Rangle M. Down

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  1. Bah. Looks like the data link didn't work.

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  2. I almost forgot, if you haven't read this thread: http://boards.cityofheroes.com/showthread.php?t=198141

    The discussion is about fire/fire but there's still sound advice there that can be applicable to you're case. Should also give you other food for thought.
  3. I don't have a specific fire/stone tank but I'm familiar with the sets having both lvl 50 fire/fire and stone/stone tanks. I'm surprised you didn't work Tremor into your build as it makes a nice combination with fault for keeping foes on their backs and assisting in damage mitigation.

    I've played around with your set IO's, moved a few slots around and only changed one of your power choices. Although these changes don't softcap your build they will help slow down the damage you're taking. As they say +1def = +2resist. I'm working my fire/fire tank towards 30% s/l def. and even half of that has helped his survivability greatly.

    Take a look at the changes I've made and see if you like them. I've also made sure to include the accolades that you should get if you haven't already.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Volcanic Flea: Level 50 Technology Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Stone Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Earth Mastery

    Hero Profile:
    Level 1: Fire Shield
    • (A) Reactive Armor - Resistance: Level 40
    • (3) Reactive Armor - Resistance/Endurance: Level 40
    • (3) Reactive Armor - Resistance/Recharge: Level 40
    • (5) Reactive Armor - Resistance/Endurance/Recharge: Level 40
    • (5) Steadfast Protection - Resistance/+Def 3%: Level 30
    • (23) Steadfast Protection - Knockback Protection: Level 30
    Level 1: Stone Fist
    • (A) Touch of Death - Accuracy/Damage: Level 40
    • (7) Touch of Death - Damage/Endurance: Level 40
    • (7) Touch of Death - Damage/Recharge: Level 40
    • (9) Touch of Death - Accuracy/Damage/Endurance: Level 40
    • (9) Touch of Death - Damage/Endurance/Recharge: Level 40
    • (11) Touch of Death - Chance of Damage(Negative): Level 40
    Level 2: Healing Flames
    • (A) Doctored Wounds - Heal/Recharge: Level 35
    • (11) Doctored Wounds - Heal/Endurance/Recharge: Level 35
    • (13) Doctored Wounds - Heal: Level 35
    • (13) Doctored Wounds - Recharge: Level 35
    • (15) Doctored Wounds - Endurance/Recharge: Level 35
    • (15) Doctored Wounds - Heal/Endurance: Level 40
    Level 4: Heavy Mallet
    • (A) Touch of Death - Accuracy/Damage: Level 40
    • (17) Touch of Death - Damage/Endurance: Level 40
    • (17) Touch of Death - Damage/Recharge: Level 40
    • (19) Touch of Death - Accuracy/Damage/Endurance: Level 40
    • (19) Touch of Death - Damage/Endurance/Recharge: Level 40
    • (21) Touch of Death - Chance of Damage(Negative): Level 40
    Level 6: Hurdle
    • (A) Jumping IO: Level 35
    Level 8: Combat Jumping
    • (A) Karma - Knockback Protection: Level 30
    • (45) Winter's Gift - Slow Resistance (20%): Level 35
    Level 10: Boxing
    • (A) Pounding Slugfest - Accuracy/Damage: Level 30
    • (21) Pounding Slugfest - Damage/Endurance: Level 30
    Level 12: Plasma Shield
    • (A) Reactive Armor - Resistance: Level 40
    • (23) Reactive Armor - Resistance/Endurance: Level 40
    • (25) Reactive Armor - Resistance/Recharge: Level 40
    • (25) Reactive Armor - Resistance/Endurance/Recharge: Level 40
    Level 14: Super Jump
    • (A) Jumping IO: Level 35
    Level 16: Hasten
    • (A) Recharge Reduction IO: Level 35
    • (27) Recharge Reduction IO: Level 35
    • (27) Recharge Reduction IO: Level 35
    Level 18: Health
    • (A) Miracle - +Recovery: Level 35
    • (29) Numina's Convalescence - Heal: Level 35
    • (29) Numina's Convalescence - +Regeneration/+Recovery: Level 35
    Level 20: Stamina
    • (A) Endurance Modification IO: Level 35
    • (31) Endurance Modification IO: Level 35
    • (31) Endurance Modification IO: Level 35
    Level 22: Tough
    • (A) Reactive Armor - Resistance: Level 40
    • (31) Reactive Armor - Resistance/Endurance: Level 40
    • (33) Reactive Armor - Resistance/Recharge: Level 40
    • (33) Reactive Armor - Resistance/Endurance/Recharge: Level 40
    Level 24: Blazing Aura
    • (A) Multi Strike - Accuracy/Damage: Level 35
    • (33) Multi Strike - Damage/Endurance: Level 35
    • (34) Multi Strike - Damage/Recharge: Level 35
    • (34) Multi Strike - Accuracy/Endurance: Level 35
    • (34) Multi Strike - Accuracy/Damage/Endurance: Level 35
    • (37) Multi Strike - Damage/Endurance/Recharge: Level 35
    Level 26: Consume
    • (A) Efficacy Adaptor - EndMod: Level 40
    • (37) Efficacy Adaptor - EndMod/Recharge: Level 40
    • (39) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 40
    • (39) Efficacy Adaptor - Accuracy/Recharge: Level 40
    • (39) Efficacy Adaptor - EndMod/Accuracy: Level 40
    Level 28: Build Up
    • (A) Recharge Reduction IO: Level 35
    • (36) Recharge Reduction IO: Level 35
    • (36) Recharge Reduction IO: Level 35
    Level 30: Taunt
    • (A) Perfect Zinger - Taunt/Recharge/Range: Level 35
    Level 32: Fault
    • (A) Razzle Dazzle - Accuracy/Recharge: Level 30
    • (40) Razzle Dazzle - Endurance/Stun: Level 30
    • (40) Razzle Dazzle - Stun/Range: Level 30
    • (40) Razzle Dazzle - Accuracy/Stun/Recharge: Level 30
    • (43) Razzle Dazzle - Accuracy/Endurance: Level 30
    Level 35: Fiery Embrace
    • (A) Recharge Reduction IO: Level 35
    • (36) Recharge Reduction IO: Level 35
    • (37) Recharge Reduction IO: Level 35
    Level 38: Burn
    • (A) Obliteration - Damage: Level 40
    • (46) Obliteration - Accuracy/Recharge: Level 40
    • (46) Obliteration - Damage/Recharge: Level 40
    • (46) Obliteration - Accuracy/Damage/Recharge: Level 40
    • (48) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 40
    • (50) Obliteration - Chance for Smashing Damage: Level 40
    Level 41: Seismic Smash
    • (A) Kinetic Combat - Accuracy/Damage: Level 35
    • (42) Kinetic Combat - Damage/Endurance: Level 35
    • (42) Kinetic Combat - Damage/Recharge: Level 35
    • (42) Kinetic Combat - Damage/Endurance/Recharge: Level 35
    • (43) Mocking Beratement - Recharge: Level 40
    • (43) Mocking Beratement - Accuracy/Recharge: Level 40
    Level 44: Stone Prison
    • (A) Devastation - Accuracy/Damage: Level 35
    • (45) Devastation - Accuracy/Damage/Recharge: Level 35
    • (45) Devastation - Accuracy/Damage/Endurance/Recharge: Level 35
    Level 47: Weave
    • (A) Gift of the Ancients - Defense: Level 40
    • (48) Gift of the Ancients - Defense/Endurance: Level 40
    • (48) Gift of the Ancients - Defense/Recharge: Level 40
    • (50) Gift of the Ancients - Defense/Endurance/Recharge: Level 40
    Level 49: Quick Sand
    • (A) HamiO:Membrane Exposure
    • (50) HamiO:Microfilament Exposure
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 10.5% DamageBuff(Smashing)
    • 10.5% DamageBuff(Lethal)
    • 10.5% DamageBuff(Fire)
    • 10.5% DamageBuff(Cold)
    • 10.5% DamageBuff(Energy)
    • 10.5% DamageBuff(Negative)
    • 10.5% DamageBuff(Toxic)
    • 10.5% DamageBuff(Psionic)
    • 18.3% Defense(Smashing)
    • 18.3% Defense(Lethal)
    • 3.94% Defense(Fire)
    • 3.94% Defense(Cold)
    • 6.75% Defense(Energy)
    • 6.75% Defense(Negative)
    • 3% Defense(Psionic)
    • 22.4% Defense(Melee)
    • 4.88% Defense(Ranged)
    • 4.88% Defense(AoE)
    • 3.6% Max End
    • 2% Enhancement(Stun)
    • 4% Enhancement(Heal)
    • 9% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    • 175.7 HP (9.38%) HitPoints
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 5.5%
    • MezResist(Immobilize) 11.6%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 3.85%
    • MezResist(Terrorized) 2.2%
    • 7% (0.12 End/sec) Recovery
    • 42% (3.29 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 4.71% Resistance(Fire)
    • 2.21% Resistance(Cold)
    • 1.26% Resistance(Toxic)
    • 1.26% Resistance(Psionic)

    I am by no means the best builder here and I'm sure others will also have great advice.
  4. Hey Flea. What are you wanting to focus on? I see that you've got some recharge going on, is that your main focus? Are you wanting to get more HP's and regeneration? Are you wanting to add defense? You seemed to have a mixed focus of both end recovery and HP/Regen with a mix of other set bonuses.

    Don't forget to add in accolades, especially Task Force Commander, Portal Jockey, Atlas Medallion and Freedom Phalanx as they will give you some nice bonuses that will help. It will give you a better idea of what you'll be working with.

    Two minor tweaks right off the bat without knowing what you want as one isn't a bad thing to have: the steadfast unique +3%def/resist all. If you can work that in, bonus. You can also get an easy 12% bonus to regen by switching out the lvl 50 heal IO in health to a numina's heal IO. Even a lvl 35 Numina's Heal would give you better regen with the set bonus then the heal IO.
  5. Quote:
    Originally Posted by Captain_Photon View Post
    No thanks. We've got far more than enough of this kind of thing happening already.
    I take it you're a bit burned out by the Rikti, Zombie and Banner events...

    For what it's worth, I keep hearing most players state they want more content, not the status quo. This certainly wouldn't be status quo.

    I'm not talking about something as often as the banner/zombie events that happened during the Halloween event, nor something that completely overtakes a zone like those events. I'm talking about taking something like the Supradine raids in Skyway and how the Supatrolls make their way across the zone and giving it a new twist. Having a group of Villains come out a door here and there and making their way across a zone causing havoc and destruction before they exit the zone and if that means taking on your hero, great! I'm talking Hero's going across a red zone beating down on any bad guys they find in their path before exiting, be it Arachnos, Snakes, or you're villain.
  6. Quote:
    Originally Posted by Angryellow View Post
    I like the idea a lot, but...Think of all the players who would want to register a hero/villain, and the odds of their hero/villain being chosen at random. I'm concerned about the butthurt that would come when peoples' hero/vill never gets chosen for an incursion or safeguard, or even if their seems to be a noticable bias toward selecting certain players' characters. All I'm saying is, this type of thing could lead to a lot of bruised egos and subsequent tension amongst the player base.

    It was mentioned that it would be nice to see how your hero/villain had done on an "incursion",but the likelihood of actually being able to track them is probably not feasible in the game. Not being able to track them makes the likelihood of being able to know whether your characters is being used or not quite difficult to know, especially cross server. And as Mr. NoPants pointed out, it would just be a random number generator pulling out characters anyway.

    You're correct that some people may feel left out if they never see their characters, but if we average 1 character from each member of the player base we are talking about nearly 1300 characters for the hero/villain pools. I'd say it would be highly unlikely to see a repeat of any character all that often if you have that large of a pool to draw from, much less a bias towards any particular player's character(s).

    Again, this is all just semantics if the game engine can't handle a larger PvE pool to draw from.
  7. Quote:
    Originally Posted by Cyberforce View Post
    I guess since Cryptic owns all our creations anyway, they could just go ahead and do it, but I would offer mine as well, as long as it's understood that I'm not playing them. I mean, AI can only go so far and I (of course) wouldn't be so easily defeated...
    Since they do own all our COH creations they certainly could go ahead and just use them, but I think having the players opt in would be a better PR move. As it would also not be in a PvP situation there shouldn't be any doubt that it's the game AI playing the character not you.
  8. Altitis struck again. Made myself a new Arachnos Soldier: His name is Hanansi. It's an acceptable variation of the name Anansi, who is an important character in West African and Caribbean Mythology. The name Anansi comes from the Akan language and means "spider".

    (and yes, Anansi was taken but I'd expected it to have been already grabbed)
  9. As someone who suffers from Altitis I have a few MM's.

    Le Bete- Bots/Dark:
    • Assault Bot: Promethium
    • Protector Bots: Strontium and Potassium
    • Battle Drones: Lithium, Sodium and Caesium
    Aurore Rouge-Ninja/Dark
    • Oni: (to be named) Toro
    • Jounin: Unagi and Anago
    • Genin: Hamachi, Kampachi, and Shima Aji
    La Femme Peta- Thugs/Traps
    • Bruiser: (to be named) Operations
    • Enforcers: Walter, Michael
    • Thugs: Quinn, Seymour, and Davenport
    Dogg Meat- Necromancy/Pain
    • Lich: Liver
    • Grave Knights: Wishbone, Kidney
    • Zombie Horde: Hamhock, Lamb Shanks and Rib-eye
    • Soul Extraction: Dead Meat
  10. Quote:
    Originally Posted by ketch View Post
    Odd. I've noticed several people indicated a few issues. Now I may rail against Dimension Shift at the drop of a hat, but that's because it's broken. It may be broken in a way that helps the player occasionally, by allowing them to phase a GM for example, but it is broken nonetheless.

    The other big issue is Propel. I think some folks have gone a bit overboard in their suggestions for it. Reduce the activation time and we're good. That's all it needs.

    Finally, we come to Lift. As has been already noted this power has been normalized with Levitate for doms. They just need to finish the job and do the same on the controller side.

    If Lift and Propel were corrected then Grav would gain significant single target damage, perhaps enough to justify its early lack of control. While they may never reshape Dimension Shift into something I would like it still needs correction so that it behaves in a clear and predictable manner that is in line with other mez effects.
    I have a Level 50 Grav/Storm troller who I still play occasionally. I think the two changes mentioned by Ketch would help Gravity quite a bit.

    I know some folks like DS, but for me it was always a "meh" power. I was happy to skip it but for those that use it, leave it.
  11. As someone with a bit of alt-itis I am making new toons fairly often. Rarely have I had issues coming up with a name, but that's typically if I'm not thinking outside the box.

    Recent names for me:

    Archemede's Law (SD/ELM)
    Tonnage (SD/DM)
    Project Questor (WP/ELM)
    Comrade Polar Bear (INV/DM)

    Names within the last year or so include: Murphie's Law (AR/Devices blaster) Frostikins (ice/kin troller), and Ko Tsuraro(ice/ice blaster), Lil Green Apples (rad/rad corruptor), Poignant (Archer/Dev. blaster) Sledgehammer Sal (WM/WP Brute), and Deep Gouge (Ice/WM tank)

    If I'm making a controller the name is usually based off my global and original controller, Rangle M. Down(grav/storm) but not always.

    Examples: Taek M. Down(ill/ff), Rock M. Down II(earth/rad), B'low M. Down(Ice/Storm) and Dr. Phylum Down (Plant/Thermal) None of these are recent characters, but give an example of how I leveraged my global into more character names.

    My main tank is Ko Oni II (Fire/fire) as the original Ko Oni is a fire/fire blaster on a different server. Even though I could have used the name Ko Oni on both servers I opted for the "II" appellation to keep them separate in my mind.


    So yes, there are names left, but I'm working on taking as many as I can... er uhm. nvm.
  12. Rangle M. Down

    Fix Burn

    I like the idea of moving the Immob. protection into Plasma Shield. Having it in Burn has never really made sense to me. Although I wouldn't mind the fear in Burn to be lessened, I've also used it as a mitigation tool to send enemies off my fire tank. The taunt going on was high enough they didn't run far before coming back at my tank and into the burn patch, but it did slow down their attacks and helped with survivability.
  13. Quote:
    Originally Posted by Cyberforce View Post
    I fully support the idea of costumed heroes and villains fighting one another in a Zone incursion event. As it is, we must defend a bank or go to a PvP zone to accomplish this. It's a huge draw in the comic industry to have certain popular villains/heroes interact across book titles. I'd love to see it, if the Devs could make it work.

    It would take a lot of work to create that many villains/heroes, at least 200-400 I would guess, each with their own unique name. Mightn't it be easier to create NPC SGs and VGs with a set "cast of characters" and let them attack a bank or try to take over a section of the city?

    I'd love to see "The Legacy of Evil is loose in Steel Canyon!" broadcast like a fire alarm. I would definitely drop everything to fight a group of costumed super villains, especially if they were as hard to defeat as those damn zombies....

    Again, the concept is that the players would have the choice to opt in their characters to supply the needed villains/heroes to an enemy pool that would be used for such an event. I know I'd offer up all of my lvl 40+ toons for this (currently 11 characters) Even if you only get 100 people out of the player base throwing in 2-4 characters you've already hit your mark of 200-400 unique characters.
  14. Quote:
    Originally Posted by Smurch View Post
    I think it's a great idea ONLY if I could check some kind of scoreboard to see how my villain did on his last "incursion" into the city.

    If I could have something like that, I'd think it's awesome.

    That would be a fun idea, just not sure if something like that could be included. Yah, I'd like to know how my villain or hero did his last time out.
  15. Quote:
    Originally Posted by Sigium View Post
    What's always bugged me about any zone in City of Heroes is the lack of enemy-environment interaction. Rikti Warzone broke this boundary by having Rikti forces making their 'mock surges' against the Vanguard Base... Fat load of good those always did, eh?

    What about a zone where those bad guys could take over? Where your actions in stopping them would make the difference between the zone looking like a slum, or looking like a metropolis?

    I propose a new zone that would experiment with this. I don't have a name for it yet, but it's a work-in progress.

    This zone will be composed of 8 Districts. Each district will have a major infrastructure that is recognized as what sets the district apart. Here's the list of the infrastructures:
    District 1: Cyber-Engineering Industry
    District 2: Hospital
    District 3: Tram
    District 4: Mall
    District 5: Tailor
    District 6: Power Plant
    District 7: Trainer's Field
    District 8: The Park

    Once every so often, by a number of hours, an enemy group will try to siege one of infrastructures. Each infrastructure will have a number of guards on the premises to try and ward off the defenders, but will fail more often than not. It's up to the Heroes of the city to defend these structures.

    Normally, these zones will flourish. They will shine, people will frolic and everything will be perfect and wonderful. However, should a district be taken over by one of these enemy groups, it will fall into a state of disrepair. Graffiiti will line the walls, people will slump around wearing tattered clothing, papers and litter will fly through the air and buildings will look far more dilapidated, but more importantly; you won't be able to access whatever it is the district is used for.

    The zone itself is a Zone Event. Whenever there IS a takeover, you must enter the infrastructure itself and battle the forces that have taken it over. There will be several different skins for the same buildings based on what group has taken over. Defeat their ranks, defeat the boss, and the district will begin seeing improvement.

    The zone's overall status will determine any strengths/weaknesses affecting your Hero. For instance, if the zone falls into a state of disrepair, the enemies will be stronger and you may suffer a few debuffs like -End Recovery due to smog filling the air, etc etc. If all 8 zones flourish? There might be some Temp Powers available from stores, or even some discount enhancement stores, or some other goodies. Maybe a store that'll sell costume parts.

    "But how can you reclaim the zone if you've got debuffs making combat impossible?"
    The answer is 'Reinforcements'. Occasionally, the PPD will come to the zone in a small, assembled strikeforce. These people, alone, will have a 50/50 chance of taking back the infrastructure, giving the zone a chance of it's own.

    So, there you go... A living, breathing zone that puts enemies and the environment on the same level, and it allows for Heroes to feel as though they're making an impact, rather than just being a small, insignificant part of something.
    I have a similar idea that I was waiting to put forth in a couple of days since I'd just started another thread in the S&I forums. I'd take your idea further and make your new zone into a temporary PvP zone. Once every 3-4 weeks for a limited time the zone opens up as a PvP zone and both Heroes and Villains fight for control of the zone. At the end of the time frame winner takes control of the zone until the next open window. Depending on who "owns" the zone would depend on how the visual changes to the zone would evolve. It would also affect what missions would be available and potentially a task force could be included as well.

    How the winning side would be determined was still something I was working out in my head. Whether it would be a capture the flag mechanism similar to Recluses Victory, or just total PvP wins during the open time frame I'm still not sure of. Your idea certainly follows a bit of the capture the flag/district idea and would probably work well. I'd still include your PPD strike forces, but add in Arachnos as well to balance things.

    I like how you've fleshed out your idea for the most part, but I would take it this extra step.
  16. Quote:
    Originally Posted by je_saist View Post
    I see one big potential problem with this.

    Somebody from Paragon Studios would have to sift through the inevitable flood of player names that reference drugs, reference sex or sexual acts, try to bypass the profanity filter, or have intentionally rude or offensive names. I can already see myself "fighting" the Reefer Man in a t-shirt with an afro and a headband with black jeans.

    While I might be wrong, I think the sheer amount of developer initiated moderation of players and player names is one of the reasons in the past the developers have stayed away from producing events based on Player Characters. It wouldn't be like the current AE where your experience may change during online play, nor the current naming and character creation system where the developers seem to rely on the community to catch most of the... distasteful or T.O.S. violating... elements that enters the game. It would have to be developer initiated since the developers would be the ones publishing the content directly in an event.

    While I like the idea of using player-based characters to fill in the world of City of Heroes, I just can't see it being a practical solution given the number of punks and jerks that many of us have probably ran into in the game.
    You've certainly brought up a good point for a potential problem. One possible solution to eliminate most of names pushing the boundary of good taste and T.O.S violations would be to limit the "opted in" characters to lvl 35-40ish.

    This does two things. One: most names that are on the wrong side of good taste are usually reported at earlier levels so it would make it less likely(although not impossible) for such names to slip through the cracks. I'm sure some determined players would figure a way to do it anyway. Two: By that level most players have selected most if not all of their primary and secondary powers and would lend themselves better to higher end Zone Incursions. That way they aren't going..."wait, am I going to grab this power or this power" during the opt in power selection.

    It's not a prefect way to catch every potential problem name, but it might make it more manageable. If nothing else, there's always the "report" button.
  17. Quote:
    Maybe your hero/villain can be put through a similar Architect wash, where you select what powers you usually use or something?
    Quote:
    I like the idea. The copies of PC's would have to be:
    Opted in. (you've got that covered)
    Limited in available power choices, AE style. (covered).
    I would make your power selection available when you Opted your hero/villain in using the same/similar tools used in the AE for creating your custom critters.
  18. Maybe the copy is limited to Primary and Secondary power sets to alleviate the possible AI limitations trying to handle 24 powers?

    Is there a way you'd tweak the idea a bit to "sell you on it"?

    Personally, I think the idea of not fighting the same 4-8 minions, 3-6 lts, 2-4 bosses, and the same eb/av from any one villain/hero group interesting. It'd be a change from dealing with say Freakshow, Carnies or Malta as you wouldn't know what you're going to come up against. Each time you participated you wouldn't have the same heroes/villains as there would be a wider variety in the spawn pool.

    Again, not sure if the game itself could handle a larger PvE grouping then currently exists in the game.
  19. So I have an idea for a new zone event: Hero and Villain Zone Incursions.

    The Concept: Hero and Villain spawns happening in opposing faction zones in a cross between Superadine Raids and Zombie/Rikti invasions using copies of our own characters. This is not a PvP event/concept.

    The details: Instead of fighting the usual villain/hero enemy factions during the current events, there would be a pool of heros/villians that would be used for the incursions. Players would be asked to register/volunteer any hero or villain that they would want to be included in the event draft... er pool. Heroes would not show up blue side, Villains would not show up red side. (It certainly would be feasible that either Hero or Villain incursions could occur in Praetoria if this idea was used.) This would lend a greater variety to the spawns as well as a heightened uncertainty as to what you'll actually be fighting.

    The copy of your character would show up with their name, costume and power selections. (Powers available to the character would adjust in the same manner as is done with MA critters and if they show up as a minion/Lt, etc.) Whether or not this would also include IO set bonuses would really depend on how this was implemented.

    Like the Zombie/Rikti events this would occur in any zone. Unlike those events, there would be specific spawn points in the zones akin to the Superadine raids and the spawn would move across the zone to several possible exit points. Like the Zombies/Rikti/GM's the Hero/Villian's would have their con adjust to the player's level so you wouldn't be out leveling the event. Incursions would have mob spawns like Zombie/Rikti events with a small percentage that it would spawn as a single Hero/Arch Villain/GM instead.

    The truth: I'm not sure such an idea can be implemented within the game structure as it currently stands.

    ( I apologize if someone has already proposed this or a similar idea. I did take time to go back through the suggestions and ideas thread quite a bit and didn't see anything like this. )

    So, what do you think?
  20. Rangle M. Down

    Energy Mastery

    I agree with what Sailboat is saying. I added in Weave as well and it helped my toon's survivability further, but tough made a huge difference.
  21. As someone who suffers heavily from Alt-itis I'm always having to come up with new toon names. Occasionally I hit a block as I've come up with a name I thought was interesting and unique only to find it wasn't as unique as I'd thought it was. GUESS WHAT?!!? With a little extra thought and effort I came up with a different name. Heck, I didn't even break a sweat. (I didn't reach for a Dictionary or Thesaurus on my desktop, that's what the online sites are for )

    Am I interested in opening up the global names? I don't believe it is necessary.

    And as for the whole: (charactername)@(globalname)= ugly on a stick. Well, at least that is my opinion.
  22. Release Names or Tie to Global:

    Because:

    1. I'm too lazy to come up with a unique name!
    2. I'm not creative to come up with a new name!
    3. I'm jealous and envious of the fact he/she came up with the name before I could have it all for myself, so make it so I can have it too!
    4. That name is the bestest ever and we should all be able to have it too! (pout that I didn't get the bestest name ever for me!)
    5. I'm a lonely fat balding 45 year old Troll and this topic is a way I can get people irritated while I laugh at them from the basement of my parents house. (Correction from Forbin Project)


    Did I miss anything?
  23. Heck. I'm just going to quote myself from a thread earlier this year discussing nearly the same topic!

    Quote:
    Do you know the difference between envy and jealousy? Envy is wanting an expensive house like the guy's down the street. Jealousy is wanting that house.


    Looks like a lot of green auras in here.
  24. Quote:
    Originally Posted by Call Me Awesome View Post
    I'll have to leave the /ice part to others but having played two stone tanks to 50 here's my take on the set:

    Rock Armor should be your level 1 pick, it's S/L defense which applies to the vast majority of damage you'll take. It offers more than twice the base protection of Stone Skin... which you will also want, but it can delay a bit. Basic slotting should be 3 defense, 1 endurance. For IO's I like the Gift of the Ancients set, 4 of them does nicely here.

    Earth's Embrace is your classic dull pain power that boosts your HP and heals you. It's going to be highly valuable to you in the early game and still useful occasionally after you get Granite. Slotting is 3 recharge/3 heal or 5 of the Doctored Wounds set.

    Rooted is your status protection and a regeneration buff coupled with a massive runspeed debuff and -jump. You WILL NOT be able to jump over anything while this power is on and you'll move veeerrrrryyyy slooooooly. Base slotting would be 3 heal, possibly an endurance reduction. For IO sets anything you may want to use or you can simply frankenslot heal/endurance IO's from a few of the lower demand heal sets for cheap basic enhancement in only 3 slots.

    Mud Pots is the PBAOE taunt aura, damage aura and a slow. While it's a vital power to have it's also rather endurance heavy so you may want to delay it until after Stamina. Slotting can be tricky, you want to enhance accuracy, damage, endurance and, ideally, slow. I generally frankenslot it with Multi-Strike and various slow sets for ED capped damage and ~40% accuracy/slow/endurance.

    Stone Skin is S/L resistance in a passive power... it's well worth having but it's less useful than the above powers. I generally slide it in around 22-24. Slotting is one damage resist in the base slot. For IO's I'd toss the Steadfast Resistance 3% defense unique into that base slot.

    Granite Armor is your "Nothing can hurt me" power, you absolutely want this at 32. With Stone Skin it will cap your S/L resistance at 90% and your E/N/F/C resistance will hit 78%. Additionally it provides ~30% defense to all but Psi. Drawbacks of course are reduced runspeed, recharge & damage. It also prevents jumping like Rooted. Slotting is 3 damage resist/3 defense. For IO's there's so many possibilities but don't shortchange yourself in resistance or defense... both of those should be enhanced to 95%. I recommend slotting resistance first, then defense.

    Personally I never found any need at all for Crystal or Brimstone armor... they're highly skippable. For one, Rock gives S/L defense which does apply to most E/N/F/C attacks. Since those damage types are rare, and your level 1 armor already covers most attacks of that type these armors get dropped into file 13. This is a good thing as it opens up your build for more valuable powers.

    Minerals is useful, but only in a very few situations. It's a sizeable amount of defense to Psionic, but Psi is extremely rare. In PvE I come up with about a dozen or so missions where Psi predominates, all of them in the 40-50 range. Is it worth taking for those few missions? Your call, but personally I tend to think no. If you DO want it level 41 is about the right time to get it.

    I HIGHLY recommend Teleport for your travel power, I know it's a pain in the butt but it's also the only way to have combat mobility with Rooted or Granite running. Yes, a Kinetic will solve the problem... until you have to get over a curb.

    Swift from the Fitness pool is very useful as well in compensating for the -run in Rooted or Granite, I recommend 3 slotting it with runspeed.

    Hasten will counteract the -recharge in Granite while it's active so it's also very useful. Typical slotting is 3 recharge.

    Beyond that my experience is that Taunt is near-mandatory... you're, um, mobility challenged so a ranged attention-getter is very useful. I also suggest picking up several attacks, this helps you to still have a full chain while in Granite. One of my Stone tankers found room to add Hover to the build, it made zone travel with TP much easier as you no longer had to worry about falling out of the sky.

    Good luck with your tanker, Stone isn't for everyone but if you can deal with the drawbacks it makes the most durable character in the game. Even on an SO build it's nearly unkillable.
    Ditto for the most part. Since I do spend alot of time outside of Granite, I did pick up Minerals and very late in the build have Brimestone and Crystal. The later two are really only there for set mules, but may disappear when I do the next respec/build as I keep changing my mind. Can't help you with Ice Melee either.
  25. Quote:
    Originally Posted by SerialBeggar View Post
    Nice twist!