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Menelruin

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Posts posted by Menelruin

  1. 3 hours ago, Hopestar said:

    Alpha, Interface, and Destiny all will work on your pets. Hybrid Assault Radial will work on them if you summon them while it's active and then any time you activate it again if your henchmen are still alive they will benefit from it again so you don't have to resummon every time. Both damaging and non-damaging procs from Interface will work on your henchmen; Having, lets say Nerve Core Alpha, will boost your Protector Bots' defense buff bubbles the same as your /FF ones.

     

    As far as advice for Bots/FF, I'd say Musculature alpha, Pyronic judgement, Degenerative interface, Banished Pantheon lore, Clarion destiny, and Assault Radial hybrid.

    Is there a particular reason for Pyronic?  I was given to understand that, barring choices for flavor, Ionic tended to be the go-to, for ease of aiming.

  2. So I kinda bumbled my way along to level 50 as Mastermind, and it's just now occurring to me I have no clue what incarnate abilities to get, or how they'll even work.  If I get a damaging proc, does it only apply to myself, or my pets?  Will defensive Alphas help them survive, or just me?  For all the other ATs it seems pretty straightforward, but I have no idea what to do on MM.  Anyone have any advice?  I went Bots/FF as "easy mode" for my first MM, if that matters.

  3. On 5/6/2021 at 7:30 PM, MTeague said:

    having them in a Radio mission would probably need to be a Difficulty Notoriety setting. But, I'm on board with it becoming an Option that can be checkmarked for those players who want to face off against it. 

     

    Another thing I'd love.... but god how would you manage it?  Would be some way that the game to scour MY account for Supers, both Friendly and Hostile. If I had no qualifying characters, then sure, okay, draw from a standard list somewhere. 

     

    but how cool would it be if entering a mission with my Mind/Kin controller, I'm met at the door by my own Invuln/SS tanker, and halfway through the mission, my own AR/MC blaster, and after 2 levels of obligtatory trash packs, we all face off against my own Plant/Psi Dominator, my own Dark/Dark Corruptor, and my own Spines/Regen Stalker?  All with their full set bonuses, their full list of slotted powers, pool powers, etc, their incarnate powers if we're at the appropriate level, and oh yea IT'S ON!!!   Showdown / Throwndown!!

    That reminds me of an idea I had before for you to have a Nemesis character who popped up now and then, with counter/inverted versions of your powers (swords vs axes, ice blast vs fire blast, rifles vs pistols, etc).  Would be complicated to do, but would be AWESOME.

  4. So for some of us going for the "flying brick" concept, Mighty Judgement is most thematically appropriate....but it's tricky to use it while airborne, or even when in the process of landing/jumping.  Could we either have an option available (maybe from Null the Gull) so that when you use it while flying or jumping, you suddenly slam downwards in a badass Superhero Landing?  Or barring that, can we make it so that if you click the button while falling, it doesn't just fail, but instead does the usual circle "waiting" effect, and automatically triggers as soon as you get close enough to the ground?

    • Like 1
  5. 18 hours ago, Tyrannical said:

    Looking at the new mechanic being introduced to Singularity (being able to draw in enemies), I wanna play with this a little and see what we can do with it. And on that note, I've been toying with some old ideas! Here's another armor set; Gravity Aura

     

    Gravity Aura

     

    EnergyAura KineticShield.png - Gravity Shield: A Defense toggle that grants Smashing/Lethal Defense. Also provides minimal Resistance to Smashing/Lethal and Immobilize, Knockback, Knockdown and Knockup. (FX for this is similar to that of Gravity Distortion)

     

    IceArmor Icicles.png - Orbiting Debris: A Damage Toggle that deals minor Smashing/Lethal DoT to nearby enemies. (FX for this is a larger version of the magnetic aura, with the ability to pull in debris like Hurricane)

     

    IceArmor HP.png - Increase Mass: An autopower that boosts MaxHealth and Resistance to Defense Debuffs and Toxic Damage.

     

    LuminousAura WhiteDwarf.png - Gravity Shift: This power unlocks two mutually exlusive toggles much like Bio Armor's Adaption; Low Gravity and High Gravity. 

     

    EnergyAura PowerArmor.png - Low Gravity: This toggle boosts the Damage Resistance of your toggles, as well as granting greater Jump Height, Jump Speed, and Resistance to Movement Debuffs. Also decreases your Flight Manueverability. (FX for this is similar to that of Crush, but centred on each the player's feet)

     

    EnergyAura Entropy.png - High Gravity: This toggle boosts the Status Effect Resistance of your toggles, as well as increasing damage, especially Smashing Damage. Also gives minor Smashing damage to all attacks. (FX for this is similar to that of Crush, but centred on each the player's feet, with the FX playing in reverse)

     

    IceArmor Permafrost.png - Polar Shield: A Defense toggle that grants Fire/Cold Defense. Also provides minimal Resistance to Fire/Cold and Hold and Repel. (FX for this is similar to that of Lift)

     

    IceArmor EnergyAbsorption.png - Quantum Flux: An autopower that gives a small boost to Melee/Ranged/AoE Defense, and Resistance to Enemy Teleportation and Placate.

     

    EnergyAura Protection.png - Void Shield: A Defense toggle that grants Energy/Negative Defense. Also provides minimal Resistance to Energy/Negative and Sleep and Stun. (FX for this is similar to that of the nebulous glow of many Gravity Control powers)

     

    IceArmor ChillingEmbrace.png - Gravitational Pull: A toggle power that uses the new pull mechanic introduced by Singularity, also reduces enemy Speed and drains their Endurance (also taunts for Brutes/Tankers). (FX for this is similar to that of long-cast teleport powers, but played in reverse)

     

    EnergyAura Cloak.png - Dimensional Slip: A toggle power with long recharge and endurance upkeep, makes you and 6 nearby enemies intangible (10 on tankers). Works much like Dimension Shift in which phased enemies can affect one another. (FX for this is similar to that of Dimension Shift, but much smaller)

     

    It's bothered me for AGES there aren't a lot of good concepts that mesh with the "magnetic" costume aura!

    • Like 1
  6. My apologies if I missed this in another thread, I did a quick scan and didn't see it....

     

    It used to be that if I saw someone speak up in LFG or Help or whatever, and I wanted to do a quick message to them, I could click on their name, then press either M or T (I forget which) to automatically start a Reply.  It's no longer working with the quick key, though I can still click on a menu with the mouse.  Relatively minor convenience thing.

  7. So, idea for a power set:  Energy Absorption, like Bishop in X-Men.  Has powers like a click to steal some Resist from all enemies around you for a while, and maybe a buff that, once you click it, remembers the last damage type you were struck with, and gives extra Resist to it for a while.  As an interesting twist, could give it LESS protection to Smashing and Lethal, as it's about absorbing radiant energy as compared to strictly kinetic attacks.

  8. 1 hour ago, Tyrannical said:

    Going to try another control powerset, cos those seem simple enough to make. There's not many angles left since we basically have a Control powerset for each of the major 'elements' in the game, but I want to try and make one to fill in a niche that no other control powerset has yet, which is Toxic damage. 

    I know, I know, damage isn't the focus of control powersets, but I think that's why this could work. Toxic damage is fairly infrequent in game, and what 'raw' toxic there is tends to be fairly low damage. So since control powersets don't focus so much on damage, having a toxic damage dedicated powerset doesn't provoke many balancing issues compared to a purely toxic blast or melee powerset.

    Toxin Control

     

    MentalControl Hypnotize.png - Sleep Toxin: A single target sleep power that deals moderate toxic damage, uses the Succubus 'Come Hither' animation to blow poison particles at a single foe.

     

    Poison Paralytic.png - Choking Poison: A single target hold power that deals moderate toxic DoT, similar in appearance to Choking Powder, with a little more poison FX.

     

    FortunataTeamwork Confuse.png - Hallucinogen: A single target confuse power, uses the Poison/Immobilizing Dart animation, firing the Mutagen projectile at them.

     

    PlantControl SporeBurst.png - Sleep Gas: Similar in function to Spore Cloud, and shares the same FX, putting a bunch of foes to sleep in an AoE.

     

    Poison NeurotoxicBreath.png - Corrosive Spray: A cone debuff power that reduces typed defense, resistance and regeneration, and deals minor toxic DoT. Uses the DUST Ranger 'Toxic Burst' FX, with the same animation as Arsonist's Fire Breath.

     

    RadiationMelee IrradiatedGround.png - Acid Slick: Creates a patch that deals minor toxic DoT, reduces speed and positional defense, and has a chance to knockdown. Delivered by the Alkaloid animation/FX, with similar patch FX to Corrosive Vail

     

    Poison Poison Trap.png - Choking Cloud: Similar to the Poison Trap power, but this time using the 'choke' animation to hold them. 

     

    EarthGrasp Stalagmites.png - Dizzying Fumes: An AoE power that stuns all foes in the area over time. Creates a similar patch to Volcanic Gasses, but without the vents/geysers emerging from the ground.

     

    FortunataTeamwork AuraOfConfusion.png - Confusing Cloud: A power similar in effect to Mass Confusion, using a similar FX to Venomous/Noxious Gas, though also creates a poison cloud over the heads of targets.

    Love it!  Especially since it would finally allow a 100% "poison" themed character, via a Toxin/Poison Troller!

    • Like 1
    • Thanks 1
  9. 19 hours ago, Tsuko said:

    Shield Defence / Broad Sword Tanker :

     

    The PalaTanker - Archangel Build !

     

    giphy.gif

     

     

     

    image.png.482a60d567a51994dd3c54a81c1f517b.png

     

    A Paladin / Archangel is not a Babysitter, healing is not in theme imo 🙂

     

    The Rebirth incarnate will be perfect for a lay on hands power.

     

    Leadership Maneuver + Grant cover will give you the ability to provide 20% def all to your team around you.

    Tactics and assaut will give them strenght and guide them in the darkness !

     

    You will be protected by having them near you with Phalanx Fighting !

     

    You will be able to summon angels with the Kov Lore incarnate !

     

    You will be able to cast lightnings upon your foes with mu lightning and Ion jugement incarnate !

     

    PalaTanker - Shield Defense - Broad Sword.mxd 5.47 kB · 0 downloads

    Ooh, shiny!

  10. 9 hours ago, Sakai said:

    Ooh. Are you making a paladin?

    Quasi, maybe?  My concept was that someone can produce both healing and detrimental bio-compounds, but then uses a sword as an "applicator" for the negative ones, since he doesn't have fangs or claws or anything.  Though if a paladin were an ACTUAL option, I would've made one long ago....

    • Like 1
  11. So I know that Streakbreaker prevents you from having too many misses or failed dodges in a row if your accuracy or defense are too high for it to be realistic.  What I'm wondering is, does it automatically trigger on the pertinent attack, BEFORE or AFTER confirming it should hit or miss?

     

    For example, let's say I have a 95% chance to hit an enemy, and I miss.  On the following attack, does the game roll like normally FIRST, see if it hits, then apply Streakbreaker if it misses?  Or does it FIRST apply Streakbreaker, without bothering to roll first?

     

    Just wondering because it FEELS like Streakbreaker is kicking in an awful lot...

  12. 8 minutes ago, LiquidBandage said:

    You need to provide more context. Your question is meaningless. 

    I want to make a character who uses a sword, has the regen pool, and takes the Medicine pool, and possibly the buffs from Experimentation.  Given those requirements, which AT will be hurt least by this?

    • Like 1
  13. 14 hours ago, Monos King said:

    So, here's a suggestion unrelated to the changes here (which from what I gather are pretty good).

     

    What if we made a little more use of the Thumbtack Map feature? I really like the AE testing "Teleport to Next Objective" feature, and everyone likes the mission teleport thing. So Two ideas just for thought.

     

    It'd be cool to see a mechanic where you place a marker where you stand that persists for a long time (like 15-30m), similar to ouroboros portal, that let's you teleport back to that exact spot later on. You can place up to 3 or something. And then once 3 are set, you can click that same power to quickly shift between locations in the same way you do between objectives in AE Missions. Interacting with each of the markers would delete them, and give you the ability to set a new one. And setting your first marker leaves a Thumbtack on the map.

     

    The other idea was just to be able to teleport to a thumbtack every hour, but that's probably OP and I am saying it only for sport.

    I was just thinking about this.  It could be tricky in mutli-level maps, but you might be able to limit it to outdoor maps, and say your character falls from the sky, with some massive amount of fall protection for a few seconds.  Hell, even if it was limited to non-instance maps, and just had a number of "hotspots" you could teleport to (certain contacts, detectives, transport, etc) would make it feel more "valid."

  14. Like many folks, I'm SUPER-hyped about the upcoming changes to Energy Melee!  Which left me anxiously wondering two things.

     

    Firstly, anyone know how much time these sorts of things typically spend in Beta before being brought to Live?  Obviously it's a case-by-case thing, but do these normally take a week or two, or like a full month?

     

    Secondly, they put several cool things on Beta at once.  Is the Dev Team going to wait until they're ALL good to go, then put them all on Live at once?  Or if Energy Melee is solid, but the Teleport revamp still needs testing, will they bring one change to Live, and hold the other back. 

     

    THANK YOU SO MUCH DEV TEAM!

  15. Actually, the FUN thing is that someone gave me a Dark/Regen Brute build that can easily tank the Hami core.....with no supports during the fight 😁

     

    Defense is moot, and the only Resist that matters is Toxic (which Regen gives plenty of), so it's actually damn near perfect for it.  Of course, anything ELSE would squish me easily....

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