Oathbound

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  1. Quote:
    Originally Posted by Ironik View Post
    An Empire of England Defender? Jolly good show, chap!
    Quite.
  2. Quote:
    Originally Posted by Hercules View Post
    The backpack and flying gears aura will go very well with my existing Brute "Scrapyard Bot". Now If I could just figure out where the new steampunk jetpack is located....
    It's not a costume part. it's part of the animation for the Steam Jump temp power. Just like the Raptor Pack/etc.
  3. I find that Energy Blast(Assault) colored with white, various shades of grey and desaturated blues and yellow/browns make good Steam Burst effects.

    Combine with mechanical looking gloves/arms (I prefer Resistance Gloves and Shoulders, colored a brassy tone) and if you have it the Steam Jets Aura, and you're golden.

    I have an Emp/Eng Defender, and an Elec/Eng Dom who are steampunk themed.




    EDIT: Radiation can also be fairly easily colored to look like Steam. I'm considering a Steampunk costume for my Elec/Rad Controller.

    Edit again: The Thunderhead aura can also work well enough for electric using Steampunk characters. For instance, use the Arms option and color it grey and you have a steam cloud with periodic arcs of electricity.
  4. At first I didn't even know there was a Train, so when I finished my starter contact in AP and he sent me to King's Row I diligently studied my map, and set off for KR on foot.

    Getting through Skyway City as a noob on a level 5 was hard. Imagine my chagrin when, upon arriving at my contact in King's Row, she immediately sent me to The Hollows.
  5. Quote:
    Originally Posted by Carnifax_NA View Post
    Range will only affect the first blast, from you to the first enemy. The damage is pretty pants too. It's the same as cages without containment.

    Acc and maybe a few procs is probably the way to go. The chance for hold from the ranged set isn't bad in it.
    One thing to keep in mind is that (unless they changed/fixed it) Procs only have a chance to fire on the first target. Chains won't proc them.
  6. Looks alright, I'm neither for nor against any particular aspect of it.

    There are however two issues with Gravity Well:

    1. There's already a power called Gravity Well in game, so the name would have to be different.

    2. There's no way to make an "Attract" power using the existing game engine. It's been suggested and discussed ad nauseum. Castle (the former Powers Dev) has stated in no uncertain terms that there's no reliable way to make it work using the tech that the game is based on.

    Probably the closest you could do (standard code rant applies) is a PBAoE Teleport Foe that ports affected mobs to your location.
  7. Quote:
    Originally Posted by Vanden View Post
    Then, starting at level 41, reduce the -End effect by 6% and the -Recovery effect by 10% per level. At 50 the -Recovery effect will be gone, and the -end will be down to 40%. With the 20.8 end cost, that means you'll lose about 60 endurance using a nuke, a lot, but not showstopping. This would make nukes much more usable in the late game.
    Emphasis mine.

    This part would require reworking the crash mechanics, except for Blizzard. The end drain is per mob so even at 40end if you hit 2 mobs or more it still bottoms your end out. (Blizzard penalizes end upon summoning the pet, which is why it bottoms your end even if there are no mobs at all nearby when you cast it. It only crashes your end once though, so if it were reduced to 40end instead of 100 it would work fine.)

    Thunderous Blast is already only -40end/target.

    The end crash would have to be changed to either only ever penalize you once, or to be a much smaller penalty per target.
  8. Quote:
    Originally Posted by ChristopherRobin View Post
    No 50 on virtue yet.
    Well we've got to fix that posthaste.
  9. Quote:
    Originally Posted by _Klaw_ View Post
    OK fair enough it's slow (but still safe).
    Since looking at the spreadsheet I don't think it'd even be all that slow.

    For whatever reason Croatoa Ghosts aren't resistant to Lethal at all, and Thorns is about 2/3lethal 1/3toxic so really it works out to about 6-7% overall resistance.

    "Ghost" type mobs in general = bad news for mundane damage sets.
    Croatoa Ghosts in particular = No big deal, apparently.
  10. Quote:
    Originally Posted by Zyphoid View Post
    From what I say on test just now, the female toons make out like bandits. There are either more, or much better costumes for female toons in this pack.

    I will purchase it anyway though. There is enough in there that I like, and I want to support the company.
    They really did.

    I mean, I can see maybe why the various skirts and corsets are locked to female only (not saying whether I agree or disagree) but things like the Clock Belt? REALLY?
  11. Looks awesome bAss.

    Toying with it a bit... I'm REEEEEEEEALY hoping they enable the victorian jackets in the Sleeveless the like the Baron coat is. Currently the only option is with sleeves:



    My favorite thing to do with the baron coat is to use the SLEEVELESS Baron w/Vest, the Leather Straps top and then the Tee pattern to make a sort of short-sleeved look:



    Then that enables me to use the resistance Gloves and Shoulders with it:



    I'd like to be able to do the same with the fancy new coat. I doubt I'll use it otherwise.

    (Edit: Yes sadly I have to run with my graphics settings low enough that the glow on the Resistance pieces don't even render. I brought the rendering issue up forever ago hoping they could at LEAST get the pieces to display the accents as the secondary color selected even if they didn't get to glow, but apparently to no avail.)
  12. Quote:
    Originally Posted by _Klaw_ View Post
    The Cabal.

    Ghosts.

    I don't see toxic mentioned anywhere. You'd think wiki would say if they were strongly resistant to it.
    Going by Culex's compiled database of mob resistance and mez protection, Croatoa's Ghosts have 20% resistance to Cold and Toxic, and 20-25% weakness to Energy and Negative. Admittedly I did expect them to be more resistant because I was basing my observation mostly on Circle of Thorns ghosts since I don't get to croatoa much. (CoT ghosts are 40% resistant to Smashing/Lethal and 30% resistant to Negative/Toxic.)

    Cabal have 1 of 3 resistance sets: 20% resistant to cold/energy and 20% weak to Negative/psi OR 20% resistant to Cold/Negative and 20% weak to energy/psi OR 33% resistant to cold/energy and 20% weak to negative/psi.

    (Took me awhile to hunt down that spreadsheet. Seems no matter how many times I save it I end up losing it and having to find it all over again.)
  13. While I don't know how in line this will be with what you meant, I've found I always preferred when the villain is JUST reasonable enough that you can understand WHY they did what they did. That makes it even scarier to me, because it can bring you to the realization that you could well be one event (or series of events) away from turning into a monster yourself.

    It makes for better characters when you can identify with them, but still see that they've crossed the line (even if where that line is may be a very murky, grey area) and hold them accountable for the wicked, horrible things they have done.

    I guess to try and relate that better with the topic, I'd have to put it as "I don't like playing the mindless rampaging destroyer, or the evil-for-evil's-sake mustache twirling schemer.

    If I'm going to be evil I want it to be for realistic reasons involving agonizingly difficult choices where I either pick the lesser of two evils, or believe that what I'm doing is on some level morally, ethically, or socially acceptable/required.

    I want to play as the man who, faced with the utter destruction of my people, makes a deal with the devil and commits unspeakable acts to save them.

    I want to be the one person who sees the real threat to the world and takes whatever measures I deem necessary to end it, regardless of how brutal or criminal those actions may be.

    In short, I want to be the villain who DOESN'T see himself as the villain.

    (EDIT: ) ^What Mr. 3-7 said.
  14. Quote:
    Originally Posted by ClawsandEffect View Post
    Yes there is, but it doesn't help you much. If your nuke doesn't hit anything at all, the drain never happens. If you hit even ONE target with it, you lose all your end.

    Like I said, not very useful.

    I noticed it when I hit my nuke by accident a couple times. Nothing was hit by it and I kept my endurance (well, minus what the power itself costs to cast). I chalked it up to the devs not wanting to completely screw you if your nuke misses everything.

    I will admit, that may have been a bug. If you want to replicate it to find out for yourself, I did it with a Sonic/Devices blaster and a Fire/Fire blaster. In both cases I kept my end bar if my nuke didn't deal any damage to anything.
    Not a bug. That's how the powers are coded.

    Thunderous Blast gets it even easier in that it only drains 40 end per target hit (instead of 100end/target). Which means you can even use TB against individual targets like AVs without flooring your end.

    Blizzard however always drains full end no matter what, because it drains when summoning the pseudo-pet, not when hitting a target.
  15. Energy, Psi and Earth. Psi is the only one I've managed to get to 50 so far though... back when PSW was just plain silly. I still like it, I just rarely play my 50s (besides my Widow) anyhow.

    Energy I love because it's fun to have a full ranged chain early (looking forward to getting the last blast at 38). Sometimes I do wish it had more AoE ability, but I mostly solo, so having good single target damage is more important to me.

    I find Earth to be one of the most satisfying sets to play. Very smashy. One thing though is that I guess I'm rather a minority in that I hate the hammers. If I could customize them to just be generic stonefistyIsmashyou attacks I would be on it like paisley on tacky wallpaper.
  16. Quote:
    Originally Posted by _Klaw_ View Post
    Yeah mind/thorn would be great for confusion and poison dmg.
    I would think that /Thorns would be exceptionally BAD for Ghost Hunting. It deals primarily Lethal damage, with the rest being Toxic, both of which Ghosts should be highly resistant to.

    Ghosts are generally strongly resistant to Smashing/Lethal/Negative/Toxic and weak to Psi/Energy.

    The Witches though I can't recall having any particularly strong resistance to anything.
  17. Oathbound

    Traps

    Quote:
    Originally Posted by JD_Gumby View Post
    On the other hand, if Controllers got Traps they might just get Detonator instead. It's a little clunky, but if you manage to spot your pet about to die with enough time (2s?) to cast it, Detonator can do wonderful things.
    I'm thinking Not a Chance, even if it would work with control set pets.

    It'd be clunky at best, and highly favor sets with multiple pets, since losing a single fire imp is far less detrimental to your performance than say, blowing up your Jack.
  18. That's..... that's not right.

    It should not be working/activating at all against flying mobs, just like other powers that require grounded targets (Plant Control's hold, I believe it is, comes to mind).

    That GM's got something mixed up there...
  19. Oathbound

    Insect Control

    Quote:
    Originally Posted by MindGame1 View Post
    1) Fire Ants - Fire ants sting your opponents legs causing minor damage and slowing movement dramatically.

    2) Cocoon - Silk worms wrap your target in silk leaving him helpless.

    3) Colony - A fire ant colony attacks the legs of multiple opponents causing minor damage and slowing movement dramatically.

    4) Dance of the fireflies - Fireflies swarm a target causing is to become confused.

    5) Scorpian Attack - Scorpians sting a target causing strong damage over time.

    6) Cry of the Cicada - A swarm of cicada cause a targeted AoE stun and sonic damage.

    7) Locust Loci - Locusts swarn a targetted area causing opponents to fall down.

    8) Cocoons - Silk worms wrap up multiple targes in silk leaving them helpless.

    9) Bee Swarm - You summon a swarm of bees.
    Fire Ants and Colony would probably need to be immobilizes to really fit. As is they're just attacks with a debuff, they offer no actual control effect. That wouldn't make all that much sense though, since I'm pretty sure you wouldn't just stand there and let them bite at you.

    Maybe switch it to spiders instead. Spiders could web you into place and still have poisonous bites for the damage. (Yes spiders aren't bugs, but if we're already including scorpions that ship has sailed.)
  20. Quote:
    Originally Posted by Zemblanity View Post
    Actually, while I'm not sure, from looking at the description of Stone Cages, the AoE immob in Earth/, which offer 10000% knockBACK, knockUP AND knockDOWN resistance, I'm led to believe that by just adding knockBACK resistance to Crushing Field the powers you suggested would still work, as would Lift. Other powers, like Propel, Wormhole or Explosive Blast however would have their knockBACK effects negated, however, which is kinda the point when you cast an AoE Immobilize power, ie, root foes to a spot.

    Thing is that knockDOWN is KnockBACK. It's just knockback of magnitude 0.75 or lower. Knockdown resistance/protection would interfere with all 3 of the powers he mentioned.

    Really it doesn't make all that much sense for any of the immobilizes besides plant to prevent knockback.

    Fire cages is just fire, there's no physical force holding you in place, it's just a thematic "I can't move without walking through the fire" thing. If I ran up and shoved you, you would fall. (Electric Control's immobilize works this same way, you're thematically immobile because you don't want to get shocked trying to go through the arcing rings around you. Electric's Immobilizes DON'T however prevent KB/KU, which makes far more sense than that Fire Cages do.)

    Stone Cages and Frostbite both form little rings of (stone/ice) spikes around you, but there's nothing in the actual graphics to indicate the mobs couldn't simply climb out of them, or get lifted up/pushed between the spikes.

    Plant is the only one that really seems like it would work, cause your legs are tangled in the briars.
  21. Quote:
    Originally Posted by UberRod View Post
    Is it just me or am I not seeing any holds? I only saw an immobiize and some slows.

    Typical troller sets have single and group immob. and holds, plus 6 other powers.

    I do like the concept a lot though.
    There aren't any. The proposed set is almost entirely buff/debuff powers, which is why I said it'd be a support set rather than a control set.


    Tangentially related: It amuses me that so many "Control" sets are suggested that offer barely any actual control and are instead almost completely made up of support powers.

    I realize that in a lot of games control effects are most common on support classes, but they're completely separate categories in the Co*verse. Is there really that much of a lack of distinction in the minds of so many people?
    (This is no way was meant to belittle the OP, rather it's a general observation regarding suggestions and ideas.)
  22. MAN, Arctic looks so different with the gfx turned up.

    I wish I could run with higher settings, but since they switched over to Ultra Mode I can't even run at the settings I USED to use.
  23. Quote:
    Originally Posted by Granite Agent View Post
    I thought the damage mod increase still fell short of the bonus we used to get under domination.

    Example: Blaze+Dominion(old) > Blaze w/ new dmg mod

    I don't have the numbers handy but I thought I remembered that being the case. Maybe someone can check: would be happy to be wrong. All I know is I *used* to basically be like 1 red from the damage cap with Domination + Firey Embrace and now it doesn't seem that way?
    Blaze used to do 3.02scale damage using the 0.65ranged damage mod; 1scale = 55.61damage (such a random number, I'm curious how they arrived at it):
    3.02*0.65*55.61=109.16Base damage

    Assuming 96%Enhancement +75% (old)Domination:
    109.16*(1+0.96+0.75)=109.16*2.71=295.82 Damage
    Throw in Embrace of Fire (name got changed):
    109.16*(1+0.96+0.75+0.85)=109.16*3.56=388.61 Damage
    And let's say you're damage capped:
    109.16*4=436.64 max damage


    Blaze Currently does 3.18scale using a 0.95ranged damage mod:
    3.18*0.95*55.61=168damage

    Add in enhancements:
    168*1.96=329.28
    Plus Embrace of Fire:
    168*2.81=472.08 Damage
    Damage capped:
    168*4=672 Damage

    So, in conclusion Blaze deals a sizable amount more damage now than it used to in every situation.


    [Edit:] The only situation where the Damage Mod increase is less effective than OldDom was, was when you were able to stack (old)Domination multiple times, which even with the trend of permadom (and counting outside buffs) was a relative outlier. It just had a handful of VERY vocal advocates. (Even in that case it was a damage decrease of a very minor percentage. Hardly worth all the stink that was raised.)
  24. My only thought about the proposed primary is that it has considerable debuffing (which should be reserved for the Secondary set) but very little actual control, which kinda defeats the purpose.
  25. Quote:
    Originally Posted by Paj View Post
    From http://boards.cityofheroes.com/showthread.php?t=188419 :-

    Ice Sword Circle: Decreased this power’s damage scale from 1.55 to 1.19, increased its recharge from 20 seconds to 22 seconds, increased its endurance cost from 18.5 to 20.2 and increased its radius from 10 feet to 15 feet.


    That looks like a fairly hefty reduction in damage to me.
    Blah, well then. I guess I didn't recall correctly. (You can tell I don't play an /Ice.)