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The Volt

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Everything posted by The Volt

  1. I went with the Cybertech spine backpack for the extra hunchback over a cape. The weapon is part of Staff Melee, so not the most Necron-esque move set haha.
  2. I've long wanted some new Judgement powers to round out some synergetic gaps. And I had some ideas, they're not super original but I'd really like to see them: Bombardment Judgement: An airstrike based judgement power. Will be the first judgement power that you can place down so can be shot out of line of sight. Would have two different animations: the first being a high tech variant that uses the Surveillance animation calling down an orbital strike that could use the same animation the IDF Heavy's use. The second uses the radio that Mercenary MM's uses when summoning, this calls down a few, scaled down warburg nukes. It's secondary could be something like a really heavy slow patch, to infer the terrain has been affected and increases difficulty of movement. Full Force Judgement: This one would have a few animations, to help cover more bases. Either an energy blast or sonic blast in appearance (like a gigantic version of Power Burst and a whole mess of sonic attacks), this would use 3 different existing animations, the first being the one you see used for Thunderous Blast and Energy transfer, where you build p the energy in your hands and release. The second will use one of the sonic attack animations, so long as it emanates from the face so the sonic blast seems like a huge cry ala Black Canary, and the energy blast looks like a giant optic blast ala Cyclops taking his visor off. The third animation would use the Assassins Strike animation from Kinetic Melee, because my god do I want a massive Kamehameha/Hadouken in this game. It's secondary, I imagine could end up being used as a huge tool for griefing but I feel it would look really cool, is gigantic Knockback. Like what Might Judgement did for Knock Up, this does for KB. Would make for a great panic button, say for instance you have one too many Nictus to deal with while saving Sister Solaris... Obliviate Judgement: A psionic based judgement. Just to be different, I though why not have a single target Judgement? Obviously it makes up for the lack of AoE with way higher damage. Thematically I thought it'd be like trying to erase someone's mind by focusing everything you have on them. It's secondary is a high magnitude confuse (possibly confuse an AV in a single shot for a few seconds)
  3. Dr. Complex (Rad/Beam defender) Redliner (Elec/Fire scrapper) Shelter (Storm/Rad Sentinel) Lights (Illusion/Energy dominator) - Regular Costume, Inverted, and X-Ray (trying to come up with other light spectrum based costumes)
  4. I have something in the same vein. I wanted a more bomb disposal type of look, on account of his love of trip mines. My Traps/AR defender: Bottom Dollar.
  5. Thank you @Piecemeal! Hope you move on to bigger and better things.
  6. There are two patterns called Jester on that piece, the Jester pattern you need will be at the end of the list whilst the one you have used in these screens is in regular alphabetical order.
  7. Had a thought, what about a choice between the Energy shifting ability and Aim? Super Reflexes for Sentinels does this with Master and Practiced Brawler. This would allow for Power Push to remain and power progression to remain the same.
  8. I get the impression folk think I hate knockback, which is not the case, I just wish I had better control over it (that doesn't involve removing it from my arsenal via IO's) Was just hoping to breathe some new life into an old set like has been done with other sets of late, I didn't come here with an agenda against knockback. Not saying I don't have an agenda...that agenda being nudging towards a ranged kinetic blast set, including alt animations for the blasts that reuse kinetic melee anims (Burst for Nova, Focussed Burst for Power Bolt, Assassins Strike for Snipe, Repulsing Torrent for Energy Torrent, I'm just unsure of others as I'm not sure how to implement them, also don't know if there's any files that are made or unfinished from the planned Kinetic Assault set that could be used) Also, I have bias towards to Power Burst as I think it is the sets most iconic power (it just looks so cool) and had ideas based most around it. So I thought it would be cool if each different type of Energy change affected it somehow, so obviously Concussive makes it a huge knockback beast without sacrificing it's power, whilst Plasmatic would give a small AoE (think exploding shuriken, small DoT around the main target) and Kinetic could have a combo mechanic (build power using other blasts, once reached, power burst does increased damage)
  9. I was thinking the powers would get rearranged, like how Energy Melee's were when Power Crash was introduced. Personally I'd have it in-between Energy Torrent and Power Burst.
  10. My idea is this: replace Power Push with a power like Dual Pistols' Swap Ammo. You would be able to swap between 3 different energy types: Concussive, Plasmatic, and Kinetic. Concussive would increase the knockback magnitude of all your attacks, Power Burst would have a 100% chance to make up for the removal of Power Push. Plasmatic would remove knockback and add a small DoT of Fire type damage. Kinetic would change the knockback to knockdown and now does a small -dmg debuff.
  11. Old costume I made for my Water/MA blaster: Inheritant, that has grown on me over time.
  12. You can recolour the inside of the veil, much like the other "cape" options such as the Tech Knight Belt and the Circle of Thorns Shoulders, you should decide it's colour first and use the "Costume Colours Linked" option to set it. Just be sure to uncheck it when you want to recolour the rest of your outfit.
  13. Really thought I was in with a shot in the retro costume comp with this. Oh well, I think "Major Damage" looks quite sharp.
  14. So I watched Coco for the first time, loved it, and now I have a new Dark/Bio stalker. Also, not sure where to put this, but I recently saw someone with nearly my exact costume of my main (albeit different hair, face and aura) but the iteration before his current where I use a dark grey instead of black. Mine is the one on the right, which I posted in this thread about a year ago.
  15. Remade my Kinetic corruptor from Live, strong influence from a certain movie...
  16. I agree with this, but also would like to see more proliferation of animations. Such as allowing the Soul mastery variants on regular Darkness attacks (such as Gloom) and Mu variations on Electric attacks (especially Static Discharge and Ball Lightning)
  17. Made a new costume for my cyber archer. I overuse this blue on a lot of my costumes...
  18. Can I get some advice on this build. Would I be better off proc'ing out Fistful of Arrows? I'd really like to avoid having another character with Scorpion Shield, and I like just the ranged def and Force of Nature panic button. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Cursor: Level 50 Magic Corruptor Primary Power Set: Archery Secondary Power Set: Trick Arrow Power Pool: Leadership Power Pool: Speed Ancillary Pool: Power Mastery Villain Profile: Level 1: Snap Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7) Level 1: Entangling Arrow -- Acc-I(A) Level 2: Flash Arrow -- ToHitDeb-I(A) Level 4: Glue Arrow -- EndRdx-I(A) Level 6: Fistful of Arrows -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Dam/Rech(9), Artl-Acc/Dam/Rech(9), Artl-Acc/Rech/Rng(11), Artl-End/Rech/Rng(11) Level 8: Blazing Arrow -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(13), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(17) Level 10: Ice Arrow -- Lck-Acc/Hold(A), Lck-Acc/Rchg(17), Lck-Rchg/Hold(19), Lck-EndRdx/Rchg/Hold(19), Lck-Acc/EndRdx/Rchg/Hold(21), Lck-%Hold(21) Level 12: Aim -- GssSynFr--Build%(A), GssSynFr--ToHit(23), GssSynFr--ToHit/Rchg(23), GssSynFr--ToHit/Rchg/EndRdx(25), GssSynFr--Rchg/EndRdx(25), GssSynFr--ToHit/EndRdx(27) Level 14: Explosive Arrow -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg/End/Rech(27), OvrFrc-Acc/Dmg(29), OvrFrc-Acc/Dmg/End(29), OvrFrc-Dmg/End/Rech(31), FrcFdb-Rechg%(31) Level 16: Poison Gas Arrow -- RechRdx-I(A) Level 18: Ranged Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(31), Thn-Dmg/Rchg(33), Thn-Acc/Dmg/Rchg(33), Thn-Acc/Dmg/EndRdx(33), Thn-Dmg/EndRdx/Rchg(34) Level 20: Acid Arrow -- AchHee-ResDeb%(A) Level 22: Maneuvers -- RedFrt-Def(A), RedFrt-Def/EndRdx(45), RedFrt-Def/Rchg(45), RedFrt-EndRdx(46), RedFrt-EndRdx/Rchg(46), RedFrt-Def/EndRdx/Rchg(46) Level 24: Tactics -- EndRdx-I(A) Level 26: Victory Rush -- SynSck-EndMod/+RunSpeed(A) Level 28: Disruption Arrow -- EndRdx-I(A) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 32: Rain of Arrows -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(34), SprMlcoft-Acc/Dmg/Rchg(34), SprMlcoft-Dmg/EndRdx/Rchg(36), SprMlcoft-Acc/Dmg/EndRdx/Rchg(36), SprMlcoft-Rchg/Dmg%(36) Level 35: Oil Slick Arrow -- Artl-Acc/Dam(A), Artl-Dam/End(37), Artl-Dam/Rech(37), Artl-Acc/Dam/Rech(37), Artl-Acc/Rech/Rng(39), Artl-End/Rech/Rng(39) Level 38: EMP Arrow -- Lck-Acc/Hold(A), Lck-Acc/Rchg(40), Lck-Rchg/Hold(40), Lck-EndRdx/Rchg/Hold(40), Lck-Acc/EndRdx/Rchg/Hold(43), Lck-%Hold(43) Level 41: Power Build Up -- AdjTrg-Rchg(A), AdjTrg-ToHit/EndRdx(42), AdjTrg-ToHit/Rchg(42), AdjTrg-ToHit/EndRdx/Rchg(42), AdjTrg-EndRdx/Rchg(43) Level 44: Temp Invulnerability -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(45) Level 47: Force of Nature -- GldArm-RechRes(A), GldArm-RechEnd(50), GldArm-Res/Rech/End(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Scourge Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(39), NmnCnv-Regen/Rcvry+(48) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod/Rchg(48), PrfShf-EndMod(50) Level 50: Agility Core Paragon ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1473;681;1362;HEX;| |78DA6594CB6F125114C6EFC0505A9E2DF44169690BB6A5523B05E9DE547C446D934| |68D2E09A1D342240EB980B43EA2D574EB4217AEB40FDF89A2FE09EEF47F303EFE00| |AD1B5FDDE0E99C2F948449C86FF8EEFDE69CFB7198F99563AEDAC9B52342F1A60A9| |952299D32A4AC14CB86B4CD6796F359AB10A22D55912543DAE936D0584E9FCD5C5E| |D617B55999CDE97235B8BF70B4B2B4A49D97F9ECA5F4AC94465578170CA3A0CDE99| |9455D9672F9A2C3FC7EAEA8EB8B4EF3F64421BF9C2BFBF8DE90593D6D2CA52FE60B| |05DFF1623EAB2D18555DA6E733A532150A501751FADC700B5C759B784848A8C2F20| |8DC60AA9BE016B36D9B59DEF70A1164AD429A024D49B27685342B346B98B59BA4D9| |50D766B5F1735566BB0D6C633AEC603BF31679EDF0DAD1B30B3DBBD0B3073D7BD07| |3277AAE92B703DE8E5F165EFBCDF4FD01FF32BBFF81BBCC35F23AE175BE64ADF709| |F8941978063E67065F306F93D7ADB0D7FDCDCA6B5F99839FC0CFCCA12FE03A7B57C| |8EB457EDE493EC71DD2BAD04B173218420623C86004198C208330325825AF1FCFF3| |BFA71A7E557451A03DE8AFC7A398FB0E39402773CA0BBA4037D34FDE3EF68A3EFCB| |E77C784E8478DFE1DD5D4AE52DD016803D817216F88BD4A08679B06D769FF30CE38| |FC8A3309BF066BCC036FC0B7E03BE635F246E08D60BE46315FA398AF51CCD738E66| |B1CF3759DBC63F08E6146A298912866248A198961466298910F547E82BDEAC463D6| |0E6E831BE0263C5BCC8FE4994406937B418628F3C37C8E1AF5A2F1F32CDA0C6B892| |4186776538671E41AEFE1DF64506DFA6FD6E91267620DA51E6B598DB728891625D9| |A2CCB428A7F6144531ABCCB5AC2EA84D6F0753E9E86CBC1BEADF1DB0EEAD4EF10CE| |CEC6B1625CCE71D3F4D4294E6E4029FF547B36F827D3F9B7D0F38E7E9FBCCC43DE6| |6E2F81F7D4FF037812EB16| |-------------------------------------------------------------------|
  19. Also, could have swore I posted this already but I forgot to. Fifth Degree:
  20. Remade my TA corruptor from live (even though the consensus is that defender is better or it) gotta try out all them shiny new changes. Cursor:
  21. During the mission "Free Bile from the Zig" upon leading Bile out of the mission he became aggro'd on an invulnerable minion that seemed to have fallen through the fence where on the other side people are fighting as set dressing. I assume it was kb'd and ending up glitching through. Had to KB the minion all the way to the exit using the Nemesis staff so Bile would leave (made increasingly tedious by "helpful" mobs by the door)
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