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What my SG leader has done is placed all teleporters as high up as possible in base (if u know what i mean with floor levels)
and then the floor infront lowest, creating a step, on this step are the 2 beacons for the porter behind them.
Beacons can be targeted with "/bind a target_name Founder" for example, then hitting the A key targets the FF beacon, and i know that if i use the porter behind it, its the right one. -
Account wide animated hair unlock from a level 50 villain arc only.
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Electric Domination what?
Well Electric Control sets have been popping up for weeks now if not months, everyone has their own ideas on it, and thats cool, I've been wanting to see electric come to controllers/dominators for a long time. As both a primary and a secondary (as far as trollers are concerned)
This mainly because I play mostly trollers and want to have a broad coverage. This set, while initially wanted for trollers, could easily proliferate to Corruptors and Defenders eventually.
What I have in mind is an odd set that exists as a fusion of other sets in the same vein, in the hope that something fun, and interesting could come out of it.
Obviously these are just my thoughts; I know that recently what I have used for my rez idea here has come up as a 'joke' however I had this idea before that was posted, and think it could work quite well, so at least give it a read.
Obviously feedback is appreciated; Powers will be laid out with a description as may appear in a text box, short hand (i.e. +End), and a general idea of how I see this power interacting, and how it came to my mind.
This is my first suggestion (i think) so please me gentle, as I said, the set may seem a bit off, but I like my quirky things. And I apologise, but I'm poor with names, its my biggest downfall when being creative, so be forgiving on those.
Tier 1 - Electric Shield
Target Ally - +res Smash, Lethal (15%), Energy, Negative (2.5%)
Costs- Recharge: 2 seconds|||Duration: 240 Seconds|||End: 7.8
Description
Surrounding an ally in Electricity, you can increase their resistance to smashing and lethal damage, and to some Energy damage.
This skill is obviously very similar to Fire Shield. In this game Electric powers have always been resistance based when defending yourself. So it made sense for it to be resistance based here. Costs and effects are relatively the same because its so basic, not much room or need for deviation here.
Tier 2 - Circuit Breaker
Target Ally - +res Energy, Negative (15%), Fire, Cold (2.5%)
Costs- Recharge: 2 seconds|||Duration: 240 Seconds|||End: 7.8
Description
Surrounding an ally in Electricity, you can increase their resistance to energy based attacks, and to some fire and cold damage.
Again, little deviation from the idea of buffing res in a similar way to Thermal Radiation. But it makes sense, and at the very least offers a diversity in animation.
Tier 3 - Recharge
Target Ally - +Recovery Special(give 10 end straight up), Res(End Drain)
Costs- Recharge: 25 seconds|||Duration: instant (res is 90 seconds)|||End: 15
Description
Exhausting some of your own endurance you can increase you allies.
Other sets pop off heals, this baby pops off a little end buff. Times / amounts would vary greatly from these i would imagine, purely in the name of balance. its very possible that some sort of anti Absorb Pain would need to exist, whereby you cant hit the same target again for 60 seconds (even though it recharges faster) this may provide the balance.
Tier 4 - Neuron Charge
Target Ally - +res(Sleep, Immob, Hold, Fear, Confusion, stun) +Recharge
Costs- Recharge: 5 seconds|||Duration: 90 Seconds|||End: 6
Description
Give your allies a little boost against negative effects, and a little kick to recharge. While the resistance is stackable from the same caster, the recharge boost is not.
A handy little skill based upon Clarify, but with a difference, many sets have em, so why not this one!
Tier 5 - Defibrilation
Target Ally - Ressurect Special, +Recharge
Costs- Recharge: 300 seconds|||Duration: 5 seconds (Recharge lasts 20)|||End: 30
Description
Charge a fallen ally with enough electricity to get them going again, this energy may linger and jump to other nearby fallen allies, resurrecting them also.
For this I give thanks to chain induction. target a fallen ally, hit it, watch them get up on 20% Health, full endurance, and then perhaps it will jump a small range and resurrect someone else onto 15% health with 75% endurance, then maybe jump again to resurrect a final ally with 10% Health and 50% endurance. Be careful as only the first one would benefit from the +Recharge. Lets say the range would be a radius of 25', same as Warmth. Maybe this is too good, Im hoping that lower health values, and max rez of 3 makes this balanced vs other resurrect powers anyway.
Tier 6 - Improved Impulses
Target Ally - +Damage(30%), + Run Speed(175%), +Jump (160%) +Recharge
Costs- Recharge: 60 seconds|||Duration: 120 Seconds|||End: 10
Description
Boost your allies Impulses, improving their body by increasing their damage, runspeed and jump.
a little like Fortitude or Forge, for anyone that doesnt know the runspeed is that of Speed Boost, and the Jump Height is that of Hurdle, many people see the runspeed as a curse, and many as a boon, leaving mixed feelings about Speed Boost, I hope those same feelings fall to this power.
Tier 7 - Synaptic Shutdown
Target Foe - -Regen, -Recharge Speed, -Run Speed
Costs- Recharge: 120 seconds|||Duration: 60 Seconds|||End: 15
Description
Causing your opponent to shutdown can cause havoc for them, slowing their regeneration and action speeds.
Oh, i thought i was being unique with this one, but ive created a lingering radiation clone, oh well, proven effective and useful.
Tier 8 - Forced Discharge
Target Foe AoE - Target -End, Team +recovery Special
Costs- Recharge: 30 seconds|||Duration: instant|||End: low
Description
You can cause an enemy to release some of his energy into the surrounding environment. Nearby allies will benefit from this energy and gain endurance.
A transference clone. remember this set is about fusing other effects together to create something new.
Tier 9 - Shock Arc
Target Cone - Self -Recovery, Foe Stun(mag 3 or 2 maybe), Minor/Moderate Energy Damage, Special vs Robots +Recharge
Costs- Recharge: 300 seconds|||Duration: 25 Seconds|||End: 25
Description
Fire a cone of lightning in a wide arc in front of yourself. Enemies caught in the blast will take Minor/Moderate Damage and risk being stunned for a short while. Robotic enemies will take additional Moderate damage. This attack leaves you unable to recover endurance for a short while.
Similar to EMP arrow, and also to EM Pulse, instead of doing a hold however i opted for the possibly less useful Stun attack, while gaining more damage instead. This I feel is balanced considering the damage output capable from Storm Summoning's Lightning Storm
Tier levels are open for switching around of course, and many powers would more than likely need numbers changed for balance issues. I dont imagine this would ever end up in the game (synic or realist, you decide) but perhaps some of my other players would find my suggestion atleast a little bit cool.
Though if nobody does my excuse for this thread is extreme boredom during my hermitage from this game (or the Maestro Fiasco)
Also a brief apology for the number of clone style powers, but i wanted to use effective measures from a wide area of Power
Sets to make a nifty set, so while not providing many new mechanics ideas, maybe it could bring some fun anyway.
Thanks for reading,
MJ -
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Nope, Xenocide.
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If they were aliens you might be correct. So you're not
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They come from another planet; sure it might be a duplicate of ours, but it isn't actually ours. That makes them alien enough for me.
Besides, does xenophobia only work if the illegal alien is from Mars?
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It's not easy being green
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You're from Pylea? Or Muppetland?
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Pylea! Do the dance of joy!
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Do the dance of shame!
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hehe
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Is it time for the karaoke yet then?
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*roots around for the season 2 disc set to learn the above dances, and prepare a suitable song*
(thank you all for referencing my favourite show)
(yey pyramid)
As so far as the suggestion, they all would require a pretty big change to the playable area we have available to us. Sure, 2 can be new zones, but We wudnt really have the city to jaunt around in with the Rikti in charge, or if people hated us. So not very feasibile.
In regards to the #2, I have dark heroes who would commit genocide to change humanity.
Heroes who most certainly would not
and heroes who have no ethical ability to warrent a decision based on that, and would simply calculate which is the best course of action to perform their overall aim.
Besides, all id have to do would be arrest a few hellions and somebody would call me a hero afterwards. reassuring! -
My Electric/Ninja hit 50 the other day, but I dont PvP much, so may not be of help, but I have heard bad things about Lightning Rod in PvP, and thats its skippable, but for PvP its very effective.
Since it's crits are all energy damage it does quite good in that respect, and atleast in PvE is a very constructive output for the team with its various AoEs and it's cone.
Ninja secondary is good, but has alot of skippable/siutational/tools which may not be as effective in PvP as i find them in PvE. That and defense is fairly useless in proper PvP, probably go willpower or regen perhaps? -
they cant afford to host an extra server for deleted toons and all the extra coding that goes with that, on the off chance someone wants to buy it back. And Data recovery tools are unreliable to be of asistance in recovering a character.
This is an unfeasable and expensive idea, which will never happen.
Occasioanlly im filled with longing i had never deleted my first blaster, but you can always reroll if the name is available. -
If you take no travel power its quite feasabile with a /kin, you can easily survive on jetpack/jump pack until level 28 for inertia reduction, especailly with siphon speed.
Acro not necessary for PvE for a long way now, not when, if you pop stealth in your build you can slot the -KB Karma in there, and 4 slot bonfire with Kinetic Crash (i think, one that gives you -KB) and your running about 9 -KN, plenty good, imo.
Cant help you with a build unfortunatly my fire/kin is too low to see if what im planning is actually effective or not.
As for farming do what you want, its your choice how you handle the endgame. -
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excellent guide can we have more please.
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it wont understand your sarcasm! -
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Everyone on this game is stupid,
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sometimes people think they are seeing other people's flaws, when all they see are their own. -
Overall Slotting advice is needed, otherwise its not a guide, and just an opinion on powers. Which in this case isnt backed up with evidence, for instant the recharge of Group Invisibility can be brought down to perma, allowing a whole team to ghost missions at once, without needed recall. so it has its uses.
Decieve. You information is VER VERY wrong, and unfortunatly for you, its people that post "guides" with incorrect confuse information which leads to the confuse hate, which in turn leads to those of us who knows how much of an effective tool it is hating you.
With critters and confuse, your XP deduction runs on a bizzare curve where, on a fundamental level your never gaining less than twice as much XP as you deserve.
For instance critter deals 70% damage, you should get 30% of the XP, but you get 60%. You only deal 5%, yo get 10%!
Obviously its best in the middle of the scale than at the extremes, which on a blaanced team it should be. Also its worth noting that if you mezed a critter near an AV and they managed to survive and deal damage to the AV, they would deal such a miniscule amount of damage that youd likely not even loose a point of XP.
Now, onto your other incorrect decieve info. Decieve can hit everything. It has a Magnitude, just like all other Mez powers. (Mag 3, same as you hold) so 2 applications on a boss, and youve got him. 3-4 applications on an AV not running Purple Triangles of Doom (PToD) will usually get that AV, with some exceptions.
even GMs can be confused, given enough stacking of magnitudes.
This power is extremely good. as a 100% damage mitigation (hold/stun/sleep/fear/dead) which is Hard (i.e they cant be knocked out of it) (hold/stun) and improves team output. Your damage/time and XP/Time should very rarely be negativel;y affected by the use of this power.
Now, once again, PLEASE DO NOT POST YOUR USELESS GUIDES HERE. The only truely informative part of your guide, which wasnt just base don "I tried it and liked it/loathed it" was WRONG.
As I said after your last illusion troller guide, a new player could see it, read it, and believe it, chances are a new player wont read the ctriscism, and exect that if somebody has posted a guide, atleast their basic facts are right on how the powers work. And as such never read down to the critique and correction that pretty much every post has made of your newest guide.
The only benefit is that it seems for once you havn't blatently copies somebodies elses words. -
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not really something that needs discussing here.
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How?
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just because as you say, a bit disturbing, and besides the argument can be summed up as
"Hes a bad man/going to hell/deserves what he has coming to him/etc/etc/etc"
and then somebody comes along trolling and says "ahh but they were criminals, maybe they deserved it"
and then an epic forum battle ensues. -
not really something that needs discussing here.
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While playing a Grav/Rad Controller a while back I tried something similar.
I went into Perez, (the controller was about L20 at the time so no chance of dieing) and dropped toggles onto various groups then ran around Perez to see how many I could amass.
The problem was that they didn't remain aggroed so after a while as many drifted away as joined.
So I would say no you cant do it!
If you could maintain the aggro, even with all of that defence I think that you'll die long before you get a reasonable sized mob herded.
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thats not very similar at all!
Toggle agro is fun, a friends Dark defender is evil with it, the -acc one is the best, rads can do it the same, I know my Earth/Rad herds this way, but forcebubble herding is different to extremes -
Hit the big 5-0 today on my Electric/Ninjitsu Stalker Infernal Majesty.
Rather dramatically while beating Luminary to a pulp as well.
Alas nobody was there to witness that moment, but I ate cake on my own -
Poor taste to one person is offensive to the next,
so isuppose it depends, i rarely seen names i find in poor taste (i read the backstroy if in doubt, or if it looks wrong, look up the words their using and try to get a context on them) and then maybe ill petition.
usually I save it for copyright stuff, simply becasue i dont want the devs to have another costly legal battle over that again. -
Can NewGuy (steve I think, who fixed chain inudction) be given some cake
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Wow Okton, thats amazing!
never seen any1 reference that before -
http://uk.boards.cityofheroes.com/showfl...;gonew=1#UNREAD
short answer, thats right, they have hold resistence, thats why i like fighting them on trollers, a challenge! -
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It will also not work, if you have a +stealth IO in another pool/travel power, as I found out.
On my tanker I had +stealth (Celerity IIRC) in a run power, and it wouldn't accept a +stealth (Unbounded Leap) power in superjump aswell. Took me ages to figure that one out.
[/ QUOTE ]yep tou were right I have a stealth in run will change that around
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DO you want to do that though..?
JD is a teleporter and I've always found the celerity +stealth in teleport self unstealths momentarily when you tp... i.e. even though the 1st tp sets up stealth (for 2min iirc) immediately teleporting again results in the stealth dropping whilst the power activates. This can be seen both visually and in the PvE/PvP Stealth combat attributes.. oh and in the way that mobs aggro having now spotted you.
Not sure if that's a bug or WAI, but if it's WAI it's darn stupid to do that in a travel power that needs constant reactivation to use as a travel power...
WAI or not, I'd think twice about swapping a stealth in sprint (or in CJ/SJ/SS/Fly/Hover) for stealth in teleport self.
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glad someone else noticed that! -
But dont you think higher leveled players doing higher elvel content will go to Talos anyway, since its easier access and not be in Atlas regardless.
Plus an AH combined with this idea means you wont have to fill up and delete on an ITF/LGTF -
its not an issue, its a WAI feature that you can only slot one +Stealth IO per toon
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its not like they are hard or anything, just run it twice if needs be. You can pick a recipe after picking the respec option without having to wait the 3 hours
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What you are proposing is Archtype proliferation, not powerset proliferation.
or just plain new ATs
and i havnt even unlocked my SoAs yet, so no new epics mmkay!