

    Aye!

    I've played other games where this was possible, and it was awesome. Could even make it drag and drop, so if you wanted a macro to execute one or more powers, just drag it to the Macro window, and choose if you want to Activate, Toggle On, or Toggle Off. It could also have a list of slash commands and their effects so you could add them to the macro simply by clicking them.

    That and lets us pick or create an icon for the macro.
  17. I like these suggestions. They keep the Forcefield theme intact, yet add some relevant and useful buffs to the powers. I like that Detention Field becomes a nearly perfect stasis (you want a hefty -Recharge to finish it). Defense DeBuff resistance is just logical. It didn't exist when FF was made, but if it had, FF would have gotten it.

    The only power I disagree with is Fore Bolt, I'd rather that they add an unresistable 0.5 mag knockback against Underlings, Minions, Lieutenants, Bosses, Elite Bosses, and Archvillains/Heroes. And players in PvP. Force Bolt is one of the best single target knocks in the game, I say make it the ultimate. Nothing reliably knocks an AV off its feet. Let's change that.
  18. Some times, I'm reminded why I like the CoH community as much as I do. Logged on to Freedom and flew over to the Atlas Park stairs to help any new players with whatever questions they might have. Turns out, there were already several people there doing just that. In all three instances of AP. That's just awesome.

    And there was an NCSoft sever guy on top of the globe in AP1. Quiet fellow that one.
  19. I've been playing through the arc and I'm in the second one now. Mental Time Bomb, indeed. However, I'm seeing it slight different than most. The first arc was just a one-upmanship contest where my character, who has practiced this particular discipline a lot, blows up a Longbow base as a finale. Nothing too bad about this arc, and having Scirocco turn up at the end, quite literally behind you is a surprise. And yeah, it's an offer you can't refuse, because a "Kill me and you'll need to find another mole" ultimatum will likely result in him doing just that. Don't wager your life against supervillains, it's always a bad plan. Especially those that command a fifth of the army of the nation you're in.

    However, being "hired" as Scirocco's mole also gives an out for a lot of the stupidity of your character in the next arc. I have to play along, perhaps going a little over the top, in order for them not to suspect that I'm playing for Arachnos in their game. So Dollface says she planted a mental time bomb. Yeah, right. But the audience demands acting, so... "A mental time bomb?! Oh dear! Whatever will I do?" All the while laughing at them while out of earshot.

    It probably helps that my character is a hired blade and/or ninja. So for Scirocco to hire her to play along with the stupidity, well, any spy worth her salt can play dumb. So... "D'uuh, I are idiot who falls for painfully obvious trap!" I hope that the end will let me deliver a nice piece of intel to Scirocco. Spiders pay good money for their jobs, after all, so getting in on Scirocco's good side, at least temporarily is a good thing for business.
  20. Quote:
    Originally Posted by Seldom View Post
    Hmmm...
    Force bolt:
    The huge (almost 19 mag) kb puts this power squarely in the 'made to send things flying' camp. The primary use is to knock things back. Removing enhanceability invalidates most slotting, of its primary purpose. Also, while knockdown is friendlier to placement, it is inferior for safety, as it does not cause the foe to spend more time closing in. Also, the unresistable idea is cool, but would never be allowed on high rank foes like AV's and such. (with good timing you could then cause an AV to spend a fight falling all over itself.) The idea to add bruising may not be in theme with the rest of the set, but it is in-theme with the power, and gives the power a use in an AV fight, or against tough foes. Force bolt is to push away dangerous foes. The bruising would make the foes also more easy to defeat, so it increases the power's utility in pinpointing and taking out one particular priority target. As both KB and +defense have a threshold of stackability, it also gives forcefields a tool that has no easy stacking threshold at which utility falls off.

    Detention field: this power is insane. Yes, you have to time it well, and it can be easily misused. But the fact that it can single-handedly remove as high level threats as it can is almost absurd. Making it able to do so without any threat of repercussions or timing? Such things seem glaringly like the balance for the ability to remove the foes, considering the recharge/magnitude. (To rephrase: you can remove absurdly high level enemies from a fight, but they always get a slight window to return fire)

    Repulsion field: unsuppressed knockback WAS available when ragdolling was first implemented, but it was deemed too powerful. Entire groups of enemies could be kept in infinite knockabout against wall invalidating any threat whatsoever without any skill or timing involved. even in this select power, especially since it's a toggle, I would not see them giving an exception that allows the exact scenario they wished to prevent to happen. A chance for stun seems more than doable, though.

    Repulsion bomb: honestly, this power has great knockdown mitigation with more than reasonable damage for being in a set as it is. I'm not certain this power needs the help.

    Force bubble: removing the knockdown...I'm not sure. It does help as a foe slowly fighting the repel can get close, only to get flipped and be repelled back as they do so. A slow gives cool set possibilities, but the knock +repel combo is incredibly potent. In fact, this power is so strong I'm not sure it needs a hand.
    I didn't say remove the knockback on Force Bolt. Keep the current enhancable one, but add a minor unenhancable and unresistable one, too. Like Hover does its thing to move you slower than your maximum flight speed.

    Detention Field won't be able to remove something indefinitely, it'll miss eventually. No matter what, you'll never go higher than 95% hit rate with it and it still has a hefty recharge.

    I know Repulsion Field would be very powerful like that, I just miss tagging a Death Mage as the ball and lifting him into the sky. I wonder if anyone ever got hit by a falling, dead Death Mage in PI.

    For Force Bubble, I'm thinking mostly of the BAF trial where it's great against the minions, but not so much against the lieutenants as they're immune to Forcefields in general.
  21. Quote:
    Originally Posted by Durakken View Post
    The speed of light is only consistent when we say so ^.^ We can't stop light... wonder how they explain that with the whole speed of light and infinite and such.
    Actually that is not entirely accurate... We can both slow down light and stop it. Temporarily. They're still working on that.
  22. I agree with the Defense DeBuff resistance in the shields. That didn't exist when Forcefields was initially made, but it makes sense to have. For the remaining powers, though, I think it's important to keep the theme of Forcefields, which -Res DeBuff isn't part of. I have some ideas, though...

    Force Bolt - Add a 0.5 magnitude knockback. Unaffected by enhancements, unresistable
    What this does, is make Force Bolt the ONLY power in the game that can reliably knock down anything that isn't literally nailed to the floor. Even Arch-Villains. A Hellion gets hit by the Bolt? Knocked across the street. Lord Recluse taking on to the face? Lord Recluse falls down, then gets back up. Force Bolt has a niche, let's make it the best there is at it. Add exceptions for Objects, Rikti Pylons, DE emanators, Hamidon and other such environmental enemies.

    Detention Field - Make Detention Field stack with itself
    Detention Field is awesome when it's used right. Like on the STF towers. But you cannot keep anything perma-caged, since you can't recage something that's caged as it'll be Unaffected. Allow Detention Field (and Sonic Cage) to stack with itself and you can lock out something annoying for as long as you make the ToHit roll.

    Repulsion Field - Restore it to pre-ragdoll glory
    Before ragdolls, you could re-knock an enemy mid knockback animation. Repulsion Field pulses fast enough to do that, and with Follow and Flight, you could bounce someone to the sky while blasting them. That was fun. No clue on how to do this without an engine overhaul on knockback, though. Add a minor chance to stun if his doesn't work out.

    Repulsion Bomb - 100% stun chance
    The damage/control power with the long recharge for an AoE attack now actually controls things reliably.

    Force Bubble - Replace knockdown with a heavy short duration Slow DeBuff
    When something can resist the repel, it will still feel like walking through water to move through the bubble. A Force Bubble is supposed to be fairly solid, so let the Slow be used to show that.

    But honestly, I just really want the unresistable Force Bolt knockdown. It'd be that one thing no other powerset should be able to do.
  23. Quote:
    Originally Posted by Electric-Knight View Post
    Including everything you learn within Quantum Mechanics (whether that's been discovered yet or not).



    Honestly, I laugh every time humans talk about absolute rules (and often times cringe as well).
    Don't get me wrong, it is through many of these theories - turned rules - turned foundations for further exploration/experimentation - that has led to a great many achievements and discoveries, which is fascinating...
    However, people get so ahead of themselves in believing in that rule that they've made up because they haven't discovered any way to disprove it yet.
    These rules are tools to try and explore things farther.
    However, and many have, you must constantly recheck these rules and see if it is time to bring things back to formula, so to speak, hehe.

    Anyway... fun stuff.
    Of course. In Quantum Mechanics we have laws of physics that change depending on if it's being observed or not. That just messes with my mind. And that's the easy parts of it.

    The fun thing is, if this checks out, do you know which formula we're gong back to? "E=mc^2" Back to basics indeed.

    But going public with this before it's been independently verified is a risk. They might be wrong, but one things for sure. Anyone with the machines needed to replicate this will do so now. It's quite the gamble, but if it checks out, it'll be huge.
  24. Quote:
    Originally Posted by _Klaw_ View Post
    Ok, seriously, what is with Quantum Mechanics?
    I have learned a very basic way of understanding all of Quantum Mechanics: "Everything you know is wrong." It's served me well so far.