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Jeagan

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Everything posted by Jeagan

  1. Unfortunately if you turn off your XP you don't get double your influence from 50+ content. That only works while you're exemplared, and is a separate setting. And Empy merits are easy to farm, the first arc of DA gives up to two each run, and with a stealth power or proc it only takes about 15 minutes to clear.
  2. As explained earlier in this thread, sidhe is pronounced SHEE, and is a reference to the fae. I made a plant/water controller, who was a very effeminate male fae. Named him Hesidhe, and he's literally a fairy fairy. Also have a double agent named Infiltraitor.
  3. Not sure if anyone's done this already, but I made a spreadsheet of the basic crafting recipes to calculate what materials you need to purchase, and how many. https://docs.google.com/spreadsheets/d/1vVF59yH7SLfwH3zKJwBA0BqbeMuJn-sehCfNpFT4qzQ/edit?usp=sharing Let me know if I made any mistakes!
  4. Original Archangel, from X-Men. Flight/Hover and Brawl, don't use any other powers.
  5. Did I say that's the last update? Ha! I lied. That was the last update concerning the Traitor Marines mission arc. As that arc is best suited for mid to high level characters, I'm now in the process of building a Tau combat scenario. So far I have several minions and lieutenants designed, and a boss. As this is targeted at lower level groups, I'm probably not going to have any EBs or AVs. Currently the first mission is a training simulation for newly promoted Battle Brothers. Mission ID 12957, if anyone is interested in trying it out!
  6. Alright, probably the final update! Finished the arc on mission 4, as it is already pretty long. In part 4, Abaddon's Black Legion was able to teleport into a nearby structure, and are transporting some kind of cauldron below ground. You'll need to battle through hordes of Traitor Marines and cultists to prevent the power of the Incarnates from falling into the clutches of Chaos! Arc ID 12519, Abaddon's Invasion (WH40K mission) On a side note, I did run into a bit of an issue with the maps (transition from warehouse to caves) large set. For some reason enemy groups on the bottom floor would fade out once you engage them, and all spawn in a bunch next to the elevator on the top floor. Not sure what could be causing this, but it's happened on every large map of that set.
  7. Hey everyone, I'm a bit of a 40k fan, so I made a mission where you help the Adeptus Astartes battle some Heretic Legionnaires! Arc ID 12519, please let me know what you think in the comments! I will be expanding the story with additional missions, maybe make it a string, but for now I'm focusing on enemy designs and balance. Thanks a ton for your help! FOR THE EMPEROR! *update* I made a mission arc of three so far. 1) Battle the Death Guard as they attempt to release a plague in Paragon City! 2) Stop the Crimson Chaos from sacrificing innocent civilians! 3) Stop the Emperor's Children from setting up a deep strike beacon in the heart of Atlas Park! 4 and 5 are still in the works. Please keep up the input, I really appreciate it!
  8. Slime Mastermind Powerset. This powerset is built around pets that split into more pets, drowning the foe in a flood of slime! (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 20 seconds. These slimes cannot be upgraded or controlled. Pawn Slimes are the equivalent of Knight Slimes - 1 level, without any empowerment from skills. At level 6 this power instead summons 2 Knight Slimes. At level 12 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 - (10% 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 (20% 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 30 seconds. These slimes cannot be upgraded or controlled. Bishop Slimes are the equivalent of Rook Slimes - 1 level, without any empowerment from skills. 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 - (15% damage resistance all, passive) (18)special : Elemental Fusion* Change the base Element of one of your slimes. Starting element is Acid (-dam red 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 30 seconds. These slimes cannot be upgraded or controlled. Queen Slimes are the equivalent of King Slimes - 1 level, without any empowerment from skills. King Slime starts with: High Pain Tolerance - (20% 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 10 seconds. Engulf - (melee, moderate DoT(pet elemental damage type*, -speed, -recharge, pet elemental secondary, moderate recharge) (32)second pet boost : 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)
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