MondoCool

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  1. Quote:
    Originally Posted by je_saist View Post
    low-end processing requirements for City of Heroes
  2. Quote:
    Originally Posted by Ob1Shinobi View Post
    I thought of something very similar just yesterday. However, since we have such an international audience, I would like to include common armed forces uniforms for American, German, English, French, Australian, Canadian, Korean, and other countries. It would be great if we could get a few for each. For instance, for American it would be great to get Army, Navy, Air Force, and Marines (okay, and you too Coast Guard).
    I should have said "Paramilitary", not "Military". The idea is having more costume options for gun users/people who wear kevlar armor instead of "skin tight flak jacket", "super soaker" and "4-polygon M4 clone". Not actually representing any real military.
  3. Quote:
    Originally Posted by Quinch View Post
    It resembles Kinetic Melee more, essentially being a longer-lasting build-up. Coming in at Lv32 is far too late to bring in a power that basically defines the set mechanics.
    It's the "reverse polarity" part that defines the set mechanics. If you put the rage power lower, you'd be giving too much sustained DPS too early on, what with the -res from the negative energy. The rage is designed as an alternative to the burst damage of the tier 9.
  4. Quote:
    Originally Posted by Oathbound View Post
    Simply put, Why?

    What reason is there for Crabs to get alternate T9s?
    Because I think it's a good idea and fits my tastes better than the current one. That's reason enough for me to suggest it.

    Quote:
    Originally Posted by Oathbound View Post
    No other set has one and giving Crabs one would set precedence for everyone to clamor about getting alternate powers for their pet powerset or Archetype.
    You seem to forget that Soldiers of Arachnos aren't "other archetypes." They are epic archetypes tied to a specific backstory with their own unique power selections.
  5. Quote:
    Originally Posted by Thirty-Seven View Post
    Those other "weapons" are from a completely different set, and each is only used once to give the character access to specific "gimmick" powers.
    What? Really? My Claws/SR/Weapons scrapper has FIVE ranged attacks - Focus, Shockwave, Caltrops, Shuriken, Exploding Shuriken. They're hardly gimmick attacks; they do very respectable damage. Considering that the heaviest hitters in the gun+sword set are going to be melee attacks, there's no reason for the scrapper to stay out of melee for long. Even if he does, he'll be limited in his damage dealing.

    Your problem seems to be with the "gun" idea rather than the fact that scrappers can get ranged attacks. I mean, if you don't like guns, I understand, but this is a powerset that uses them. =/
  6. Quote:
    Originally Posted by BrandX View Post
    If they just had the set do good DPS to begin with, Id actually be okay with not seeing build up or similar power in the set.
    That was honestly the idea. The small amount of extra ranged options and the single-target -res power (like a hybrid of Follow Up+Surveillance) made up for the lack of a build up.
  7. Quote:
    Originally Posted by Premonitions View Post
    So.... Energy Blast??
    Nope. Lasers.
  8. 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 Charlatan 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.
  9. Power Armor is a tech or magic armor themed powerset, sort of a mashup between Shield Defense, Willpower and Energy Aura. It provides excellent defense and somewhat acceptable resists, as well as a unique +regen and damage aura.

    POWER ARMOR: (Scrapper, Tanker, Brute, Stalker) - You have a high-tech suit of Power Armor. Whether it's a huge, lumbering suit or a skin-tight costume, your Power Armor gives you solid protection from enemy assault, including Toxic damage, but has little resistance or defense against Negative Energy damage.

    1/1: Kinetic Shield - Toggle: Self +DEF(Smash, Lethal, Energy), +Res(DEF Debuff)
    Your Power Armor creates a harmonic Energy Aura that can deflect physical attacks. Your Defense to Smashing and Lethal attacks is increased as weapons and powers like bullets, blades and punches tend to deflect off the shield. Kinetic Shield also grants you good resistance to Defense Debuffs. The Energy based nature of Kinetic Shield also offers some Defense to Energy attacks.

    1/2: Hard Armor - Auto: Self +Res(Smash, Lethal, Immobilize)
    Your Power Armor is extremely tough to crack and provides you with significant protection against Smashing and Lethal damage. The strength enhancements in your armor also help you break free from Immobilization effects much more quickly.

    2/4: Deflector Shield - Toggle: Self +DEF(Fire, Cold, Energy), +Res(DEF Debuff)
    The Deflector Shield creates a electromagnetic shield around you that can deflect non-physical attacks. Your Defense to Fire, Cold, Energy and Negative Energy attacks is increased as these attacks are reflected or refracted off the shield. Deflector Shield also grants you good resistance to Defense Debuffs.

    6/10: Magnetic Lock - Auto: Self +Res(Repel, Knockback, Teleport)
    Magnetic locks in your boots keep you on your feet and provide you with considerable protection against Repel, Knockback and Teleportation effects.

    8/16: Mental Shield - Toggle: Self +DEF(Psionic), +Res(Disorient, Hold, Sleep, Fear, Confusion)
    Mental Shield diminishes and dampens the effects of controlling type effects. The shield makes you resistant to Disorient, Hold, Sleep, Fear, and Confusion for as long as you can keep this toggle power active. Mental Shield also grants you good defense agianst Psionic abilities.

    12/20: Ablative Plating - Auto: Self +Res(Fire, Cold, Toxic)
    Ablating Plating on your Power Armor protects you from the effects of elemental damage. This plating is always present on your armor and provides constant protection against Fire, Cold and Toxic damage.

    18/28: Auto Repair - Toggle: Self +Regen, -Recovery
    You can set your Power Armor to Auto Repair itself, granting you a huge boost to your regeneration as the repair function reassemble your armour plating. The power requirements for this ability are extremely high, putting a great strain on your Endurance and preventing you from Recovering it in any way for the duration of the power.

    26/35: Repulsor Field - Toggle: PBAoE, Foe Special DMG, Self +DEF(All), -Endurance
    Your Power Armor is equipped with a powerful Repulsor Field that slightly increases your defense to all attacks. Any enemy whose attack deflects off this shield will have it repulsed back towards him, effectively striking himself. Each attack you successfully repulse will cost you additional Endurance.

    32/38: Overdrive - Self +DEF(All DMG but Psionic), +Res(DEF Debuff), +Recovery
    You can put your energy shielding into Overdrive and dramatically improve your defense to all attack types except Psionic Attacks. Overdrive also grants you high resistance to Defense Debuffs. However, when Overdrive wears off, you are left drained of all Endurance and unable to Recover Endurance for a while.
  10. Let's face it. Lasers are great. What's better? If you could shoot lasers from your HANDS. I doubt there will be any need for new animations, just graphic effects.

    BEAM BLAST: Primary powerset for Blasters, Defenders, Corruptors
    You possess the ability to fire concentrated beams of energy at your enemies. This powerset deals Energy damage and often can Disorient your foes with its light.

    1: Laser: Ranged ST, Moderate Energy Damage, 20% Mag 2 Stun, 4s recharge
    You fire a laser beam at a single target. Does good damage and has a small chance to Disorient your enemies.

    1: Power Beam: Ranged ST, High Energy Damage, Knockdown, 8s recharge
    A more powerful beam that can knock your enemy down with the force of the impact.

    2: Dazzle: Ranged ST, Minor Energy Damage, -Tohit, 100% chance Mag 3 Stun, 20s recharge
    You can project a quick burst of light that painfully blinds a single foe, Disorienting them and reducing their To Hit chance.

    4: Beam Slice: Ranged Cone (45 degree arc), Moderate Energy Damage, 12s recharge
    You arc a beam out in front of you, sweeping it across a group of enemies.

    8: Focus: Self +dmg, +tohit, 90s recharge
    You focus your energy, briefly increasing your Damage and To Hit.

    12: Pulse Beam: Ranged ST, Superior Energy Damage, 40% chance Mag 2 Stun, 10s recharge
    A pulsed beam that inflicts superior damage on a single enemy and has a good chance to Disorient them.

    18: Prism: Targeted AoE (25ft radius), Moderate Energy Damage, -Tohit, 16s Recharge
    You use an enemy as a living prism, firing an energy beam through them that splits and strikes at every enemy within range.

    26: Piercing Beam: Narrow Cone (80ft, 5 degree radius), High Energy Damage, -def, -res(energy), 20s recharge
    This beam is capable of piercing through its target and into the foes behind it. In addition to doing heavy damage, it also reduces their Defense and Resistance to energy damage.

    32: Hyper Beam: Targeted AoE (30ft radius), Extreme Energy Damage, Target Kill, Mag 3 Stun, Self -End, 6m recharge
    Focusing all of your power, you project a single, intense beam at a selected enemy. Minions and Lieutenants will be destroyed outright by the direct impact of the beam, creating an explosion that detonates and deals severe damage to all surrounding targets. Stronger enemies like Bosses will resist instant defeat, but still take significant amounts of damage. Any surviving enemies caught in the blast will be Disoriented by the sheer force.
  11. I'd like to see the "classic" (thugs, Malta Gunslinger) animations for Dual Pistols be adapted for that powerset. The DP animations are flashy, but what about a thug or street kind of hero/villain who just wants to shoot stuff without all the fancy acrobatics?

    Failing that, how about some new ones? I'd like bursts of automatic fire, representing automatic weapons. Like the Mini-Uzi. It feels weird using that on semi-automatic mode.
  12. Quote:
    Originally Posted by Quinch View Post
    To be honest, it sounds pretty "meh". All of the relatively new powersets have had a "gimmick" to differentiate them from the older sets, and this just looks like a {negative} energy reskin of Assault Rifle.
    I'd say the "reverse polarity" bit and the rage-like T9 is a pretty neat gimmick. It's really closer to Dual Pistols in terms of power setup; while it does lack a solid damage-based T9, the +damage from the T9 boost makes up for that.
  13. The idea is that the negative energy is not so much "darkness and netherworld" as it is "reverse energy". It strips away the armor or hardness of an enemy or object, whereas the more focused "positive energy" simply pierces them and leaves an opening for attack. Also, Peacebringers and Crab Spiders do Energy damage that has a -def component, and Warshades do negative energy without -tohit.

    However, I could always reverse it. Energy damage with -res and negative with -def. It'd give people a bit of a reason to switch up more often, but the Reverse Polarity power is more there to provide an extra bit of damage a la Swap Ammo and Incendiary ammunition over the standard ammo. Alternatively, I could give Reverse Polarity's toggle endurance drain, representing the power drain necessary to keep the polarity swapped.

    Quote:
    Originally Posted by _AzA_ View Post
    Not liking the lvl32 power choice.
    I wanted a shift away from more traditional tier 9s. It's pretty much a modified Rage power. +Damage and +recovery for a while, then you get hit with -dmg, -end and a small bit of fire DoT (not significant enough to be a major threat, but can put you in a bad spot).
  14. MondoCool

    Backpack Idea(s)

    Looks ugly. I'd rather have normal backpacks, which do exist in-game as models.
  15. MondoCool

    Open PVP Server

    Quote:
    Originally Posted by Memphis_Bill View Post
    And anyone who has tried a low level in the rikti raids knows the "con" system would not fix that in the least. So your level 10 (for instance, since your safe zones hero side run from 1-5 for all intents and purposes,) Scrapper sees the level 50 - what good are your limited powers, lack of status protection in some sets, and not-fully-slotted TOs going to do you? Even if we bump it to a level 20, there's a severe disadvantage - go ahead, take a 50 and a near-base-level character into Bloody Bay and tell me that's a fair fight as opposed to a slaughter of the lowbie, even though they're "both 25." (With the 50, thanks to the SSK system, having up to level 30 powers.)
    Like I said - it would HELP prevent griefing, not totally prevent it. I can really see no other way of making it work other than a "flagged for PVP" option (which is kind of silly) or a "tier system" not allowing you to attack others in a certain tier (also silly). Perhaps a "points" system can be implemented on top of GM con system - more points for people at your level, none for those substantially below. The points could be redeemed for reward merits or something similar.
  16. (Some ideas in this powerset were taken from Voxen's ideas. Don't sue me!)

    PULSE RIFLE: You wield a high-tech energy rifle! This weapon is excellent against single targets, but has some area suppression ability.

    1: Pulse Blast: Ranged ST, Minor Energy Damage, -Def, 4s recharge
    This Pulse Rifle can fire a long range laser pulse. Deals moderate Energy damage and pierces your enemy, lowering their Defense to further attacks. If Reverse Polarity is toggled, the attack deals Negative Energy damage and can strip away your enemy's Resistance.

    1: Pulse Burst: Ranged ST, Moderate Energy Damage, -Def, 8s recharge
    This high powered laser pulse from your Pulse Rifle takes more energy to fire, but causes much more damage than a standard pulse and can lower your enemy's Defense to attack. If Reverse Polarity is toggled, the attack deals Negative Energy damage and can strip away your enemy's Resistance.

    2: Pulse Spray: Ranged Cone (50 ft, 60 degrees, 10 targets max), Moderate Energy Damage, -Def, 16s recharge
    Sprays several pulses of energy from your Pulse Rifle in a cone, causing moderate damage and lowering your enemy's Defense. If Reverse Polarity is toggled, the attack deals Negative Energy damage and can strip away your enemy's Resistance.

    6: Reverse Polarity: Toggle, Swap Effects, 0 end/sec
    The energy polarity on your Pulse Rifle can be reversed, causing your Energy attacks to deal Negative Energy damage and their secondary effects to be changed. Most attacks will peel away your enemy's Resistance rather than pierce their Defense.

    8: Energy Grenade: Ranged AoE (15 ft radius, 10 targets max), Moderate Energy Damage, Mag 2 Stun (or mag 3 immobilize), 16s recharge
    Launches an Energy Grenade at long range from your Pulse Rifle. The energy from this explosion can Disorient some targets in the affected area. If Reverse Polarity is toggled, the attack deals Negative Energy damage and will Immobilize most enemies.

    12: Stun Blast: Ranged ST, Minor Energy Damage, Mag 3 Stun (or mag 3 hold), 20s recharge
    You can fire a low-power burst from your Pulse Rifle that deals little damage, but can Disorient your enemy and prevent them from attacking. If Reverse Polarity is toggled, the attack deals Negative Energy damage and will Hold your enemy as they crumble under its power.

    18: Pulse Beam: Ranged ST, High Energy Damage, -Def, 10s recharge
    The Pulse Rifle can fire a high-intensity, short-range beam that deals high Energy damage and leaves your enemy open to attack. If Reverse Polarity is toggled, the attack deals Negative Energy damage and can strip away your enemy's Resistance.

    26: Pulse Lance: Sniper Cone (1 degree arc, 5 targets max), Extreme Energy Damage, Knockdown, 20s recharge
    The Pulse Lance is a powerful piece of hardware. It is very accurate and has a long range. The impressive energy burst can pierce through multiple enemies and leave them to collapse on the ground in pain. Like most sniper attacks, you must take your time to aim, so this attack can be interrupted. If used in conjunction with a targeting drone, the Pulse Lance will do additional damage. If Reverse Polarity is toggled, the attack deals Negative Energy damage and the immense pulse will completely knock affected targets out, putting them to Sleep.

    32: Supercharge: Click (2m duration), Self +dmg, +recovery, Delayed self -dmg (-1000% for 10 seconds), -end (-50), minor fire DoT, 4m recharge
    Your Pulse Rifle can be Supercharged, substantially increasing its damage output as well as the rate at which it regains power. However, the weapon can only take so much, and will eventually overheat in your hands, draining you of power and dealing Fire damage to you. You will be unable to deal significant damage with the weapon until it cools back down.
  17. Quote:
    Originally Posted by Rebel_Scum View Post
    It also gives the power a chance of doing absolutely nothing. About 28% using your numbers, if my math is right which it might not be. I would suggest having at least one of the effects (Probably the damage) be guaranteed with the others at varying chances, rather than a straight 33% chance of everything. Especially if you're going to give it a full tier 9 crash, which neither of the VEAT nukes have at present.
    The thing here is that the damage is full regardless. The SECONDARY EFFECTS (Knockdown, -Resistance, Immob, etc) have a 33% chance each of going off. However, I increased the KD chance to 100% and -res/-immob to 50% each.
  18. MondoCool

    Open PVP Server

    Paragon City is a city of heroes, but it's a city of villains all the same. Likewise, many heroes interfere within the villainy of the Rogue Isles. Why not reflect this in allowing villains to openly attack other heroes in a separate server -- or perhaps an "alternate dimension", a Test Server style place where you can copy your characters over.

    The idea is simple. Paragon City and the Isles can be crossed through via two PVP zones - Bloody Bay and Siren's Call, which will be elevated up to level 50. These PVP zones will have the bases that can be held and captured. If Bloody Bay's Villain Base is captured, the heroes will get a secure ticket into the Isles. If Siren Call's Hero Base is captured, then the villains can enter Paragon.

    A Hero in the Isles and a Villain in Paragon will have hard times. If spotted by a police drone or faction NPC (Longbow, Arachnos, PPD, etc), their location will be reported in - they'll be ambushed by waves of enemy NPCs and their location marked on the map for heroes to fight.

    All heroes and villains will be able to combat each other at even level, using a con system similar to GMs - higher level = +1 combat level, lower level = -1 combat level. This will prevent higher level villains from "griefing" lower levels and give everyone a chance to help fight everyone else.

    Rogues and Vigilantes will have it worse. As Rogues have abandoned the "might is right" ideals of Recluse in favour of their own pursuit, Villains will be encouraged to engage them, and as Vigilantes are law-breakers that murder and steal to protect the city, Heroes will be encouraged to bring them in. Thus, Rogues and Vigilantes will be able to be attacked by every faction - however, Vigilantes in Paragon will not be reported or ambushed by NPCs, and the same goes for Rogues in the Isles.

    The benefit of being a rogue or a vigilante is threefold. One, they can access either area without having to capture their bases in the legacy PVP area. Two, they can earn special PVP merits from defeating enemies that can be traded in for PVP IOs and other goods. Three, they may have a "truce" with heroes or villains, and team up with them in order to tackle the enemy faction, being flagged as hero/villain temporarily. It reflects the tradeoff present in these alignments lore-wise: great risk for great reward.

    To prevent abuse of the "flagging" function when rogues/vigilantes are teaming with heroes/villains, there will be a cooldown on joining teams after being attacked by an enemy.

    When a hero is defeated in the Rogue Isles or visa versa, they will be teleported back to their controlled base - the controlled hero base in Siren's for villains and the controlled villain base in Bloody Bay for heroes.

    Certain zones will be "safe zones" - Mercy Isle, Atlas Park, Galaxy City. This may also help prevent high-level enemies from attacking and griefing lower-levels. A villain or a hero will not be able to enter the opposing faction's safe zones. Rogues and Vigilantes can enter either, but cannot attack anyone in those zones and cannot be attacked.
  19. I would like to see a superbooster pack that featured military-themed costume parts. Realistic looking ballistic vests and helmets (like on the PPD SWAT), combat backpacks, pants w/ kneepads, more options for assault rifles/dual pistols and so on. A suitable temporary power to go with the pack would be something like the following:

    Night Vision Goggles (Toggle self +tohit, +perception, res(-tohit), low light vision)
    You have a pair of Night Vision Goggles that let you see in the dark. This makes finding and hitting enemies a little easier, and gives you a bit of resistance against effects that would blind you.

    1. +tohit, +perception. Very MINOR bonuses, around the same you'd get from the secondary mutation.
    2. -tohit resistance. Makes sense thematically, dunno about balance.
    3. Low-light vision. Basically, it would amplify the ambient light level around the player to a more-visible level, maybe have a green overlay that can be disabled in options. If this isn't possible with the game engine, then probably a bit extra +acc would be nice.

    For the power animation, I'd imagine it'd be the same as IR goggles, but without the weird HUD that appears in front of the eyes. Maybe a pair of non-intrusive, military-looking goggles (like what Spec Ops or Malta wears) would work.
  20. Quote:
    Originally Posted by Thirty-Seven View Post
    To me, a ranged weapon should never be a part of a melee set regardless of the fact that melee sets have ranged powers in them already. Ranged weapons are for ranged powersets, and melee weapons for melee powersets. Aside from ridiculousness, what seperates the spirit of this suggestion from, say, Archery Melee?

    I am also dubious of the suggestion to instead create a Katana 'Manipulation'-styled set for Blasters... as again it crosses that above barrier. There is just something about the aesthetics of it that I don't like.
    The difference here is that it's one weapon "set" being used for both ranged and melee. Like Spines, Claws, Bane Spider Mace, Crab Spider Pack, Huntsman assault rifle. Knives of Artemis get hand-crossbows to go with their katanas. Vahzilok and Luddites get crossbows and melee weapons. Warriors get bows, guns, and maces/axes/etc.

    Why shouldn't we be able to achieve the same with a gun+sword powerset? Because of your silly misconception of "pre-defined class roles" in a game that defies the concept of pre-defined class roles?

    But to answer your question: The gun is the minor part of the pair. The gun+sword pair uses the SWORD as the primary weapon and the gun as the secondary. It's no different from a Scrapper who uses Katana and Weapons Mastery: the katana is his main weapon, the shuriken and caltrops his secondary.
  21. I'd like a Wide Area Web Grenade for Crab Spider Soldier. NPC crabs get it, but to get it as a Crab Spider Soldier you need to take the gun version. Why wasn't it included in the power choices for Crab? Why can't we just have it with the crab grenade launch animation?
  22. Quote:
    Originally Posted by Samuel_Tow View Post
    What I want out of a dual pistols set for Scrappers, really, is the ability to shoot single shots and shoot volleys. Anything which achieves that goal will get my pass.

    Unfortunately, the above doesn't quite achieve that. We have Empty Clips, which fits the "volley" angle, but we have no simple single shot. I suspect that if you trade Chemical Rounds for either Single Shot or Dual Wield, I'd be right behind you.

    P.S. The name of Empty Clips has always been funny to me, because of its double meaning. "I activate my Empty Clips power!" *click click click* "Oh, son of a @#$%!"
    The incendiary round is supposed to be your "single shot damage-dealing" power. I guess you could replace it with dual wield, yeah.
  23. Badges and reward merits, yes. Still, though, people will complain about it.

    "This is stupid! I want the game to be an easy cakewalk so I can go AFK on my empath (which I call a healer because empaths are only good for healing and if you don't like it deal w/ it) using Healing Aura on autopower all the way to level 50!"
  24. MondoCool

    In Your Element

    Quote:
    Originally Posted by The_Spad_EU View Post
    Kind of limiting, don't you think, given the number of missions in which enemies are anywhere other than standing on the ground during the day?
    It's a minor, free buff that occurs within certain times or areas. Why complain?