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Posts
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Quote:You think it's creepy when it's just a big plant?I can't bring myself to roll up a Plant character because the pet creeps me out.
My Plant/Earth is a shapeshifter whose attacks carry a mutagenic virus. The creepers and immobilizing vines are his tendrils/tentacles, and Seeds of Confusion are tiny spines which infect enemies with the virus, driving them insane and making them attack one another. The holds are a different kind of spine, which causes barbed growths to burst from their own flesh to strangle and constrict them.
And his Fly Trap?
That was once a HUMAN (his arch-nemesis, in fact - a former hero). He's just been mutated so much by the virus that he's not even recognizable as the same species anymore.
Back on topic for the thread... Plant is the most fun and powerful Dom primary EVER. I have trouble playing any other Dom primary (except for Earth, which is its own brand of pure win). Seeds of Confusion is your ace-in-the-hole, but the whole set is solid. -
Quote:Oh you're KIDDING me...Elemental winners:
Grand Prize 100 Million: Sea Life
Honorable Mention 25 Million: Magisterum
Honorable Mention 25 Million: Winters Gift
Honorable Mention 25 Million: Primeva
Honorable Mention 25 Million: Paratype
Honorable Mention 25 Million: Lava-Rock
Honorable Mention 25 Million: Astronova
Honorable Mention 25 Million: Mr. Scorch
Honorable Mention 25 Million: Rockin Stone
Honorable Mention 25 Million: Deepwater
Honorable Mention 25 Million: Minaret
I missed THIS?!
I run an all-Elemental RPSG, and have a character who embodies Earth, Fire, Air, and Water all in one. Even if I couldn't compete, the chance to recruit people would have been awesome.
Man... I couldn't have picked a worse week to be swamped with work on a Tuesday... -
Hmm... the most epic of my characters, in boss form, would probably be The First Elemental, also known as Primus. I'm not sure under what context heroes would ever battle him, but any villains with a "destroy the world" goal in mind would have to go through him first, since he is the final line of defense for the Earth, and serves as the Incarnate of the goddess Gaea.
Players would fight him in a large underground cave chamber. As the First Elemental ever created, he embodies the four "primal elements" (Earth, Fire, Air, and Water), and thus, his fight would have five distinct phases:
Phase 1: Earth
The most straightforward phase, Primus begins the fight in his Earth form (a mighty stone construct, similar to a Granite tanker), where players must penetrate his tremendous damage resistance while dealing with regular earthquakes (a series of several very high-magnitude knockdown effects with some damage attached), footstomps (like the SS power), and powerful single-target melee attacks. Flying characters are immune to both the earthquake and footstomp effects, making this phase much easier for airborne heroes.
Phase 2: Fire
Once Primus's hit points drop below 75%, his rocky form crumbles away, revealing a lithe, agile humanoid form beneath, wreathed in searing flames. He lifts off the ground, hovering close to the floor as he begins the phase with a MASSIVE Inferno attack (a much bigger version of the Blaster power of the same name, hitting all targets within line of sight). Squishies better take cover behind nearby structures, or they're gonna be toast. Throughout this phase, he takes much more damage than in his Earth form, but delivers constant AoE damage to nearby players, and tosses AoE fireballs randomly for moderate damage (these attacks ignore aggro). Finally, mobile "hot spots" of Rain of Fire gradually expand across the large chamber, dealing massive damage to players foolish enough to stand within them for long (think Battle Maiden's sword drops). By the end of this phase, most of the chamber will be covered in lethal fire unless players kill him quickly, making this phase a race against time.
Phase 3: Air
At 50% health, a whirling tornado engulfs the First Elemental, knocking back nearby players and lifting him high off the ground as he assumes a wispy, gaseous form. For this phase, the tactics of the Earth phase are reversed - any player attempting to fly is subjected to high-magnitude knockback effects and a powerful Hold. Periodic cone-shaped AoE gusts of wind from Primus batter anyone in their area, so the tank would do best to keep him facing away from the rest of the team.
Phase 4: Water
When Primus finally falls to 25% health, his body breaks apart, crashing to the floor of the chamber as liquid water, which coalesces into his Water form. As players fight him in this form, he occasionally switches between two modes: High Tide, and Low Tide. At High Tide, water surges into the chamber, initially knocking over players on the ground, and preventing players above the water level from even damaging Primus, who lurks below the waves. Players underwater, however, will have to contend with a gradually increasing Damage over Time effect, as the crushing pressures of the sea grow ever stronger. Most players will have to fly or jump up out of the water for a few moments to allow the DoT effect to fade, before rejoining the fight. At Low Tide, Primus absorbs all the water in the chamber into himself, greatly buffing his resistance and damage, and gains several AoE knockback attacks.
Phase 5: Nexus
At 0% life, players will be granted a brief respite as the water drains out of the chamber. However, they shouldn't let their guard down, for Primus's final form awaits! Returning to 100% life (though with a far smaller HP total this time), Primus channels Earth, Fire, Air, and Water all at once, using all the special attacks (not including High Tide mode) of his previous forms. These attacks are all weaker than before, but players need to deal with all of them simultaneously.
If players wear Primus down to one phase, his hit points will gradually regenerate, but he will not return to a previous phase. -
Kheldians can't get Patron Power Pools, can they?
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Quote:No worries - I'm not sure I'd want me as a tank either! If I do decide to go this route, I'll definitely have one build for tanking with every protection in place, and another for my silly "human pinball hour" missions.Not to be a jerk about it, but as fun as the character sounds to you to play, I don't think I'd want him on my team if I'm actually looking for someone to tank.
At this point I'll probably just make him an awesome Invuln tanker and toss in some roleplay about being batted about, especially if I ever choose to *shivers* textfight with him.
In RP terms, he'd have NO mez protections whatsoever, but even I'm not masochistic to actually want to play something that un-fun. -
Quote:Depends on the graphical effect, really. If I can pretend that the self-healing effect is just his natural unkillable nature, then that's fine.So, does this concept mean you can't take self healing powers, or utility powers like End Drain or Consume?
Healing Flames is pretty damn over the top for pretending it's just me standing there being invincible though. -
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If I somehow decide I want a fifth level 50 with Dark Armor...
I could just say that a Demon granted him the wish.
But then again, 90% of the fun of DA is the multiple mez/dmg auras and Dark Regeneration, so those don't fit the "I'm just invincible, no other powers" theme.
I'm gonna fiddle with Electric Armor and see how subtle I can make its effects. -
Quote:Well, then flop I shall! Though I thoroughly expect whining from people saying "b-but your info screen says Electric armor, you're not invincible!' lol.It's not a bad concept. In fact, I wish knockback was more prevalent in the game. Even Superman gets knocked around sometimes.
Seriously, Electric Armor is the way to go, if your concept allows for it. Skip Grounded and go.
I play a /fire armor scrapper with 4 points of KB protection; that really does protect against the vast majority of knockback effects. I only really get knocked around by Fake Nemmies and occasionally when two KB effects hit me at the same time.
Go for nothing. Flop around like a fish. I'd think it would be highly entertaining for a concept. -
Quote:That's what I was afraid of.Concept characters can be fun, but this is one concept you aren't going to get fulfilled on most Armor Sets.
I suppose I could do Fire/ or Dark/ (perhaps by making one of his other wishes to be able to be on fire? I'll think of something...), but the lovely "feel" of Invun is lacking there.
Well, I kinda guessed from the beginning that this wouldn't really be possible (or, at least, practical). I'll probably just restrict his "can be knocked down/mezzed" qualities to pure roleplay. I just think it'd be charmingly silly to eat like fifteen knockdown effects in a row, but still be sitting at full health and hardly even noticing that the enemies are doing damage.
...if I could take Dark, Fire, or Elec, and not display any graphical effects, I'd take one of those in a heartbeat and pretend it was just Invuln, heh.
Thanks for the help anyway. ^_^ -
Before you ask, yes, I know that this is a horrifically bad idea. I don't care. I've got this idea stuck in my head of a kid who found a magic lamp, wished to be "invincible," but never got any of the Required Secondary Powers which usually go along with being an indestructible superhero. Like, say, being able to "plant your feet" and be immovable. I don't care how utterly unbreakable you might be, having a body which can't be damaged does nothing to decrease your ability to be batted around like a pinball when somebody throws a car at your head... and the mental image associated with that is hilarious.
(He'll probably have blown wishes #2 and #3 on like, an Xbox and a sports car. Which he can't drive yet.)
Ideally, I want this character (whose name is the appropriate epithet "Invincibility") to have softcapped defense and resistance at level 50 (and not caring if there's much of a Psi hole - it'd be nice, but for my RP build, not required), and as many Mez protections as I can get without taking a single point of Knockback Protection. I'm not sure if it's possible, but I want to be immune to all mezzes but not KB.
Yes, I will have a secondary build for non-RP, when I really wanna crack my indestructible knuckles (wait, is that even possible? is my cartilage as indestructible as I am? OH GOD THE SCIENCE) and kick some butt.
What mez protections can I even take (including IOs and power pools, of course) which wouldn't give me the KB protection I want to avoid? -
Important update:
Uncorrupted has been renamed. Her new name is "Mask" so I won't be able to receive messages if you try to contact me on Uncorrupted (which is now an available name so anybody might have it). -
It seems the hero one is tomorrow at 2PM, a time when I sadly won't have time to do a whole STF at least for this week.
I'll be ready to go next weekend though. -
Yeah, can someone say for sure what the plan is?
Right now we just have a vague idea that it might happen this weekend. -
I guess we'll be starting this this weekend then?
We better get three more heroes by then. -
Ohohohohoho this is perfect. *rubs hands together evilly*
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I am SO in! ^_^
Uncorrupted, Dark Melee/Shield Defense scrapper Hero. Alpha slotted and IO'd to the teeth.
The times are perfect for me too. -
I wonder how the Level Shift alpha slot abilities will affect Mastermind pet levels?
Will the T1 pet power now summon three pets at -1 level, instead of at -2?
Will the T2 power now summon two +0 pets?
Will the T3 summon a +1 pet?!
Such things would be BEYOND awesome... and would go a LONG way to helping shore up the abysmal six-level handicap that the T1 pets now suffer in the Apex and Tin Mage TFs.
And it would be SO cool seeing a lvl 51 Demon Prince following me around. ^,..,^ -
I'm fiddling around with the slotting in Siphon Life at the moment to further enhance the heal - it's more useful to me as a source of self-healing than as DPS.
The Gaussian's set is awesome - I never noticed the sweet defense bonus at six slots before. Great that you pointed it out to me.
I also replaced several "Def/End/Rech" LotG enhancements with the global +Recharge LotG one, and still managed to stay at the softcap (in fact, my total defense went up about a half percent). Especially now that I have Hasten, I'm aiming for a recharge-intensive build so I can minimize the recharge time on Soul Drain and Shield Charge (and to a lesser extent, Siphon Life). I think I'll be going down the Spiritual alpha tree as well. The Endurance issues will be exacerbated somewhat because of this, but I don't think it will become a problem (and if it does, the extra Recharge will help with Dark Consumption too).
I really wish I could three-slot (or at least two-slot) Hasten for recharge. Not sure whether it's worth moving the slot from Soul Storm down to Hasten for that reason. -
Thanks very much for the help! I'm glad you were able to improve my endurance consumption, I was a bit worried about it.
What powers would you choose from the Soul Mastery pool? I'm not married to Dark Blast, Shadow Meld, and Soul Storm, I just thought those would be the best three (though I'm unsure of whether I really need Shadow Meld, except against massive defense debuffs or other unusual circumstances).
I don't want OwtS (crashes make me RAGE!), but I don't mind taking Grant Cover if I'd be able to fit it in. I'm ecstatic you managed to fit in Hasten. I wanted Hasten, but couldn't find a place for it before.
I'll look at the build in Mid's now. -
Any advice you guys can give me would be greatly appreciated. I'll unlock Soul Mastery tonight, and I'd like to be confident in what I'm respeccing to.
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Hello everyone! I've been working on a build for my Dark/Shield scrapper for the last week or so, and I'd really appreciate some help fine-tuning it, as well as some advice for which Alpha slot Boost I should go for. At the moment, I'm planning on the Spiritual tree, to minimize the recharge time on Soul Drain, Shield Charge, and Siphon Life, primarily.
I'd like to make her softcapped to all positions (which I've done in the below build) as my primary objective, and focus on a sustainable, high-damage attack chain secondly. I also want a good amount of accuracy... my current build is overflowing with Acc, including Focused Accuracy and Nerve Boost, and I don't want to start missing every other attack as soon as I respec.
I already own almost all of the IOs in the build, except for the Aegis, the various LotG sets, and the Apocalypse set in Dark Blast.
I don't think I can afford many more purples or PvP IOs, but if there's any of those you feel would be essential to my build, feel free to say so.
Thank you very much in advance for any assistance you can give. This is the first build I've designed myself, and I'm sure I haven't gotten everything done perfectly.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Untethered: Level 50 Mutation Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Smite- (A) Mako's Bite - Chance of Damage(Lethal)
- (7) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (9) Mako's Bite - Accuracy/Endurance/Recharge
- (9) Mako's Bite - Damage/Recharge
- (11) Mako's Bite - Damage/Endurance
- (11) Mako's Bite - Accuracy/Damage
- (A) Resist Damage IO
- (3) Resist Damage IO
- (3) Luck of the Gambler - Defense/Endurance/Recharge
- (5) Luck of the Gambler - Defense/Endurance
- (5) Luck of the Gambler - Defense
- (7) Luck of the Gambler - Defense/Recharge
- (A) Obliteration - Damage
- (13) Obliteration - Accuracy/Recharge
- (13) Obliteration - Damage/Recharge
- (15) Obliteration - Accuracy/Damage/Recharge
- (15) Obliteration - Accuracy/Damage/Endurance/Recharge
- (17) Obliteration - Chance for Smashing Damage
- (A) Endurance Reduction IO
- (34) Luck of the Gambler - Defense/Endurance/Recharge
- (34) Luck of the Gambler - Defense/Endurance
- (34) Luck of the Gambler - Defense
- (A) Steadfast Protection - Resistance/+Def 3%
- (17) Numina's Convalescence - +Regeneration/+Recovery
- (19) Resist Damage IO
- (21) Resist Damage IO
- (21) Regenerative Tissue - +Regeneration
- (45) Numina's Convalescence - Heal
- (A) Touch of the Nictus - Accuracy/Healing
- (23) Touch of the Nictus - Healing
- (23) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (25) Damage Increase IO
- (25) Recharge Reduction IO
- (29) Recharge Reduction IO
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (19) Luck of the Gambler - Defense
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Endurance Reduction IO
- (A) Absolute Amazement - Chance for ToHit Debuff
- (29) Absolute Amazement - Endurance/Stun
- (31) Absolute Amazement - Stun
- (31) Absolute Amazement - Stun/Recharge
- (31) Absolute Amazement - Accuracy/Stun/Recharge
- (A) Aegis - Resistance/Recharge
- (36) Aegis - Resistance
- (36) Aegis - Resistance/Endurance
- (36) Aegis - Resistance/Endurance/Recharge
- (50) Aegis - Psionic/Status Resistance
- (A) Endurance Reduction IO
- (37) Luck of the Gambler - Defense/Endurance
- (37) Luck of the Gambler - Defense
- (46) Luck of the Gambler - Recharge Speed
- (A) Performance Shifter - EndMod
- (42) Performance Shifter - EndMod/Recharge
- (42) Performance Shifter - EndMod/Accuracy/Recharge
- (43) Performance Shifter - Accuracy/Recharge
- (43) Performance Shifter - EndMod/Accuracy
- (43) Performance Shifter - Chance for +End
- (A) Recharge Reduction IO
- (27) Recharge Reduction IO
- (27) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (37) Luck of the Gambler - Defense
- (A) Mako's Bite - Accuracy/Damage
- (39) Mako's Bite - Damage/Endurance
- (39) Mako's Bite - Damage/Recharge
- (40) Mako's Bite - Accuracy/Endurance/Recharge
- (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (40) Mako's Bite - Chance of Damage(Lethal)
- (A) Obliteration - Damage
- (39) Obliteration - Accuracy/Recharge
- (46) Obliteration - Damage/Recharge
- (48) Obliteration - Accuracy/Damage/Recharge
- (50) Obliteration - Accuracy/Damage/Endurance/Recharge
- (50) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
- (A) Apocalypse - Accuracy/Damage/Recharge
- (45) Apocalypse - Damage/Endurance
- (45) Apocalypse - Damage/Recharge
- (46) Apocalypse - Damage
- (48) Apocalypse - Chance of Damage(Negative)
- (A) Recharge Reduction IO
- (A) Hold Duration IO
- (48) Recharge Reduction IO
- (A) Endurance Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Recharge Reduction IO
Level 4: Ninja Run
Level 2: Swift- (A) Flight Speed IO
- (A) Jumping IO
- (A) Miracle - +Recovery
- (A) Endurance Modification IO
- (33) Endurance Modification IO
- (33) Endurance Modification IO
- (33) Performance Shifter - Chance for +End
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I was really hoping for some brand-new Vanguard-themed costume pieces, but this is cool.
I'm also wondering about the Vanguard Shield. Is it included in the pack? -
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