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Posts
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Joined
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You mean, something like ... +1 Enhancement Slot at levels 3, 5, 7, 9, 11, 13, 15, 17, 19, 21, 23, 25, 29 and 29? That would give Kheldians an extra +14 slots over other ATs ... which when you consider that Kheldians have +10 powers to slot in Nova and Dwarf forms (of which 6-8 routinely receive extra slots), that wouldn't be overpowering like it would for other ATs. Basically, Kheldians would get 3 extra slots at EVERY Slot Level ... not just at Levels 31+.
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You've seen my work before ...
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Coming Soon(tm) to a city near you ... part Cat, part Burglar ... ALL WOMAN ...
Starring Anne Hathaway in a role that has been done well and done badly before ...
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Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P1848153390 RegionName Head BodySetName standard Color1 0, 0, 31 Color2 0, 0, 31 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx WEAPONS/Custom_Claws/Fem_ClawsLeft_FlatBlades01.fx Geometry None Texture1 None Texture2 None DisplayName P2059796000 RegionName Weapons BodySetName Weapons Color1 0, 0, 31 Color2 0, 0, 0 Color3 0, 0, 31 Color4 0, 0, 31 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry None Texture1 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Quote:Tight leather black skinsuit ... check.
However, a source recently told Hollywoodlife.com of Anne's Catwoman costume: 'Anne's outfit is more tactical, like the comic book, than the previous Batman movies. 'She will definitely be wearing the goggles, and it's going to be less sexy than Halle Berry and Michelle Pfeiffer's Catwoman costumes. She's going to look more like a robber.'
Thigh high boots that are not stiletto heeled ... check.
Black on black Stealth Belt from the costume creator ... check.
Hair style Long 2 ... check.
Head Detail 1 ... check.
I'm still not seeing a reason why can can't create this character in the Costume Creator for CoH ...
Anne Hathaway being something of a klutz in real life ... PRICELESS! -
Quote:The closest I can get to this sort of "sleek armor" aesthetic, while still trying to remain true to the original avatar, is something like what you see below.I think the Eternal marvel character, Thena, is a good example of how Valkyrie should look. Epic, techy bits, and powerful. She even has a spear.
The basic costuming relies on Metallic Chest and Metallic Bottoms, joined with Justice Shoulders, Justice Gloves and Justice Boots, a Valkyrie Headdress and Valkyrie Belt, and Enforcer Chest Detail. The original color scheme for Valkyrie doesn't work all that well with these particular costume pieces unfortunately, since the original was a blending of copper (orange) and gold(en yellow), with the tech armor parts having some grey/white areas that ignored color choices (effectively making the costume 3 toned, instead of merely 2 toned), so some compromises in the costume editor had to be made. Stylistically, I think that this sort of thing gives Valkyrie a much sleeker, rather than "armored chunky" type of look, just in terms of costume piece selections ... even if you don't agree with the color selection(s) of a coppery red-gold and white-gold mix.
One thing that I did find surprising (but probably shouldn't have) is how the particular shade of faint yellow/gold I chose "washes out" in moonlight in the game so as to look silver at night, yet still slightly golden in the daytime. Once again, pictures are worth lots of words for this sort of thing ...
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Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P2371314042 RegionName Head BodySetName standard Color1 255, 253, 0 Color2 255, 255, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } 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Quote:While this is true, that the Korean Pants look more Genie-like than the Chinese Pants, they do have a clipping issue in the back, which I alluded to earlier. You just couldn't see it in Dragorian's pics because he only showed a front and 3/4 front profile. This is one of those things that needs "a thousand words" (or a couple pics) to explain.The baggy-pants versions of Serafina look much more Genie-like to me. I approve.
Oh and I tweaked the colors again and chose a different set of gloves this time, which rotated the glove point 90 degrees around the arm (to match the original). These screenshots were also taken around sundown, local PCT (Paragon City Time), which cast the shadows of the AE building over everything where Serafina stands in Brickstown.
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CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Tiara_04 Texture1 Tiara_01a Texture2 Tiara_01b DisplayName P2793026233 RegionName Head BodySetName standard Color1 255, 190, 63 Color2 1, 255, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P2281134661 RegionName "Upper Body" BodySetName "Sleeveless Jackets" Color1 99, 192, 99 Color2 76, 137, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P772741860 RegionName "Upper Body" BodySetName "Sleeveless Jackets" Color1 255, 253, 0 Color2 255, 253, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Veil_01 Texture1 Veil_01a Texture2 Veil_01b DisplayName P2371314042 RegionName Head BodySetName standard Color1 255, 101, 205 Color2 76, 137, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Korean_Vest_01 Texture1 Korea_01a Texture2 korea_01b DisplayName P828551227 RegionName "Upper Body" BodySetName "Sleeveless Jackets" Color1 76, 137, 255 Color2 255, 190, 63 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_FEM_CRANIUM.GEO/GEO_Cranium_V_Pointy_Ears_01 Texture1 !FACE_Skin_V_Head_06 Texture2 None DisplayName P1848153390 RegionName Head BodySetName standard Color1 170, 0, 0 Color2 126, 165, 241 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P546439883 RegionName "Lower Body" BodySetName Pants Color1 170, 0, 0 Color2 126, 165, 241 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } }
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Quote:This was less a case of "gotta get Soul Drain!" and more a case of "ooooh, Power Boost ... and Soul Storm ... and oh lookie, Soul Drain to start with!" <snag>My advice would actually be to switch Soul Mastery for Dark Mastery if at all possible. The Dark Mastery version of Soul Drain has half the recharge of the Soul Mastery version (unless of course you're taking Soul Mastery for reasons other than Soul Drain in which case ignore this advice).
Ironically, I had been hoping that Power Boost in Soul Mastery would enhance Knockback (of all things), in part because the writeup description of the power says it does, but the Mids' Data View does not support that interpretation of Power Boost's effects. A buff to Knockback would have made Power Boost "useful" with Standard Ammo in Dual Pistols, but apparently this does not happen. It does however enhance Stuns and Holds (among other things), which is relevant to Suppressive Fire (Stun or Hold), Thunderclap (Stun) and, in this case, Soul Storm (Hold).
Mind you, combining Oppressive Gloom from Dark Mastery and Thunderclap together makes for a 12 ft radius PBAoE o' Boss Stunning. The thing is, in this particular case, I'm leaning more towards Suppressive Fire (Hold mag 3, when not Standard Ammo) combined with Soul Storm (Hold mag 3) ... and add in the fact that BOTH Suppressive Fire AND Soul Storm can be frankenslotted with DOUBLE Hold Procs (Devastation and Lockdown) ... that's just way too much anti-Boss opportunity Hold power to pass up! Having played a (couple) Controller(s), I know the value of Hold vs Stun.
Still, the flipside to that is Dark Mastery, Oppressive Gloom and Thunderclap, combined with either Gale (for Super Scooper into corner plus alpha retaliation prevention) and/or Teleport Self to "get the drop" on unaggroed hostiles and achieve positioning. Open (after Gale, if used) with Thunderclap to stack Stun with Oppressive Gloom to achieve Boss Stun in 12 ft radius PBAoE. Soul Drain (2.37 sec) ... Hail of Bullets (5 sec) ... activate Hurricane (2.03 sec), if positioning is favorable. Then ... GO TO TOWN. Go directly to Town. Do Not Pass Go. Do not collect 200k Debt. Oh and you'd have Dark Consumption to help refuel your Endurance (which isn't such a bad idea...) as an available choice.
So I guess the real stylistic either/or choice here would be between Suppressive Fire (Dual Pistols) and Soul Storm (Soul Mastery) for Single Target Boss Hold stacking at 60+ ft range ... or ... Thunderclap (Storm Summoning) and Oppressive Gloom (Darkness Mastery) for PBAoE Boss Stun stacking in a 12 ft radius (and Suppressive Fire using Standard Ammo can still be used as a backup stacking option for Stun in case of a Miss). The "problem" is that each of those two choices has its advantages and disadvantages, primarily centering around Ranged vs PBAoE preferences ... and how many slots your build has available to it, since a Suppressive Fire/Soul Storm combo is really going to want to be a pair of 6-slotted powers, while a Thunderclap/Oppressive Gloom combo is really only going to want to heavily slot Thunderclap (for acc/stun/recharge) while Oppressive Gloom can "get by" as a One Slot Wonder power using a 1-slotted Acc/Mez Hami-O, if necessary (although more slots is better, as usual). -
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In response to Dragorian's Serafina, I decided to base my own take on an update to Serafina based on Dragorian's work (thanks for the costume coding, by the way). So first and foremost, credit where credit is due ... and that would be Dragorian.
I swapped out the Korean Pants for Chinese Pants to alleviate a clipping issue between the Pants and the Belt in the back. I also did a little bit of tweaking "here and there" while still trying to honor the original, such as lightening the pink color on the pants and gloves by one shading step so as to blend them a little bit better for color balance on the redesigned costume.
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Here's a slightly different take on a "tech" Valkyrie for Steel Canyon. I deliberately changed her color scheme to a Silver and Gold and used Ulterior styling for the chest, gloves, bottoms and boots. The Chest Detail is an Enforcer 2 piece, for the obligatory "bronze bra" (albeit, golden in this case) and used Alpha Shoulders rather than the much more expected Valkyrie Shoulders so as to keep her look from becoming TOO stereotypical. I also swapped out the Tech Belt for a Jewel Belt, simply because it looked better (to my eye). For the body sliders I gave her long legs, wide hips and wide shoulders for the "superheroine" look, after which it was just a few trips to ICON to burn tailor tokens to get her height (approximately) right.
And although these screenshots don't really show it to advantage, due to the time of "day" and sun angle when I took them, the "silver" shaded parts of the costume look like silver cloth and gleams/glows/reflects as if it were made of finely woven silver threads when viewed in direct sunlight (which I think is pretty cool). Also, the Chest Detail is a mirror polished surface, so you can see the reflections of buildings (and nearby characters) in it, which I also thought was kinda cool.
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Bus service in Paragon City. Those bus tokens had better damn well be worth it! I've been standing at this bus stop for the last 7 YEARS waiting for a frakkin' bus to show up!
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Quote:Joe, I have a lot of respect for you and your work, but I think we're looking at this issue from perpendicular angles.So - as I said in that post already - replacing build up with power siphon WON'T bring Peacebringers up to par with Warshades, damage-wise.
So by replacing build up with a power siphon clone you'd be unbalancing the archetypes as they stand outside of the pets.
I know it would be fun, it would be different and it would be flashy. But it would be a whole helluva lot of work for not enough return. As I said before, I'm not keen on this idea.
At all.
You're assuming (I assume...) that PB-v-WS needs to be balanced against each other both with and without pets involved. I'm not making that assumption. Instead, I'm looking at the With-and-Without states of damage output for PBs and WSs with respect to pets, and thinking ... why shouldn't the PB do "more damage" without pets than a WS, while a WS with pets can do more damage than a PB? The key point here is that I'm not looking for "parity" (per se) between PBs and WSs in the Have vs Have Not equations.
What you see as a "Bug" in porting over Power Siphon to PBs, I see as a "Feature" in its favor. The mechanics of Power Siphon are far more suited to the "self-reliant" nature of the PB than the "ups and downs" of being reliant on hostiles (both dead and alive) like the WS is. I see the numbers that you've provided as being a supporting argument in favor of the notion that a ported Power Siphon would be a good fit for PBs, in lieu of Build Up. I see it as further defining (and supporting) the notion that PBs and WSs fulfill different niche roles and are able to achieve similar results by radically different means. By that I mean that a WS is strong(er) against large groups, while the PB is better suited to deal with the tough few (ie. AVs). I see the two Kheldian archetypes as being counterbalanced against each other, rather than being mirror images. Where one is strong, the other is weak ... and vice versa ... *roughly* speaking in terms of situationals and flow of combat. -
Quote:No time for a more detailed post ... but David ... what if you snagged the whip animations from Demon Summoning and repurposed those for the attack animations from the Mitocondria? You'd have to change the scale of course, but Tunnel Rat has already done all the "hard" work of making them animate right. Having the Mitocondria "lash" at us, rather than just shooting out beams of light or pulsing rings would make a very nice visual impression.Just for fun, let me run some hypothetical update ideas past you and see what you think. As a thought experiment only, let's say we were going to update the primal Hamidon model. Again, absolutely no plans for this, but it's an interesting topic to think about. You've expressed a desire to maintain the character's "amoeba-ness," and I whole-heartedly agree with you. That said, there are ways we could potentially make him more visually interesting while staying completely faithful to the character concept.
And don't discount the possibility of using an "electric lash" effect for the attack powers of the Blue Mitos. -
Quote:Hmmm ... I had not been aware of this. Guess I need to check to see which SO/HO/IO/Sets Suppressive Fire will accept. I'm thinking Acc/Mez and Dam/Mez HOs would be particularly useful in Suppressive Fire since they would be "universally" useful regardless of ammo type selected when using Suppressive Fire.I love Tornado, but I hate the knockback, is there anything I can do?
Well, sort of. There are a number of powers in the game which cause -KB, meaning that enemies under this are much harder to be knocked back (in general it becomes virtually impossible). Unfortunately of those open to a Storm Defender there are:Dual Pistols: Suppressive Fire (single target hold if incendiary or toxic ammo are loaded)
And Draggynn, I've (finally!) finished reading all the sections of your guide(s) on Storm powers. When I got to the end, I found myself wondering where the entry for Lightning Storm would be found. -
Personally, I'd prefer to swap out Build Up for a ported copy of Power Siphon from Kinetic Melee which would stack up using attacks from all forms, not just human form. That way you get cross form applicability. The important point being that Power Siphon is a "Build Up" that lasts a good bit longer than the stock'n'standard 10 second Build Up powers, which is then more Forms Friendly.
You could even graft a ported Power Siphon effect into White Dwarf Sublimation (of all things...) as a way to (better) balance White Dwarf with Black Dwarf's Mire. I'm choosing Sublimation in this case, rather than Flare, simply because Dwarf Mire has a 10 second duration on it, while Power Siphon can be stacked/sustained for a good bit longer than that. Furthermore, Mire is decidedly a (PB)AoE attack mode designed self-buff ... while Power Siphon is more of an Attack Chain of powers self-buff mechanic.
As for what to do with Photon Seekers? I still stand by my notion of re-inventing them as mobile/flying Trip Mines ... where you summon 1 Photon Seeker each time you cast the power, but you can have more than 1 Photon Seeker summoned simultaneously, there the only real limit on the number you can have summoned concurrently depends on the intersection of Seeker Duration and Animation+Recharge time. -
Quote:Let me tackle this one for you Noble Savage.But now I'm really curious--tell us more about why you like it. Essentially all the players I talk to seem to find the art on that charcter a little too plain and static, and the posts I've seen in this thread rarely mention the original Hamidon among their favorite designs. Let us know why it's awesome.
That's what this thread is all about--what resonates with you and why.
Primal Hamidon ... aka Mr. Jell-o Mold ... is visually striking not because it's HUGE or because of its coloring ... but because it is so clearly and obviously NOT HUMAN. Primal Hamidon doesn't even make any pretense towards being humanoid in any way. This, in and of itself, in a game where almost EVERYTHING, with only a few rare exceptions, is built on a Humanoid Model is visually striking! There is something quintessentially OTHER about Primal Hamidon, which not even Praetorian Tentacle Monster imagery can match. The "amoeba" Hamidon is just that viscerally obvious in its design.
If you're a 60's Star Trek fan ... you know about "The Immunity Syndrome" episode, in which the Milky Way Galaxy is being invaded by a single cell organism that's so large (11,000 mi / ~17,700 km long) as to be simply mind boggling in scale. This episode also features a wonderfully written piece of dialogue between Kirk and McCoy talking about how humans are made up of billions of cells and they're here, in a starship, acting as "antibodies" for their own galaxy against a single celled invader. Every time I join a Hamidon Raid, I get that same feeling ... that the Heroes and Villains of Primal Earth are acting as "antibodies" to defeat the single celled organism that is Hamidon, and the threat of the Devouring Earth.
And even more importantly, Primal Hamidon is a "giant monster" you have to get into in order to fight and defeat. Everything else in the game, you have to fight from the OUTSIDE ... while fighting Primal Hamidon, you have to fight from the INSIDE! No other challenge/opponent in the game requires you to move inside of them in order to fight them.
This completely NOT HUMAN aspect of Hamidon is one of the reasons why I was privately a bit disappointed with the Avatar of Hamidon shown for the Underground Trial. Even if the Avatar is non-human, it is still clearly based around a decidedly humanoid rig ... just like all the rest of the Minion/LT/Boss Devouring Earth are. This surrenders one of the starkest differences between Hamidon and the players which can be seen with Primal Hamidon ... the complete and total OTHERNESS that is Primal Hamidon.
It also helps that unless you're doing the LGTF, you really want at least 35+ players in attendance to try and take down Primal Hamidon. The "amount" of opposition needed in order to take down an adversary tells you a lot about that adversary's relative power. And Primal Hamidon is only a single celled organism ... and still needs over 30 players in order to defeat it. That's non-trivial ... -
First off ... no, this is not a "rate my build" post.
What this post is about is a request for "tips and tricks" of how to build for Storm/* and */Dual Pistols on a Defender. I've got an Empathy/Archery Defender already (parked at 50) and a couple Controllers (also parked at 50), a pair of Kheldians (one each, also 50), a Huntsman (also 50), and a Mastermind (also 50) ... so I've been around the block (a few times). I've got a "fair" notion of how to play the game, how to drive on the correct side of the road in Mids', and the sorts of challenges that can be encountered all the way through the game.
But I've never played Storm ... or Dual Pistols ... before, so both of these powersets are new to me. Which means I don't know, and am not steeped in the "Lore" of what people have discovered with these particular sets of powers. So before I jump in the deep end with Mids' and spend hours and hours re-inventing the wheel, I'd like to hear from people who have played Storm and/or DP powersets so that I can learn from your experiences.
What powers (if any) are "skippable" in Storm ... and why?
What powers are MUST HAVE ... and why?
What powers need heavy slotting in Storm?
Which ones only need moderate slotting?
Which powers are One Slot Wonders?
Which powers are "pick one of these two" choices?
What are some of the "tricks" that can be accomplished with certain powers through ingenious (franken)slotting?
Same again for Dual Pistols.
For example:
I'm looking at the fact that both Empty Clips and Bullet Rain can take Knockback Sets, and wondering if dropping a Force Feedback Proc into both of these powers would be ... prudent. Doubling up on AoE powers with this proc is not something I'd normally contemplate doing, but in this case I'm wondering if it might not pay off in terms of being able to keep the +Recharge flowing as often as possible.
I'm looking at Gale (yes ... Gale!) and wondering if it would be possible to work it into an attack chain with the rest of the Dual Pistols attacks, and 6-slot Gale with Kinetic Crash ... for a Mag 27+ Knockback o' Cone for both herding and chaos/disruption purposes. I'm thinking "Everybody! Into The Corner! NOW!!" type of Super Scooper action. Yes, I know this would prompt weapon redraw, and that you can do substantially the same thing with Hurricane (kinda), but still ...
I've seen in this forum that people were recently talking about slotting Lightning Storm with the Devastation Hold Proc. Has anyone done that and slotted the same Devastation Proc into Pistols and Dual Wield? Or is everyone too busy slotting Achilles' Heel Procs to worry about using Devastation?
Has anyone ever tried 6-slotting Tornado with Kinetic Crash? Or do people just reach for Positron's Blast by default for Tornado?
Thunderclap and Suppressive Fire? 5-slot Stupefy in both, or do something else like 6-slotting Razzle Dazzle instead? Or just skip both powers?
Mind you, I'm not (yet) looking at an overall Build Plan just yet. This is more an Information Gathering phase so that I can become at least passing familiar with the "quirks" of these two powersets that I've never played with before. I'm at the point where I'd like to get a better feel for what is possible (let alone reasonable) to achieve with the Storm/DP/Soul powersets so as to figure out how to best adapt what can be done into a good fit for my preferred playstyle. -
* Steelclaw, I Choose YOU! (Fling ... CRATER-thunk) The top ten reasons for why this was a really bad idea:
- #10: Half-wits like NPCs are immune to Humor Debuffing.
- #9: That purse has more INF than XP in it, dude ... just give it up.
- #8: ...
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Personally, I've always preferred doing Rainbow Costumes that aren't quite so In Your Face with the rainbow coloring. Let me give you a couple examples of what I'm talking about (and yes, I have a decided preference for "practical" costumes).
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Quote:How about, instead of defined wiggly fingers, you instead applied the same Face Tech you got to play with in the Steampunk Pack to our Bare Hands such that there would be better definition of the fingers through texture mapping techniques. No change to the underlying polygons or skeletal animations ... just an update using the new Face Shading Technical Trickery ported over to Bare Hands. Would THAT be something doable with limited resources?Plus every glove texture in the game. This topic comes up from time to time, and we'd certainly love to do it. But I think it's going to take some kind of tech wizardry to make an undertaking like this feasible. If attempted right now, this one task would cost thousands of man-hours and nullify all other animation and character projects for months. Given the dozens and dozens of other cool things we could make for you instead during the same amount of time, you can see why it's not the best investment.
Then again, Ultramode happened, so it wouldn't be the first time we did a large-scale cosmetic upgrade. Never say never, I suppose. -
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After watching Scott Pilgrim vs The World last night (again) ... there are all kinds of ways that this could be done. The only problem with this idea is that screams tend to be "short" in duration, while "singing" tends to be done over a longer period of time (which would make for longer animation times).
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Quote:*I KNEW IT!** Television: Well, no, as a matter of fact I can't help you with the actual fighting... I AM only a TV after all... what can I do then? I can edit the footage and replay the battle after the fact to make it LOOK like you didn't get your a** kicked.
Television is jealous of Michelle's skills at /demorecord ...
* Redlynne: Whoa ... my sneakers can do more damage than your sword. My sneakers can stomp ENTIRE GALAXIES!!! EAT FEET!! Boot to the Head!
* Redlynne: Come over here where I can kick you into cardiac arrest!