Jeagan
Members-
Posts
34 -
Joined
-
Last visited
Reputation
23 ExcellentRecent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Lowered EXP but increased INF at the START vendor
Jeagan replied to kelika2's topic in Suggestions & Feedback
So back in the beginning, as well as on live, when you disabled XP gain you would double your INF gain. homecoming chose to remove that. I doubt they will reverse that decision, and this would essentially be reversing that decision. -
MM Slime powerset - now with suggested existing assets for use
Jeagan replied to Jeagan's topic in Suggestions & Feedback
A couple thought to add a bit of staying power to the slimes: The temporary slimes (queen, bishop, and pawn) drop a PBAoE on death/expiry that adds Absorb to the owner MM's other slimes, similar to how the Ghouls in Praetoria heal on death. When a normal slime pet (king, rook, knight) defeat an enemy, they spawn one matching temporary slime (queen, bishop, and pawn respectively) for 15 seconds. -
MM Slime powerset - now with suggested existing assets for use
Jeagan replied to Jeagan's topic in Suggestions & Feedback
So I thought about it, and I think I can get all of the powers from assets already in the game. The slimes would be different sized versions of the Hydra AV in DFB. MM Powers Sludge Ball - Alkaloid animation from Poison Slime hurl - Random pet disappears, Hydro Blast animation from Water Blast, pet appears at target Spatter - Water Jet animation from Water Blast Viscosity - Affected pets would gain the Boils aura effect Elemental Fusion - Affected pets would colorize to match the element (Acid - Green, Fire - Orange, Water - Blue, Lightning - White) Metallize - Affected pets would gain a Starburst Glow aura effect Pet Powers Slimeball - Alkaloid effect from Poison Slam - Radioactive Smash effect from Radiation Melee Pseudopod Slam - Contaminated Strike effect from Radiation Melee Spikes - Spine Burst from Spines Smash - Radiation Siphon effect from Radiation Melee Pop - Bubble pop effect from DFB Hydra room Engulf - Grows in size, moves into enemy space, and shrinks before stepping back Hurl Essense - Hydroblast Effect from Water Blast Spatter Ball - Water Jet effect from Water Blast -
I first suggested this back in 2019, but never saw much reaction to it. Thought I'd toss it out again to see if there's any more interest. Primary Powerset for Masterminds. Slime Mastermind Powerset. The Slime Lord This powerset is built around slimes which split into smaller, temporary slimes when they perish, drowning the foe in a flood of pets! Slimes start with some resistance to all damage types, which can be increased moderately with Viscocity and Metalize. Several of your powers involve using your pets in special ways, such as Elemental Fusion changing their secondary effects, or Slime Hurl which literally throws one of your slime pets at your enemy! (1) weak ranged : Sludge Ball (minor damage(acid), dot, -dam res, fast cooldown) You hurl a small bundle of slime at the foe. (1 )summon : Summon Slime Knight You call forth 1 Knight Slime, who is equivalent to a Lieutenant at your level. When a Knight Slime dies, two Pawn Slimes are spawned for 15 seconds. These slimes cannot be upgraded or controlled. Pawn Slimes are the equivalent of Knight Slimes but one level lower, without any empowerment from skills. At level 6 this power instead summons 2 Knight Slimes who are equivalent to a Lieutenant one level below you. At level 18 this power instead summons 3 Knight Slimes whoare equivalent to a Lieutenant two levels below you. Knight Slimes start with: Slimeball - (ranged, low damage(smashing), pet elemental secondary*, fast cooldown) Slam - (melee, low damage(smashing), pet elemental secondary, fast cooldown) High Pain Tolerance - (5% damage resistance all, passive) (2) moderate range : Slime Hurl (moderate damage(smashing), pet elemental secondary*, knockdown, move slime to enemy, moderate cooldown) You throw one of your pet slimes at the targeted enemy. If you have no pets summoned, it simply deals base damage and uses Acid as the elemental secondary. If you throw a Knight Slime, a Pawn Slime is spawned for 10 seconds. If you throw a Rook Slime, a Bishop Slime is spawned for 10 seconds. If you throw a King Slime, a Queen Slime is spawned for 10 seconds. (6)pet boost: Viscosity - grants abilities to slimes All slimes gain: Temporary Invulnerability (15% dam res SM/LT) Pseudopod Slam (short range, single target, low damage(smashing), pet elemental secondary*, fast cooldown) Rook Slimes gain: Spikes (melee PBAoE, moderate damage(lethal), pet elemental secondary*, moderate cooldown) King Slimes gain: Hurl Essence: (ranged, low damage(smashing),pet elemental secondary*, spawn Pawn Slime for 10 seconds) (8) ranged AoE : Spatter (target-base AoE, high DoT, -dam res, moderate cooldown) (12 ) second summon: Summon Slime Rook You call forth 1 Rook Slime who is equivalent to a Lieutenant at your level. When a Rook Slime dies, two Bishop Slimes are spawned for 15 seconds. These slimes cannot be upgraded or controlled. Bishop Slimes are the equivalent of Rook Slimes but one level lower, without any empowerment from skills. At level 24 this power instead summons 2 Rook Slimes who are equivalent to a Lieutenant one level below you. Rook Slimes start with: Slimeball - (ranged, low damage(smashing), pet elemental secondary*, fast cooldown) Slam - (melee, low damage(smashing), pet elemental secondary, fast cooldown) Pseudopod Slam - (short range, single target, low damage(smashing), pet elemental secondary, fast cooldown) High Pain Tolerance - (10% damage resistance all, passive) (18) Special : Elemental Fusion* - Change the base Element of the targeted slime. Starting element is Acid (-resistance secondary for pet powers) Options are Fire (DoT secondary for pet powers) Ice (slow secondary for pet powers) and Lightning (endurance drain secondary for pet powers) (26) Third summon : Summon King Slime You call forth 1 King Slime who is equivalent to a Lieutenant at your level. When a King Slime dies, two Queen Slimes are spawned for 15 seconds. These slimes cannot be upgraded or controlled. Queen Slimes are the equivalent of King Slimes but one level lower, without any empowerment from skills. King Slime starts with: High Pain Tolerance - (15% damage resistance all, passive) Smash - (melee cone, low damage (smashing), pet elemental secondary*, fast cooldown) Pop - (short range PBAoE, moderate damage(smashing), pet elemental secondary, moderate cooldown) This power summons two Pawn Slimes for 7 seconds. Engulf - (melee, moderate DoT(pet elemental damage type*, -speed, -recharge, pet elemental secondary, moderate recharge) (32) pet boost: Metalize - Grants further abilities to slimes All slimes gain: Elemental resistance: (10% dam res Fire/Ice/Elec/Acid) Slam - (melee, low damage(smashing), pet elemental secondary, fast cooldown) Rook Slimes gain: Engulf - (melee, moderate DoT(pet elemental damage type*, -speed, -recharge, pet elemental secondary, moderate recharge) King Slimes gain: Spatter Ball - (ranged, target based AoE, primary target moderate damage (smashing), all targets moderate damage DoT(pet elemental type), pet elemental secondary, long cooldown)
-
I know this is probably not a big deal, mechanically, and would probably be a pain to code in, but is there a way to choose your origin for individual powersets, rather than altogether? So your primary powerset would be Origin X, while your secondary would be Origin Y. It would be more of an RP thing, but it seems like it would be really cool to do. You could play someone like Doctor Doom, who is a combination of magic and technology or science.
-
Given that the most recent patch made re-summoning MM pets significantly faster, I feel I can assume is that the pets are dying too quickly (I've run into this issue on occasion, depending on my secondary). My suggestion would be to alter the enhancing powers (like Enchant Undead or Ninja Training) to give passive defense buffs to the pets as well. The main issue I've always had is the pets just die way too fast, and the easiest way to prevent that is to up their defenses. The enhancing powers are already decently spread, so having them grant extra defense, resistance, and maybe a boost to max HP would be a good solution.
-
I mean a room where you can summon individual enemies, and then "activate" them all at once for battle. So you can compare/contrast how they support or hinder each other. Does that make sense? Fine tune the individuals so the whole becomes well balanced.
-
I think it would be helpful to have a special, small map to test out custom enemies, and custom enemy groups. So I could battle my custom AV or EB without futzing with my notoriety settings, or having a map full of stuff I don't want to fight. No XP gain or anything, just for testing purposes.
-
Hi, I'm your new official PvP community rep. Ask me anything.
Jeagan replied to CR Banana Man's topic in The Arena (PvP)
I am really hoping this doesn't end up the same way most MMOs do: the basic game balance being broken because of tweaks to balance PVP. That's what caused WoW and SWTOR to change their talent system completely, and generally destroys the enjoyment a lot of players get from games. And as I remember, PVP was never that big of a part of CoX. I know there were some people who ran it, but the vast majority did not. IIRC disclaimer 😛 -
I'd be down with a specialty costume 😛
-
I posted this idea back in June or July last year, I've updated it a bit. Slime Mastermind Powerset. This powerset is built around slimes which split into smaller slimes when they perish, drowning the foe in a flood of pets! Slimes start with some resistance to all damage types, which can be increased moderately with Viscocity and Metalize. Several of your powers involve using your pets in special ways, such as Elemental Fusion changing their secondary effects, or Slime Hurl which literally throws one of your slime pets at your enemy! (1)weak ranged : Sludge Ball (minor damage(acid), dot, -dam res, fast cooldown) You hurl a small bundle of slime at the foe. (1)summon : Summon Slime Knight You call forth 1 Knight Slime. When a Knight Slime dies, two Pawn Slimes are spawned for 15 seconds. These slimes cannot be upgraded or controlled. Pawn Slimes are the equivalent of Knight Slimes but one level lower, without any empowerment from skills. At level 6 this power instead summons 2 Knight Slimes. At level 18 this power instead summons 3 Knight Slimes. Slimeball - (ranged, low damage(smashing), pet elemental secondary*, fast cooldown) Slam - (melee, low damage(smashing), pet elemental secondary, fast cooldown) High Pain Tolerance - (5% damage resistance all, passive) (2)moderate range : Slime Hurl (moderate damage(smashing), pet elemental secondary*, knockdown, move slime to enemy, moderate cooldown) You throw one of your pet slimes at the targeted enemy. If you throw a Knight Slime, a Pawn Slime is spawned for 10 seconds. If you throw a Rook Slime, a Bishop Slime is spawned for 10 seconds. If you throw a King Slime, a Queen Slime is spawned for 10 seconds. (6)pet boost: Viscosity grants abilities to slimes All slimes gain: Temporary Invulnerability (15% dam res SM/LT) Pseudopod Slam (short range, single target, low damage(smashing), pet elemental secondary*, fast cooldown) Rook Slimes gain: spikes (melee PBAoE, moderate damage(lethal), pet elemental secondary*, moderate cooldown) King Slimes gain: Hurl Essence: (ranged, low damage(smashing),pet elemental secondary*, spawn Pawn Slime for 10 seconds) (8)ranged AoE : Spatter (target-base AoE, high DoT, -dam res, moderate cooldown) (12 )second summon: Summon Slime Rook You call forth 1 Rook Slime. When a Rook Slime dies, two Bishop Slimes are spawned for 15 seconds. These slimes cannot be upgraded or controlled. Bishop Slimes are the equivalent of Rook Slimes but one level lower, without any empowerment from skills. At level 28 this power instead summons 2 Rook Slimes. Rook Slimes start with: Slimeball - (ranged, low damage(smashing), pet elemental secondary*, fast cooldown) Slam - (melee, low damage(smashing), pet elemental secondary, fast cooldown) Pseudopod Slam (short range, single target, low damage(smashing), pet elemental secondary, fast cooldown) High Pain Tolerance - (10% damage resistance all, passive) (18)special : Elemental Fusion* Change the base Element of the targeted slime. Starting element is Acid (-resistance secondary for pet powers) Options are Fire (DoT secondary for pet powers) Ice (slow secondary for pet powers) and lightning (endurance drain secondary for pet powers) (26)third summon : Summon King Slime You call forth 1 King Slime. When a King Slime dies, two Queen Slimes are spawned for 15 seconds. These slimes cannot be upgraded or controlled. Queen Slimes are the equivalent of King Slimes but one level lower, without any empowerment from skills. King Slime starts with: High Pain Tolerance - (15% damage resistance all, passive) Smash - (melee cone, low damage (smashing), pet elemental secondary*, fast cooldown) Pop - (short range PBAoE, moderate damage(smashing), pet elemental secondary, moderate cooldown) This power summons two Pawn Slimes for 7 seconds. Engulf - (melee, moderate DoT(pet elemental damage type*, -speed, -recharge, pet elemental secondary, moderate recharge) (32)pet boost: Metalize Grants further abilities to slimes All slimes gain: Elemental resistance: (10% dam res Fire/Ice/Elec/Acid) Slam - (melee, low damage(smashing), pet elemental secondary, fast cooldown) Rook Slimes gain: Engulf - (melee, moderate DoT(pet elemental damage type*, -speed, -recharge, pet elemental secondary, moderate recharge) King Slimes gain: Spatter Ball - (ranged, target based AoE, primary target moderate damage (smashing), all targets moderate damage DoT(pet elemental type), pet elemental secondary, long cooldown)
-
Windows 10: Between 1340 and 1345 CST 09FEB2020 Everlasting server ITF run Mission 2 Running a BR/WP sentinel (Brother Beyamut @ Jeagan, acct Jeagan2002) Had a situation where I had both offensive and defensive opportunity active simultaneously. I have been trying to replicate the error, not sure if it's just graphical or if both effects were fully active. I attempted to get a screenshot, but for some reason the capture was from before we entered the mission. I will let you know if I am successful in reproducing the glitch. I suspect I hit a patch of lag, so the two powers triggered simultaneously instead of having a delay between.
-
I've been in several WH40K related SGs on Everlasting, but they tend to be fairly small and only kinda active. I decided to set up a discord channel for everyone who enjoys Warhammer 40k and plays CoH, so feel free to join! https://discord.gg/WAudFJh
-
Just making a post so this is a bit easier for everyone to find. Yay spreadsheets, hope it's helpful!
-
I rarely build past tier 3 in all of my slots, but I have t3 in ALL of my slots for my 50s, and it doesn't take any real time to do so. A day or two, and then if I have other powers I want it take a bit longer. Tier 3 is more than you need for the vast majority of content, and by that time you should have a decent idea of what incarnate powers you want. I even have a character with a few optionals to change between for RP purposes (a Space Marine with different ammunition types). This is a non-issue.