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Posts
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Joined
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I never found DP slow and I took Swap Ammo at 10. Then again, I'm a kin, so I get a nice speed boost.
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Personally, I just log into the character to find out.
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Post one of your characters. Tell a little bit about them. That easy.
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Quote:You used to get titles at 15, 25, 35, and then unlimited at 50. Looks like it's changed now.Small threadjack but related to titles.
I hit 17 on a new scrapper last night and realized it still gave me the option to set title.
Since I'd picked my title at 15 out of habit, I thought I might have forgotten to accept it.
Checked my name and sure enough it showed the title.
Yet the trainer is still giving me the option to change it.
AFAIK it used to be locked out until level 30.
Once you picked it at 15 your stuck with it for 15 more levels.
Is this a new feature or a bug? -
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Quote:Thanks. I actually started the powerset off with that specific name as an idea.Hilarity Ensues may be the best power name I have ever heard.
What? No. Screw the "may be" part. Best freakin' power name ever.
Positron! Get over it and make this a reality!*
*Disclaimer: For purposes of this post this statement does not constitute a "calling out" of a dev in verbal or written form offer not valid in Turkey, Egypt, New Zealand, Istanbul nor Constantinople please see store for details prizes must be claimed by June 31st introductory 1.9% APR rhubarb sassafras peas and carrots.
It was originally intended to be the name for the level 18 power, but I was told it worked better as the level 32 power. -
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Synopsis: Nothin' feels better than a good hardy-har-har, right boys and girls?
CLOWNS (Mastermind) - You can summon an army of clowns and pranksters to overwhelm your enemies. Though they may seem joyful and harmless at first, their viciousness in battle belies their bright makeup and colourful clothing. Clowns are naturally very resistant to mez effects and have high hit points, but have little resist and defense.
1: Cream Pie - Ranged, Minor DMG(Smashing), Foe -To Hit, -Perception, 80 feet
You toss a cream pie at the face of a single enemy, dealing Smashing damage and blinding them. Damage: Minor, Recharge: Fast (4 seconds)
1: Summon Charlatans - Summon 1-3 Charlatans
Summons one to three Charlatans to cause mischief and havoc. Your first Prankster is obtained at level 1, the second at level 6, and the third at level 18. Charlatans have fast attacks that can be upgraded to slower, more powerful attacks, and have the ability to reduce your enemies' Resistance to further attacks.
2: Joy Buzzer - Melee, Moderate DMG(Energy), Foe Hold
You reach out and shake the hand of one of your enemies, activating your electrified Joy Buzzer. They are left writhing in agony as the electricity discharges into them. Damage: Moderate, Recharge: Moderate (8 seconds)
6: Party Favors - Ranged, Equip Clowns
You equip your Clowns with various Party Favours, giving them a couple extra abilities to entertain your opponents.
8: Exploding Cigar - Targeted AoE (10 feet, 8 targets), Moderate DMG(Smashing/Fire), Foe KD, 80 feet
You light an exploding cigar and toss it to an enemy. Upon impact, it explodes violently, damaging all enemies in a small radius around the poor sap and knocking them down. Damage: Moderate, Recharge: Slow (12 seconds)
12: Summon Pranksters - Summon 1-2 Pranksters
You can call one or two Pranksters to your side. Pranksters don't do as much damage as Charlatans or Harlequins, but they are excellent at controlling your enemies. The first Prankster will Immobilize and Disorient your foes, and the second Prankster will Hold them and put them to Sleep.
18: Carnival of Carnage - Summon 10 Clowns
The Carnival has come to town. A merry band of ten jokesters, jesters and funmakers will rush to your aid, assailing your enemies with cream pies and various bludgeoning instruments. You cannot control them directly, but they will stick with you for a few minutes before leaving to go entertain elsewhere. Recharge: Very Slow (10 minutes)
26: Summon Harlequin - Summon 1 Harlequin
You summon a single Harlequin to annihilate all that stand against you. The Harlequin's small size and stature belies her incredible offensive power. Like all other Clowns, she has low resist, but high hitpoints and massive damage output.
32: Hilarity Ensues - Ranged, Upgrade Clowns
Hilarity Ensues as all your clowns are empowered with even more abilities to amuse (and possibly obliterate) your enemies. -
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Quote:Kheldians fused with humans are a single being, they do not have a split personality. When a Kheldian merges with a human, both of their identities and personalities are lost, and they form a new, combined one, with a new name, such as Sunstorm, Moonfire, etc.Oh, and the plural terms? I'm sure someone out there has one or more toons with multiple personalities, refers to himself as "we" and "us", has multiple souls in one body, and/or any other similar concept. Also Kheldians. So, why exclude them?
I think the most egregious example about the lack of split personality is when Romulus screams "I. AM. NICTUS!". -
That wouldn't be bad. It's just the guy not being able to turn into a wolf before he's knocked out cold.
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SYNOPSIS: Broadsword/Super Strength hybrid.
CHAINSAWS (scrapper, tanker, brute, stalker): You wield a vicious, bladed chainsaw to slice and dice your foes. While this powerset offers superior damage and the ability to knock your opponents to the ground, it is primarily lethal, and the heavy chainsaw puts a greater strain on your endurance.
1/1: Slash: Moderate damage ST attack, lethal damage, 4 second recharge
A quick lateral slice with your Chainsaw. Deals moderate damage and is fairly fast.
1/2: Hack: High damage ST attack, lethal damage, 8 second recharge
You hack down on an enemy with your Chainsaw. Does more damage than Slash, but is slower.
2/4: Shredder: Moderate damage cone attack, 50 degree arc, foe KD, lethal damage, 8 second recharge
You swing your Chainsaw in a wide arc at the enemies in front of you. The force of this attack may knock some enemies down.
6/10: Accelerant: Self +dmg, +tohit for 2 mins, -dmg, -def, -end for 10 seconds after (Replaced with Build Up for stalkers)
You can fuel your Chainsaw with a special accelerant, causing it to rev faster and improve your ability to penetrate armor and deal damage. However, the fuel will wear off in two minutes, leaving you unable to deal significant damage, and your Defense will be reduced as you try to restart the saw.
8/16: Disembowel: Superior damage ST attack, foe KD, lethal damage, 20 second recharge
You rip into a single foe, attempting to Disembowel him. Even if you don't kill him outright, you still deal serious damage and knock him to the ground.
12/20: Taunt/confront (Replaced with Assassin's Sawblade for stalkers)
18/28: Tendon Rip: Minor damage ST attack, foe disorient, lethal damage, 20 second recharge
You can saw into an enemy's tendons and muscle, leaving them unable to attack or run away for a significant duration.
26/35: Toss Saw: High damage ranged attack, 80 feet, foe -fly, KD, lethal damage, 8 second recharge (Replaced with Placate for stalkers)
You toss your chainsaw like a boomerang, striking a single ranged target. The force behind the saw has the ability to knock Flying foes out of the sky.
32/38: Carnage: Extreme damage PBAoE attack, foe KD, lethal damage, 30 sec recharge
You swing your Chainsaw around you, spinning and slashing at every enemy in melee range. The sheer force behind your attack has the ability to knock your enemy to the ground. -
Quote:If Shield Defense gets Shield Charge and Trick Arrow gets EMP Arrow (and Oil Slick Arrow's ignite effect), I don't see why Grenades couldn't get Frag Grenade. The emphasis is on the KD/KB - which is 100% guaranteed.Actually, the ATs that have access to single target 'web grenades' clearly outnumber the ones that have access to AoE ones.
And Mace mastery, that one that has the AoE Web grenade, is only available to VEATs, Brutes, Corruptors, and Masterminds
VEATs, no matter how to slice it, is still just 1 AT.
Blasters get devices.
Corruptors, Masterminds, and Defenders get traps.
Scrappers get Weapons Mastery.
And for 'Web Grenade clones' you have trick arrow, which is available to defenders, controllers, corruptors, and masterminds.
So, the number of ATs with access to single target 'web grenades' clearly outnumber the ones that have AoE web grenades.
So its actually better for that to be a single target power.
I do have to agree that a damaging ability in a debuff set is kinda odd, so maybe you could replace Frag Grenade with another single target grenade like power. -
Synopsis: A ranged/melee hybrid available to the classes that deal direct damage. For ranged ATs, the ranged attacks will deal more damage, recharge faster and have more range. For melee ATs, the melee attacks will deal more damage, recharge faster and have more range. The first value before the slash is the melee AT damage/range, the second is the ranged AT damage/range.
GUN AND BLADE (Blaster, Defender, Scrapper, Tanker, Brute, Stalker, Corruptor): You wield a high-caliber pistol in one hand and a sharp blade in the other. This is one of the few powersets that offers a solid mix of melee and close-range attacks, and is available to both ranged and melee archetypes.
1/1: Blade Swipe - Melee, Moderate/Minor DMG(Lethal), Foe -RES, 10/7 ft
You perform a quick Blade Swipe, dealing Lethal damage. This attack can slice through your opponent's armor, lowering their Resistance to all attacks. Damage: Moderate/Minor, Recharge: Fast/Moderate (4/8 seconds)
1/2: Quick Shot - Ranged, Minor/Moderate DMG(Lethal), Foe -DEF, 30/60 ft
A quick snapshot with your pistol. Deals light damage. This attack can pierce through your opponent's armor, lowering their Defense to all attacks.
2/4: Blade Arc - Melee (Cone, 60 degree arc, 10 targets), High/Moderate DMG(Lethal), Foe -RES, 10/7 ft
You swing your blade in a wide arc in front of you, dealing good Lethal damage. This attack can slice through your opponent's armor, lowering their Resistance to all attacks. Damage: High/Moderate, Recharge: Moderate/Slow (8/16 seconds)
6/10:
FOR NON-STALKERS:
Rapid Shot - Ranged (Cone, 60 degree arc, 10 targets), Moderate/High DMG(Lethal), Foe -DEF, 20/40 ft
You fire off several shots in quick succession in a cone in front of you. Deals solid damage. This attack can pierce your opponent's armor, lowering their Defense to all attacks. Damage: Moderate/High, Recharge: Slow/Moderate (16/8 seconds)
FOR STALKERS:
Assassin's Shot - Ranged, Special DMG(Lethal), 30 ft
A signature Stalker attack. This attack does moderate lethal damage on its own as a frontal attack. However, if it is executed while you are Hidden, this attack will do tremendous damage, as you plant a bullet directly in your enemy's head. Due to the preciseness require to line up this shot, if you are attacked before firing the shot, you will be interrupted. Damage: Special, Recharge: Slow (16 sec)
8/16:
FOR BLASTERS/DEFENDERS/CORRUPTORS:
Precision - Self +ToHit, +DMG (only for ranged attacks)
You concentrate for several seconds, increasing your ability to strike an opponent. Slightly increases Damage for ranged powers. Recharge: Very Slow (1m 30s)
FOR SCRAPPERS/STALKERS:
Blade Flick - Melee, Minor DMG(Lethal), Foe -DEF, Self +DMG, +ToHit, 10 ft
As you strike your opponent with this feint attack, you expose their weak point, reducing their Defense and increasing your own Damage and chance To Hit. Damage: Minor, Recharge: Slow (12 sec)
FOR TANKERS/BRUTES:
Ravage - Self +DMG (only for melee attacks), +Tohit
Primal fury burns in your muscles, giving you much more powerful melee blows. Your intense concentration also slightly increases your accuracy for all powers.
12/20:
FOR BLASTERS/DEFENDERS/CORRUPTORS:
Stun Shot - Ranged, Minor DMG(Lethal), Foe Disorient, Foe KD, 60 ft
With a carefully placed shot, you can render an enemy unconscious, Disorienting them for a short time and knocking them to the ground. Does little damage. Damage: Minor, Recharge: Slow (16 seconds)
FOR SCRAPPERS:
Confront
FOR TANKERS/BRUTES:
Taunt
FOR STALKERS:
Placate
18/28: Double Strike - Ranged, Superior DMG(Lethal), Foe -DEF, -RES, Foe KD, Self Teleport, 30 ft
You snap off a quick shot at an enemy with your pistol, dealing minor Lethal damage, and then quickly charge forward with your blade, impaling them for a much larger amount of damage and knocking them to the ground. This attack can pierce and slash through your opponent's armor, lowering their Defense to all attacks. Damage: Superior, Recharge: Slow (32 seconds)
26/35: Frenzy - Ranged+Melee (Cone, 60 degree arc, 16 targets), Special DMG(Lethal), Foe -DEF, -RES, 30 ft
You lash out with both gun and blade, unloading a heavy amount of damage into your enemies. Foes within melee range will recieve the brunt of your melee assault, recieving High/Moderate damage, while those farther out will only be struck with ranged shots and thus take Moderate/High damage. This attack can pierce and slash through your opponent's armor, lowering their Defense to all attacks. Damage: Special, Recharge: Slow (24 seconds)
32/38:
FOR BLASTERS/DEFENDERS/CORRUPTORS:
Annihilation - PBAoE, Extreme DMG(Lethal), Foe -DEF, -RES, Disorient, Self -Endurance, 30 ft
With the precision of a virtuoso marksman, you empty your gun's magazine into every enemy in pistol range. If your enemies are not defeated outright, they will be Disoriented and have their defenses shredded, leaving them with severely reduced Resist and Defense. This attack takes a lot of concentration to successfully pull off, and so you will be heavily, but not completely, drained of Endurance. Damage: Extreme, Recharge: Very Slow (1m 30s)
FOR SCRAPPERS/TANKERS/BRUTES/STALKERS:
Trueblade - PBAoE, Extreme DMG(Lethal), Foe -DEF, -RES, KD, Self -Endurance, 10 ft
You lash out at every enemy in melee range, swinging your blade with incredible precision and destruction. If your enemies are not defeated outright, they will be violently knocked to the ground and have their defenses shredded, leaving them with severely reduced Resist and Defense. This attack will leave you exhausted, but not completely drained of Endurance. Damage: Extreme, Recharge: Very Slow (1m 30s) -
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Quote:I don't understand why Council shapeshift into warwolves with the "create pet" effect. IMO, they should do what PPD Kheldians should do - shapeshift with the Kheldian shifting mechanic, and maybe get a huge heal or something to put them back at full.Outside of Domination, you cannot, as far as I've seen, immobilise warwolves. You sure as heck have a hard job slowing them down at all.
Those things have gunned out run speeds. They dance over caltrops like they arent there =[
Then again, while you could just have a "small chance to make a warwolf pet" effect on every council, you'd need to specifically make new Council to support these shapeshifters. -
Other MMOs have it, guys, we should have it too!
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Mace Mastery, Bane Spider VEAT, Crab Spider VEAT, Wolf Spider VEAT. Additionally, Bane Spider NPCs and likely others have wide area web grenades. The amount of powersets that have AoE web grenades outnumber the ones that have single-target attacks.
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Quote:I played an MA/SD and had no problems with endurance in the lower levels. Use blue insps.Oh, yes, because Im really thick enough to run on anything other than base difficulty pre-20 when my endurance is bad...
No. You roll an MA/SR scrapper from level 1, and play through to about level 14. You'll be sucking wind after every mob. That is guarenteed. -
Quote:Negative energy is spiritual energy - something which is a lot harder to protect against with technological or even magical means than electromagnetic manipulation. This is why ghosts/spirits/etc in various video games often have some kind of armor piercing effect to their attacks.Sigh, I am not trying to cut on you here. I am trying to work with you... I like your idea. Okay you found a reference, fine. I just think an armor protecting from a quasi physical energy, like negative energy, makes a bit more sense. However its up to the dev.s to decide this so, best of luck.