Oathbound

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  1. Quote:
    Originally Posted by Pirate Cashoo View Post
    Really? I never knew there was a "rule"...

    Pyro • That's cool
    You'd be surprised just HOW MANY rules there are lol. Ugh
  2. Nothing to add other than that there is a great Base Builder's section Here if you didn't know about it.

    Most of the regulars there are perfectly willing to provide inspiration, ideas, and/or how to's for any basebuilding problems or wants you might have.
  3. I can't much help be simultaneously enthralled, and disturbed by Dr V.

    Beautiful as always.


    (Minor Nitpick..... the Flag in Masked Shrike's piece (as great a piece as it is) is upside-down. The field of blue should always be at the top lefthand side whenever the flag is displayed.)
  4. I'm gonna guess 62. (What? That's a phrase.)
  5. <-- Guy, last time I checked...

    *checks*

    Yeah, still a guy.
  6. Quote:
    Originally Posted by Clave_Dark_5 View Post
    Weren't some of the original thug minions pretty generic though? At least they weren't just lifted-off-the-streets-we-made-these-years-back models, but generic?
    Well yes, but really the only MM set that gets pets that can't be easily reproduced in the costume creator is Robots.

    Thugs, Ninja, Zombies, Mercenaries, with few exceptions (Oni/Lich) they're all pretty generic.
  7. What is it they say?

    "If you make a living doing what you love, you never work a day in your life"

    Best of luck with this.
  8. Quote:
    Originally Posted by Pirate Cashoo View Post
    Haha, thanks guys, I'm glad you understand.

    Sheesh Caemgen, ordering all those pictures like that. Crackin' the whip aren't you? Good luck with the contest btw.

    Oh, and I know this is a little OT...but I just found out about the Hero Con? Is it really in San Jose? My heart just skipped a beat a little.... I live in San Jose! This feels too good to be true! I'm like, so excited right now. ksjdhglgjhfd
    Is anyone else here going?
    Official Thread about HeroCon09

    It is indeed in San Jose.

    I wanted to go this year since I couldnt make it last year (I'm from Sacramento so it was only a hop, skip and a jump away), but I've found myself 3000miles farther away than I was last year, so no such luck.
  9. Chashoo's pieces are so great, I want 47 of them


    I had to spell Taclobanon 27 times before I got it right.

    Cashoo
    2 5 6 7 13 19 20 29 33 37 42 44 47 60 65 66 90 98 99


    Taclobanon
    1 2 10 11 12 15 17 27 35 37 42 43 47 58 69 72 88 89 98
  10. Add to that either additional Patrons to cover the neglected Elemental types, OR just straight up Ancillary pools for villains which cover those gaps.
  11. Quote:
    Originally Posted by DarkGob View Post
    Said it before, I'll keep saying it until the devs listen: Warshade Mastermind.
    Yes. Yes! YES!
  12. How about Non-spikey Non-Unlockable Epaulettes for everyone?

    I have too many characters and too little time to be running masses of TF for each and everyone one of them just to unlock some NORMAL looking pieces.
  13. Oathbound

    What Colors....

    Changed my namesake FF/Psi Defender to have red bubbles and Red/White blasts to match his costume (Which has always been some combination of white, black and several shades of red).

    Changed my Fire/Psi Dominator's Psi blasts to Orange/Red to match his Fire Control (which is unchanged).

    Changed my Electric/Electric Stalker, Mind/Electric Dominator, and Electric/Electric Tankers to have Gold/White electricity (and Mind control) to match the awesomness that is Thunderclap.

    Changed my Dark/Shield Scrapper's Dark Melee to Purple/Black to simulate Warshade powers (as his backstory is that his shield was crafted from a damaged Shadow Crystal Cyst that an aging warshade has taken up residence in, and the scrapper is granted use of the warshade's energy while he wields it.)

    Changed my Dark/Energy Brute's Dark Melee to a deep Gold, to match closer to his EA (which is also darkened a bit).

    Changed my WP/Ice Tanker's Willpower to a nice powdery Blue to match his Ice Melee (which I also changed to White with blue tones).

    Changed my Plant/Earth Dominator's Plant powers to include a wider array of greens, browns and reddish browns and changed his Earth powers to a variety of effects (all still basic Rocky colors).

    Changed my Kin/Rad Defender's powers to Red/Dark Red/Black to match his costume.

    Changed my Dark/Sonic Defender's powers to varied shades of Black/Grey/White.

    Changed my Dark/Ice Defender's Dark Miasma to include shades of lighter blue.

    Changed my Ill/Rad controller's powers to varied shades of Red/White/Grey/Black.

    I'm probably missing some, but that's all I can think of at the moment.
  14. Oathbound

    Sister of Mercy

    Something wrong with DA?

    I keep gettin an internal server error no matter if I click the link, or type in the url.
  15. Quote:
    Originally Posted by Lycanus View Post
    Suggestions, please provide alternate styles of the basic utility and storage items:

    For-Example:

    Bio-Organic: - chiton/tendrils....HRGeiger-esque designs...Zerg nests

    Teleporters: pillars of wrapped tendrils with energy vortex

    Storage Units: cocoons

    Enhancement Stations - reaching tentacles?

    etc.

    ********

    Plant: - trees, vines growing out of walls/dirt....walls similar to Perez Park Tree walls and leafy ceillings....dirt-floor, root/vine items....

    Teleporters - a tree

    Storage Units: fruit

    *********

    <Snip>
    Yes. A Thousand times yes.

    Also, as decorative items, Boulders, (Cave)Rock wall sections, floor sections, ceiling items and pillars (in the form of Stalagmites/Stalactites).

    Since we can overlap items now, to make a rounded room you could take a large square space and make a corner unit out of it by creating a curving rock segment that bisects the square at an angle.

    This would allow us to carve out a more cave shaped room without necessarily blocking off room space.
  16. Quote:
    Originally Posted by ketch View Post
    Fear not. We're only talking about a cosmetic change here, not a mechanical one. Playing in granite is still going to feel slow and bulky, it's might just look a bit different.
    I'm pretty sure he was refering to the visual feel, not the mechanical performance.

    Having a small figure with a couple pieces of rock tacked on simply wouldn't FEEL right.

    BEING slow and bulky without a visual representation of WHY you're slow and bulky just wouldn't work.
  17. Oathbound

    Gifts from Pyro

    Quote:
    Originally Posted by Pyro_Nympho View Post
    Oath...you will eat PIE, and you will LOVE PIE! Say it with me...I love pie..I Love PY...I LOVE PYRO!!!

    BTW, here's some shots of Oathy and me on Guardian tonight (anyone care to WIP'em?) I'm the one in the boobs.



    xoxo
    Pyro

    How about a compramise? Boston Cream Pie. It's called a pie, but it's actually a cake.

    (Also, in case anyone is wondering, Arctech and Antarctecha are tech origin Cold/Electric Defenders.)

    Also. I hate you. BWUAHAHAHAHA!
  18. Oathbound

    Gifts from Pyro

    Quote:
    Originally Posted by Pyro_Nympho View Post
    or just hang out and eat pie.

    What if I don't like pie?

    Can I eat cake instead?

    (And no, the cake isn't a lie, I've just been hiding it from the rest of ya'll.)
  19. Quote:
    Originally Posted by BackAlleyBrawler View Post
    For those of you with Stone Armor characters, how attached are you to the current appearance of "Granite Armor"? There are a number of issues with Granite Armor that could be elegantly solved by changing the VFX of the power into something more akin to the other armor toggles in the set. IE, your player model and costume wouldn't go away, there would just be a new set of 'Granite' armor pieces overlaid.

    I haven't made any decision to do this, it's just one of the options for dealing with the multiple issues we have with Granite Armor and I wanted to get a sense of how many of you guys wouldn't be able to adapt to a change like this.

    Before anyone asks, no...we couldn't have it both ways.
    Personally I'm vehemantly against that, unless there was a way for me to keep the current granite.

    Granite is the only armor in the set that I actually LIKE the appearance of. If that got taken out then I would have no reason to ever play the set, as I despise the look of the rest of it.



    Edited for spelling and emphasis.
  20. Taken from one of my posts in Lady-Jade's Power Suggestion Box:

    Quote:
    Time Control

    The main issue with time control was finding a way to set it apart from Gravity and Ice, given that it's OBVIOUS secondary effect was speed/recharge slows. For a while i was thinking of making it a Tohit/defense debuff (since you're moving slower than the peopel around you, you have a harder time hitting targets, and avoiding attacks), but that didn't feel like a good fit. Then I started thinking about a combo system, like Dual Blades uses... but that still didn't really make sense.

    Finally I thought, instead of Time Control power's secondary effect DEBUFFING your target's movement/recharge, instead have it BUFF yours. To that end the idea of "Acceleration" fleshed itself out, where when you successfully hit a target with your time control powers you get a small, stackable recharge buff. Single target attacks get the largest up front buffs, with AoE attacks starting out with very small buffs for the first target, and scaling upwards to more respectable numbers.

    For this set I've actually gone a bit overboard and even included numbers based on equivalent Control Set powers, and which animations each power would use (Particle FX would of course be new):

    1) Suspend Movement
    Suspends your target in an artificial bubble of space-time, preventing them from taking action. This bubble is fragile, and will break if your target is disturbed.

    Click
    Activation 1.1 (uses Gloom animation)
    Accuracy 1.1x
    Range 80
    End 5.2
    Damage 30.6
    Recharge 6
    3.5mag Sleep 55.9s
    20% 1mag Sleep 27.9s
    Self (+)5% Recharge 15s

    1) Pause
    Stops target foe dead in their tracks, leaving them held and helpless to defend themselves. Like most other Time Control powers, Pause grants you a small bonus to your recharge if successfully executed.

    Click
    Activation 1.17 (uses Transfusion animation)
    Accuracy 1.2x
    Range 80
    End 8.53
    Damage 30.6
    Recharge 8
    3mag Hold 22.4s
    20% 1mag Hold 16.8s
    (-)Knockback/Up
    Self (+)5% Recharge 15s

    2) Slow Field
    Slows a group of foes to a standstill, effectively immobilizing them and massively slowing their attack rate, while boosting your own. Unlike most AoE Immobilize powers, Slow Field deals no damage.

    Click
    Activation 1.03 (uses Fire Cages animation)
    Accuracy 1.0x
    Range 80
    Radius 25
    End 10.4
    Recharge 12
    Max Targets 16
    3mag Immobilize 27.9s
    50% 1mag Immobilize 14s
    (-)81.25% Recharge
    Self (+) 4% Recharge 8s, (+)1% Recharge/Target 8s (Maximum of 20% Recharge)

    6) Halt Movement
    Encases a group of foes in a large pocket of artificial space-time, rendering them unable to act. Foes will be freed from the effects of this power if damage or moved.

    Click
    Activation 2.27 (uses O2 Boost animation)
    Accuracy 1.0x
    Range 80
    Radius 30
    End 15.6
    Recharge 45
    Max Targets 16
    3mag Sleep 22.4s
    20% 1mag Sleep 11.2s
    Self (+) 4% Recharge 8s, (+)1% Recharge/Target 8s (Maximum of 20% Recharge)

    8) Chronoshift
    Chronoshift violently forces your target out of sync with normal space time, then instantly pulls them back from the edge of nothingness, leaving them stunned and staggering. A Successful hit with Chronoshift accelerates your attack speed for a brief time.

    Click
    Activation 1.93 (uses Siphon Power animation)
    Accuracy 1.0x
    Range 80
    End 10.4
    Damage 30.6
    Recharge 20
    3mag Disorient 18.6s
    20% 1mag Disorient 14s
    Self (+)10% Recharge 15s

    12) Temporal Rift
    Manipulation of space-time is not without it's hazards, inexperienced chronomancers sometimes inadvertantly create dangerous rifts in the fabric of time itself. Experienced Chronomancers can bend these very rifts in time to their own will. Activating this power calls forth such a rift to serve you. Temporal rifts are short lived and immobile, but can posses potent attributes, and are extremely hard to destroy. Temporal Rifts cannot be healed, and will collapse after 30 seconds.

    Click
    Activation 3.17 (uses Dark Servant animation)
    Range 60
    End 13
    Recharge 120
    *See below for Rift Information*

    18) Atrophy
    By selectively manipulating the flow of time in your area you are able to Atrophy the bodies of nearby foes, causing them to waste away into oblivion.

    Click
    Activation 1.07 (uses Irradiate animation)
    Accuracy 1.0x
    Radius 20
    End 18.5
    Damage 26ticks x1.5 damage over 5s
    Recharge 30
    Max Targets 16
    Self (+) 4% Recharge 8s, (+)1% Recharge/Target 8s (Maximum of 20% Recharge)

    26) Temporal Anomaly
    A truely powerful Chronomancer is able to manifest Temporal Anomalies to serve them. More powerful and destructive than minor Rifts, Anomalies fluctuate violently, lashing out at foes within range, locking them in place mid stride, and slowing their attacks, while boosting the recharge of any allies nearby. Like their 'cousins' Anomalies are Immobile, and hard to destroy, but will only last for 30 seconds.

    Click
    Activation 2.03 (uses Fire Imps animation)
    Range 60
    End 16.6
    Recharge 120
    *See below for Anomaly information*

    32) Time Stop
    Focusing your energies, you put your mind to the task of halting the progression of time itself. While active, Time Stop will continuously attempt to hold any foe that enters it's area of effect. Time Stop will remain active for upto 30 seconds, or until detoggled, whichever comes first.

    Toggle
    Activation 1.17s (uses Stone Cages animation)
    Accuracy 1.0x
    Radius 30
    End 0.52/0.5s
    Recharge 200
    Max Targets 16
    3mag Hold 1.86s
    50% 1mag Hold 1.12s
    (-)Knockback
    Self (+)10% Recharge, (+)2.5% Recharge/Target 2s (+50% max)

    *Temporal Rift*
    Temporal Rifts possess 75%resistant to Smash, Lethal, Fire, Cold, Negative Energy, Psionic and Toxic damage, and 50% resistance to Energy damage.
    Similar to Singularity, Rifts cannot be healed.
    Temporal Rift has a constant PBAoE Damage over Time aura that will taunt effected foes to attack it.

    *Temporal Anomaly*
    Temporal Rifts possess 75%resistant to Smash, Lethal, Fire, Cold, Negative Energy, Psionic and Toxic damage, and 50% resistance to Energy damage.
    Similar to Singularity, Rifts cannot be healed.
    Temporal Anomaly will use pause on foes within range, and has a constant Foe 25%recharge slow, Ally 25%recharge buff aura, which taunts effected foes to attack it.


    Set Notes:

    The feel I was going for with the set was a kind of hybrid between Illusion's use of indestructible "tank" pets and more conventional control sets.

    Time Control as outlined would utilize short duration, high durability pets to mitigate damage by acting as a damage sink, allowing the Time Controller/Dominator to focus their relatively low level of hard control on high threat targets.

    Time control should ultimately have a distinctive "timing" element to it. The more you use your powers, the greater the recharge buff (to a point), the more potential you have to get everything nicely under wraps, but you've got to be mindful of the lifespan of your "tanks" lest you end up with nothing standing between you and a large group of angry mobs.

    *Atrophy*
    A straight up attack may seem out of place in a control set, but I wanted the set to be distinctive from other sets. With regards to it's actual damage, It will in fact do Less damage than Hotfeet, the benefit being that it's more burst damage, where Hotfeet takes time to whittle away at foes.
    Atrophy is 39 base damage over 5 seconds, on a 30 second recharge.
    Hotfeet deals 114.75 damage over 30seconds
    Roots deals 18.4 damage over 5.2seconds on an 8second recharge, usable 3 times for 55.2damage over roughly 30 seconds (but for far greater end cost) other AoE immobilizes deal about 1/2 as much damage as Roots.
    It doesn't do some of the things you listed in your OP, but it would be a great addition to the game IMO.

    (After having added the theoretical powerset to Mids and playing around with it some, I did modify (reduce) the recharge bonuses on most of the powers, the Quoted version above IS the newer modified version.)
  21. Quote:
    Originally Posted by Tormentoso View Post
    Is defender's Force of Nature really +res to all? I thought blaster's was just S/L.
    Force of Nature is a squishy's equivalent of a Melee Defense set's tier9. The S/L Shield for the Pool is Temporary Invulnerability.
  22. Quote:
    Originally Posted by Ghost View Post
    <snip>
    The second being the embarrassing one. The crotch, he might be missing something.. all I'm saying...
    Makes me think of this.
  23. Oathbound

    HEAT Epics

    Quote:
    Originally Posted by Rush_Bolt View Post
    Plus 10 more from the forms.


    Anyway, it'd be neat, but I don't think necessary. APPs/PPPs are designed to fill in gaps that the AT may have. As it stands, there are very few gaps that the Khelds have that cannot already be filled within the Primary/Secondary.
    I'll never count the form powers, as "picking" the powers in nova or in dwarf don't apply towards your normal level power picks, thus they are a non-issue.