oreso

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  1. Quote:
    Originally Posted by Flux_Vector View Post
    But I think the problem with nova form (and dwarf form) is the problem of "being forms." It's a fundamental design problem. It's probably not ever going to be fixed in a useful manner, and it may instead continue to be used as an excuse to keep the AT from performing well in a practical sense in order to justify "keeping the forms useful" - like Castle with dwarf.

    As long as the forms have the design of separate powers from the human form that are linked to them while disabling human form power use, for peacebringers who have many human form powers that are basically direct competitors to the forms ones, there's just not that many places to go. If the human form competitor powers are even in the same ballpark as the shapeshift form linked ones, the humanform's broad power access overall is going to trump shapeshifting.

    But if the human powers aren't competitive, they human form's lack of ability to buff and support the other two forms effectively locks the AT squarely into the lower tiers of play with no way to get out.

    Unless radically changing how the forms work is on the table, Peacebringers will in my opinion be better off letting them become vestigial powers and be glad they finally get a high-functioning humanform out of it.

    Would you rather have three crappy forms or one really good one?

    Edit: Or maybe more accurately - would you rather have your human form 'fighting with' your nova and dwarf forms, or would you rather have it 'win'?
    I'm kinda agreeing here. I really -want- the forms to work, but nerfing human form to make the forms attractive isn't the answer.

    They should offer a benefit that justifies the amount of investment they need (investment including: enhancement slots, lack of utility powers, form change animation time). So, either decrease the amount of investment required (don't require so many enhancement slots by instead using Human form powers while in form, allow more utility powers to be used in forms, shorten animation time) or increase the benefit (Nova that does genuinely serious damage, Dwarf that is actually tougher than a scrapper).

    Proposal!
    Nova has access to Inner Light and human-form blasts (but causes more damage with them), plus inherent fly, an -extra- AoE blast and strong single target blast (the other Nova blasts are removed, thus saving slots). This will make Nova AoE blasty king, while requiring slotting for only two extra attacks.

    Dwarf has access to human-form heals, shields (which are more effective) and melee attacks (but does slightly -less- damage with them), plus teleport, an -extra- short-duration defence boost click power (aka. [Shadow Meld], so it doesn't get wasted with Resistance capped chars) and an -extra- moderate-damage PBAoE melee attack, and a fast-recharging melee attack, both with taunt in it (the other Dwarf attack is removed, thus saving slots). This will make Dwarf a melee brawler with a complete attack chain that can hold agro and survive, while requiring slotting for only two extra attacks.

    I'd put taunt as a power pick available as normal, and usable in Dwarf and Human form.

    ----------

    Our inherent is also (ironically) causing far too much hassle when it comes to balancing. It's just -way- too variable. Solo, I'm severely underpowered. On a big team, I usually have +Resistance wasted, because it's far in excess of the hardcap, and i'm like, why did I bother with these shields anyway? +Damage is all I care about, because my attacks (especially ranged) are so weak.
  2. My heavily IOd incarnate blaster is still much more blasty and much less survivable than my heavily IOd incarnate tanker. The margin is vast.

    Both of them do trivialise most normal content now, and I am hoping for more incarnate content for regular teams.

    I think an Incarnate Mode for regular TFs or maybe even 45+ story arcs would be a great method. And playing in this mode would allow incarnate shifts to be used, and would give incarnate rewards (but obviously less than a trial), while providing a real challenge for all our uber builds.

    I still love playing them though.
  3. Wow. This is a great idea.

    I'd consider them all slightly underpowered at the moment though, so yeah, I'd give Watchful a slight +Acc or +Tohit, and give Sense Weakness a slight resistance debuff. I'd combine Tracker and Investigate into one power, and maybe let it reveal the map too.

    The level 20 power should be something combat oriented and fun, like "All in the Plan" or "Planned Ahead". Dunno what exactly. Maybe a fast activating teleport that gives significant +defence for a short period after you use it? Or AoE Placate and then teleport. Put it on a long recharge timer.
  4. Quote:
    Originally Posted by The_Haze View Post
    So the Circus of Thorns was what you were shooting for right? Seriously, this make over is terrible and completely lacks the Lovecraft flavor that the Circle once had.
    Yeah... These guys are -much- improved over the original revamp. But still... I don't find a neon pink plastic cactus that creepy.

    I love revamps, but here's another hope that future revamps pay closer attention to the aesthetic of the group. Hellions, Trolls, Skulls, etc.
  5. Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    CX-n74: Level 50 Science Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Electricity Assault
    Power Pool: Medicine
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Psionic Mastery

    Villain Profile:
    Level 1: Tesla Cage
    • (A) Basilisk's Gaze - Accuracy/Recharge
    • (5) Basilisk's Gaze - Accuracy/Hold
    • (42) Basilisk's Gaze - Endurance/Recharge/Hold
    • (43) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (43) Damage Increase IO
    • (43) Damage Increase IO
    Level 1: Charged Bolts
    • (A) Thunderstrike - Accuracy/Damage
    • (21) Thunderstrike - Damage/Endurance
    • (21) Thunderstrike - Damage/Recharge
    • (23) Thunderstrike - Accuracy/Damage/Recharge
    • (23) Thunderstrike - Accuracy/Damage/Endurance
    • (25) Thunderstrike - Damage/Endurance/Recharge
    Level 2: Charged Brawl
    • (A) Mako's Bite - Accuracy/Damage
    • (5) Mako's Bite - Damage/Endurance
    • (7) Mako's Bite - Damage/Recharge
    • (7) Mako's Bite - Accuracy/Endurance/Recharge
    • (9) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (9) Mako's Bite - Chance of Damage(Lethal)
    Level 4: Lightning Bolt
    • (A) Thunderstrike - Accuracy/Damage
    • (15) Thunderstrike - Damage/Endurance
    • (17) Thunderstrike - Damage/Recharge
    • (17) Thunderstrike - Accuracy/Damage/Recharge
    • (19) Thunderstrike - Accuracy/Damage/Endurance
    • (19) Thunderstrike - Damage/Endurance/Recharge
    Level 6: Aid Other
    • (A) Healing IO
    Level 8: Conductive Aura
    • (A) Performance Shifter - EndMod/Accuracy
    • (48) Performance Shifter - EndMod
    Level 10: Havoc Punch
    • (A) Mako's Bite - Accuracy/Damage
    • (11) Mako's Bite - Damage/Endurance
    • (11) Mako's Bite - Damage/Recharge
    • (13) Mako's Bite - Accuracy/Endurance/Recharge
    • (13) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (15) Mako's Bite - Chance of Damage(Lethal)
    Level 12: Static Field
    • (A) Fortunata Hypnosis - Chance for Placate
    • (37) Fortunata Hypnosis - Accuracy/Recharge
    • (48) Fortunata Hypnosis - Sleep/Endurance
    • (50) Fortunata Hypnosis - Sleep/Recharge
    • (50) Fortunata Hypnosis - Accuracy/Sleep/Recharge
    Level 14: Maneuvers
    • (A) Red Fortune - Defense/Endurance
    • (31) Red Fortune - Defense/Recharge
    • (31) Red Fortune - Endurance/Recharge
    • (34) Red Fortune - Defense/Endurance/Recharge
    • (37) Red Fortune - Defense
    • (40) Red Fortune - Endurance
    Level 16: Aid Self
    • (A) Healing IO
    Level 18: Build Up
    • (A) Adjusted Targeting - Recharge
    • (27) Adjusted Targeting - To Hit Buff/Recharge
    • (29) Recharge Reduction IO
    Level 20: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 22: Paralyzing Blast
    • (A) Unbreakable Constraint - Hold
    • (45) Unbreakable Constraint - Hold/Recharge
    • (46) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (46) Unbreakable Constraint - Accuracy/Recharge
    • (46) Unbreakable Constraint - Chance for Smashing Damage
    Level 24: Hasten
    • (A) Recharge Reduction IO
    • (25) Recharge Reduction IO
    • (27) Recharge Reduction IO
    Level 26: Synaptic Overload
    • (A) Coercive Persuasion - Confused
    • (29) Coercive Persuasion - Confused/Recharge
    • (40) Coercive Persuasion - Contagious Confusion
    • (40) Coercive Persuasion - Confused/Endurance
    • (45) Coercive Persuasion - Accuracy/Confused/Recharge
    • (48) Coercive Persuasion - Accuracy/Recharge
    Level 28: Static Discharge
    • (A) Positron's Blast - Accuracy/Damage
    • (36) Positron's Blast - Chance of Damage(Energy)
    • (36) Positron's Blast - Accuracy/Damage/Endurance
    • (36) Positron's Blast - Damage/Range
    • (37) Positron's Blast - Damage/Recharge
    Level 30: Super Speed
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 32: Gremlins
    • (A) Expedient Reinforcement - Accuracy/Recharge
    • (33) Expedient Reinforcement - Accuracy/Damage
    • (33) Expedient Reinforcement - Damage/Endurance
    • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (34) Expedient Reinforcement - Endurance/Damage/Recharge
    • (34) Expedient Reinforcement - Resist Bonus Aura for Pets
    Level 35: Jolting Chain
    • (A) Accuracy IO
    Level 38: Voltaic Sentinel
    • (A) Call to Arms - Accuracy/Damage
    • (39) Call to Arms - Accuracy/Damage/Recharge
    • (39) Call to Arms - Endurance/Damage/Recharge
    • (39) Call to Arms - Damage/Endurance
    Level 41: Link Minds
    • (A) HamiO:Membrane Exposure
    • (42) HamiO:Membrane Exposure
    • (42) HamiO:Membrane Exposure
    Level 44: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 47: Mind Over Body
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (50) Resist Damage IO
    Level 49: Assault
    • (A) Endurance Reduction IO
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (3) Performance Shifter - EndMod
    • (3) Performance Shifter - EndMod/Accuracy
    ------------
    Set Bonus Totals:
    • 17% DamageBuff(Smashing)
    • 17% DamageBuff(Lethal)
    • 17% DamageBuff(Fire)
    • 17% DamageBuff(Cold)
    • 17% DamageBuff(Energy)
    • 17% DamageBuff(Negative)
    • 17% DamageBuff(Toxic)
    • 17% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 23.3% Defense(Energy)
    • 23.3% Defense(Negative)
    • 3% Defense(Psionic)
    • 32.4% Defense(Ranged)
    • 3% Defense(AoE)
    • 68.8% Enhancement(RechargeTime)
    • 4% Enhancement(Confused)
    • 53% Enhancement(Accuracy)
    • 18% FlySpeed
    • 64.9 HP (6.38%) HitPoints
    • 18% JumpHeight
    • 18% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 9.1%
    • MezResist(Immobilize) 11.3%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 2.5%
    • 23% (0.38 End/sec) Recovery
    • 10% (0.42 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 17.9% Resistance(Fire)
    • 17.9% Resistance(Cold)
    • 10% Resistance(Energy)
    • 10% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    • 18% RunSpeed




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  6. Honestly, everything is great? I really am a Dom noob, so, any answers would be fantastic. Like, was considering spiritual to get hasten up more?
  7. Public Record #3

    In the aftermath of our confrontation with Pseudonym, the Liberty Force finds itself reduced in number and in power; but also and most importantly, we have lost leadership and focus as well.

    But there is still work to be done, so each of us must rise up to the challenge and do it.

    While performing the sad task of reviewing Iron Vanguard's own discarded casework, I discovered the ongoing investigation into the Red Legion. A demon summoning cult that has been kidnapping people of all kinds in some strange arcane pattern; a pattern that our late comrade had deciphered and had predicted their next target; a certain office in Paragon City.

    Following these notes Megan, Civil and I were able to assemble a team of assorted heroes to halt the kidnappings and track who was responsible!

    Unfortunately, the cultists in question had some kind of 'suicide spell' that prevented us capturing any. A grisly business that left us without any suspect to interrogate. Megan knows something of their leader (called 'Scarlet'), but has no clue on location or motive. What are they doing with all these kidnapped people?

    However, fortunately, we are not the only people who are investigating this case. Enara from the UN-sponsored HPD teamed up with us, and we rescued a certain John Taylor, a soldier from a unit codenamed 'Ares'.

    After sharing our evidence, we have agreed to monitor the office that was targeted. If we are right, to follow their pattern they must try again to kidnap the people there within a week, and then we shall have them.

    In the mean time, our top minds are pursuing other avenues of investigation. And I shall try and bolster our numbers with some of this city's finest heroes so we are better prepared next time.

    - Prince Solar
  8. This guy is my highest Dom, and he's currently at level 30! Only 20 levels to go! So ya know, I thought I'd plan his favourite build now, so I know what to look forward to.

    I'm looking for general feedback, but I have a couple of specific questions too:

    I usually team, so not always causing massive AoE damage isn't a big deal to me. But still.... the damage from Thunderstrike looks tasty. My concern is that I won't survive long enough in Melee to use it, unless I've got them already slept or held, in which case, it will knock them all over the place.

    Is ranged softcap super-helpful on Doms? My playstyle at the minute seems to involve running in and out of melee a lot (but I usually hit Jolting chain first, so the baddies are on their bums when I bop them on the head!). I mean, maybe could find some more slots for Ball Lightning or something from Mu? Dunno.

    Which Incarnate powers should I go for? Doesn't look like I need anything especial, so that would mean just take Musculature? Ion Judgement, naturally. No idea about Lore or Destiny.

    And finally, I'd just like to say Jolting Chain and Synaptic Overload are -hilarious-. I love chaining.

    Input appreciated!

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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  9. I'll keep that wish more secret in future
  10. Quote:
    Originally Posted by Dechs Kaison View Post
    No! No no no no no no no noooooooo!

    That almost works for a PB. But the attacks are on completely different scales of damage. And you can't just give Nova a damage bonus to compensate; it already has one, and increasing it would only do the AT a major disservice. Enhancements in nova form would do less and you'd make the damage cap much easier to reach (which is not a good thing in this case). Further, there are people who shift mid battle. Dwarf Flare then Human Flare, for example, is a common combo which would no longer be possible. PBs would also lose a heal.
    I'd be okey losing the special (and very awkward) combos.

    But the damage scale thing is easy fixed: Bake the damage bonuses straight into the attacks. Dual Pistols has damage values conditional on a toggle, after all.

    Quote:
    In short, it's a phenomenally bad idea. This would be tantamount to fixing a broken toe by amputating the foot.
    I see the problems slotting, not to mention the awkwardness of setting up special binds etc, just to make an AT usable more than a broken toe. Happy for other suggestions though; I haven't really considered it for Warshades.
  11. Sounds great to me.

    Lightform becomes less extreme and more flexible: adding just enough resistance to help when you need it, without fear of the crash killing you instantly. I'll add it to my wishlist.

    Current Wishlist
    The inherent buff values we get from a full and balanced team are baked directly into the archetype. The inherent instead shifts abilities to match the current team (eg. moar tanks = slightly less resistance and slightly more damage). The shift wouldn't be as extreme as now. Possibly add a slight teamwide buff the equivelent of what the shift was (eg. moar tanks = slightly more damage for everyone. A couple of percent at most).

    Form changes quicker. And uninterruptable.

    Lightform becomes a crashless (or softcrash) +resistance +mez protection power that can be used at any time, with a faster recharge but reduced effects.

    Give Build Up to Dwarf. Maybe buff or replace Build Up altogether.


    Secret Wishlist
    Drop the form-specific attacks altogether, and integrate the forms back into the basic build. Instead, allow forms to use the equivelent human attacks (if they have them) with shifted values. Forms would also be able to use some utility powers and shields, but again with shifted values to match the current form. To keep it simple, ranged stuff goes to Nova (ranged attack powers, glowing touch, photon seekers), melee stuff goes to Dwarf (melee attack powers, pulsar and the selfheals; and gain Taunt and Teleport for 'free' with the Dwarf power).
  12. Woot! Looks great! ^_^

    Much love!
  13. I love Statesman, Miss Liberty, Ghost Widow and Lord Recluse. The other Patrons look great too.

    Azuria and the City Rep need to be replaced using normal player pieces (as Tina Macintyre and Maria Jenkins were).

    Replace the Merit Vendors with vending machines. They look awful.

    Synapse, Swan and Minx could do with higher resolution. Swan needs some actual clothes.

    I'm fine with Mother Mayhem wearing that outfit, BUT ONLY if Malaise wears something as skimpy and ridiculous too.
  14. I'd keep Hasten on auto, and click Dull Pain whenever you notice it. If you're not in a situation where you will die instantly, keeping Dull Pain on auto will just cut into your DPS, whereas Hasten improves your attack powers recharge too. And being able to time the heal for when you're actually damaged is, ya know, useful.
  15. Quote:
    Originally Posted by Quixotik View Post
    Just fix it. The VEATS work fine. The regular AT's work fine. The Khelds don't. And Lightform is very disappointing graphically. It's like, oh look, I am a dustbunny, you can't hurt me now! Which way am I facing? Did you know dustbunnies have fists? POW! Just saying, Lightform is not like you become a "being" of energy and light since you become formless. Would be more pleasing if you retained some physical animations, maybe like energy gremlins or similar.
    I love the look of Lightform. You're a bonded energy being, it's great.

    Like all cossie changing powers (including Kheld forms and Granite) I do wish there was an option to turn on "No FX", but it's not a major concern for me.
  16. Quote:
    Originally Posted by Irresponsible View Post
    It's hard to see how changing Light Form by giving a recharge boost to Photon Seekers or some other kind of damage boost when in LF is needed as you are already pretty awesome in LF anyway. The problem also lies in the trade-offs that would have to be made in order to make LF recharge faster.
    Why trade offs? Should be fine. I'm thinking of making it a Moment of Glory style power. Much more flexible and fun to use.

    Really, given the high resistance Human form has on teams anyway, Light Form's main contribution is mez protection. It could give much less +res and still hit the hard cap.

    EDIT: I lie, the main contribution is the rootless animations ^_^ I -love- that!
  17. Making Light Form crashless, and with much shorter duration and recharge will make it much more useful. Make it so that it can break Mez too, and we have a winner.
  18. *votes to turn the merit vendors into vending machines... not weird colour-blind cosplayers who stand on street corners all day*
  19. Isn't Overdrive going out with Desdemona?
  20. There's also Sonic Vision and Double Eye Plate. Neither are totally right though, but the Sonic Vision's swoopy side bits can be hidden and the rivets on the Double Eye Plate doesn't look too noticeable in white.

    Check it, double Eye Plate

    And a char with Sonic Vision
  21. Quote:
    Originally Posted by Zem View Post
    If TF had a full crit it would do more damage than Assassin Strike AND pack a guaranteed mag 3 stun, with no chance of an interrupt. And ET would be even worse. The only thing they could really do would be to make TF do less normal damage, equivalent to Eagle's Claw. Then it could have a full crit and faster recharge, with less endurance cost.
    *facepalm*

    Fail devs. Your regular attacks were making your unwieldy and gimmicky so-called signature power look naff in comparison, so you nerf the regular attacks? Say what?
  22. Notice to Liberty Force

    Andrew
    has attacked and seriously injured Donna, or rather, I have reason to believe another personality has, named Dominic. She has been stabilised and will recover, but for everyone's safety, I believe Andrew should be incarcerated until his condition can be corrected.

    I have been tracking Andrew's energy signature. I have not yet attacked him myself to avoid triggering Dominic's resurgence, perhaps overwhelming Andrew's own personality or harming bystanders. So far, he has not attacked again, but seems to wander as if in a daze.

    We need a method of safely bringing him in. I would advise a teleport.

    - Prince Solar
  23. Quote:
    Originally Posted by New Dawn View Post
    Your build has possibly for you more self preservation in mind but it also has defender potential and I am not talking about glowing touch. For tanking its not so hot to me, its for self preservation but atleast you can still pick out a niche. From a teamers perspective you've brought something. You've built unlike I or anyone might expect which might be why there has been a lack of help but it still has its perks. It could be that people think its fine.
    Thanks, I think? I'm happy to switch to Dwarf to off-tank and protect some squishies. I have binds set up now, so that's cool ^_^ And Glowing Touch has been really handy since the range boost (that's bound to a key too).

    Quote:
    Are your intentions as plain and simple as you've already said or is there more? From a team mates perspective I see goodies but you might not even know they're there.

    Your ability to +dam, help ghost, -res, -fly, -def is all good. The things like grant invis at 24 is for a particular reason?
    I like the toys, yeah. Part of what attracts me to the AT. Grant Invisibility and stealth/superspeed are indeed so I can help teammates ghost. That, and I have about ten thousand spare power choices, and no slots for them

    Quote:
    Radiant strike wouldn't be as accurate as you can afford to make it so it would be not as accurate as I would have it.
    Good point! Swapping another Mako for one with Accuracy.

    Quote:
    Secondly if you are going to do what's done with glowing touch I would of had conserve energy instead. It's better to break into dwarf and taunt than to heal someone and then perhaps find the hps lacking. An extra slot in Light form could be nicer so its up more often, where from though, I'd prefer two in conserve if I was to change from Glowing Touch to it so would pull a dam proc from a Single Target attack somewhere. I tend to resist the dam procs in ST as it is unless I am completing a set as it does to my mind, over time, equate to a basic IO.
    Hopefully shouldn't need Conserve Energy, not with the Accolades. Stripping a proc or two is doable, but I'm just loath to do it because PB's lack of damage is what puts me off most.

    More than happy to switch to Dwarf more though, to save using Lightform. Memphis Bill makes some compelling arguments about it's utility
  24. Quote:
    If I get Clarion, will that make Dwarf superfluous (given that HP will be high anyway, and resistance will be close to cap on teams)?

    Any big mistakes, little niggles or good advice?
    Any help or answers still gratefully received. I've had a look at other builds, but you know how it is.
  25. Public Record #2

    Two of our comrades are indisposed.

    Recently, we entreated the powerful villain known as Pseudonym. He has wrought some terrible curse upon one of our friends, and we sought a cure from him. My fear is that if we deal with this villain, and he profits from his crime, he will only grow bolder. It is troubling. We will search for other methods.

    The other colleague has been affected by a kind of magical apathy that prevents him from processing the emotions he should be feeling. I can only hope a psychic or a mystic
    can help him.

    The rest of the team must stay strong and united if we are to continue to do our duty. It is my hope that with the recent return of Rogue Manipulator, this will be the case (not that I can find any fault with the leadership of Iron Vanguard, who has been nothing but exemplary).


    In more uplifting news, I find that Foxienne, with whom I have teamed up with previously, has already met the majority of the Liberty Force. I invited her to visit the base (in part for recompense for a slight I visited on her), and was very pleased to see she got along well with everyone. In good spirits, we competed at the firing range, and again Foxienne demonstrated her formidable skill with a bow.

    She is the kind of person who might be the glue to hold this team together, but alas, she already has other commitments.

    - Prince Solar