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Frozen Burn

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Everything posted by Frozen Burn

  1. Oh, that's right.... i totally forgot Arachnos Soldiers/Widows have to have that locked in first costume. DOH! Thanks for catching that.
  2. The Costume Creator does have jet packs and tech-type wings that you can use and will activate when you turn on Fly. There are: Jetpacks > Goldbricker Jetpack Wings > KX-Komadori Wings SK-2 Shrike Wings Tech Wonderful Wind-Up Wings Backpacks > Freedom Corps Jet Pack AB7 Afterburn Vanguard w/Jetpack Cosmic Rocket Pack Rogers Rocket Pack Rogers Rocket Pack w/Rings Hopefully, you can find something in the list you like. 🙂
  3. So, darn you all!! This thread inspired me to try some AI images and I've wasted about 8 hours today trying to come up with something for one of my favorite toons. 😄 Using CivitAI... here are some of what I got for my Archery/Devices/Munitions Blaster... Techno-Bunny. She's a former Paragon Playmate of the Year turned superhero (rich with lots of tech, gadgets, and toys). Thanks for some of your prompts - they helped me kick things off! I typed in MANY variations of: detailed, hyper photo-realistic, beautiful busty full body female superhero, wearing a black Playboy Bunny costume, brown hair, eye mask, metal shoulder pads, computerized gauntlets, flying through sky, holding archery bow and arrow, surrounded by flying gun-drones. Unfortunately, the AI had no model for bow and arrow, archery, quiver of arrows, backpack of arrows, fistful of arrows, shooting, drawing, holding, firing.... all just made a mess of strings and random lines across the image. So eventually had to do away with it. 😞 Also, it had no idea what Rocket boots were, or boots with rockets, jet-propelled boots, boots with jets, etc. Also, trying to get specific coloring on the shoulder pads, gauntlets, mask, and boots didn't work - it would change the entire costume's color. I tried many other free generators to find one that would at least put a bow in her hand (and not a ribbon tied in a knot like some images came out - had to specify "archery" HA!)... but none would take the prompt. Even removing the words Busty, Playboy, full body, gun-drone, bow and arrow... they all wouldn't take the text saying it was inappropriate. DOH! 🤪So, CivitAI was the only one that would get me this far. Oh well.... These are some the best out of the 500 i generated today. lol 🙂 While not what I want, I think they're still cool....
  4. Welcome back! Fire/Fire is classic and never gets old. Lots of discussions already here on the forums about them. Here is the latest from a couple weeks ago that has a few builds offered... You can also search the blaster forum section for fire/fire and find some others as well. Have a read and let us know if you have any specific questions. Have fun!!
  5. I appreciate the ask and idea, but I do not want a switch ammo for archery. That would require removing an existing power (like Aim) for it. Archery already has it's uniqueness with some different "arrowheads" - Blazing and explosive arrows, and stunning shot. While it's not a lot - and why i understand your ask.... Dual Pistols has none of that / nothing / zip / zero - so Swap Ammo is needed for adding in some sort of different types of damage. Adding in an "envenomed tip" power like Martial Assault - no to that as well. Again, i do not want a power removed from the set to make room for these other powers that to me are unneeded. I would be fine with just adding to existing powers some alternate Damage types like Uun suggested, or perhaps Aimed shot could be switched to "Broadhead Arrow" and have heavy Bleed DoT. But i do not support anything that takes aways from the existing set.
  6. Hi! Welcome back. Your recovery toggle / click power is one of the best things to happen to blasters - TAKE THEM. Those are your sustain powers and are far superior to slotting up Stamina. Some have nothing but self buffs, others have a damage component, and some have a slow/mez/other effect along with the buffs. The ones that have a damage component will supress and not aggro until you start combat - like with Cauterizing Aura from the Fire Manipulation, you can be invisible and stand next to a foe, and the damage will not affect the mob and you'll stay hidden until something else breaks the stealth/you enter combat. Contrary to this, the Reaction Time toggle with Martial Combat, while boosting your recovery, it also slows your opponents - it will aggro even when stealthed. It is still a MUST have power. Death Shroud in Dark Manipulation is purely a damage toggle - no +recovery component to it at all - whether you feel it's worth taking or not, is up to you. /Dark's sustain power is a click - you target a foe, and you get your 2 min recovery buff (this portion of the power is auto hit). It also has a Fear component (this requires a to-hit check and why you can slot Acc in it). So you basically rotate the power in your attack chain every now and then (recovery buff does not stack, but resets the 2 min timer as it gets applied). The Fear component can get enhanced and stacked. Some people hate this power - others, like me, don't mind. So.... for /Elec build... Dynamo.... TAKE IT. The damage should suppress until combat starts (ie no aggro). How you slot it is up to you. It varies from person to person. Some will slot for damage, others will put a few endmod enhs/set in it depending on how much end they use, some will also put a heal set in it. With this power on, 1 slot in stamina is all you need (Performance Shifter proc), and add in endmods to Dynamo as needed, then damage and/or heals if you want.
  7. It is a fun game, but a Mastermind can be one of the more difficult ATs to learn as well, with all the commands and such. Starting off on one of those or a Peacebringer/Warshade, or Arachnos Soldier/Widow will make the learning curve that much steeper. But Good luck and keep at it!
  8. Mind Control has always need help to be more balanced compared to the other control sets that get an AOE immob that does damage, which gives containment, which then gives double damage. Hopefully, the new telekinesis will help with that. Another problem is that it also has a AOE Sleep and an AOE fear that gives no benefit to Containment for Controls. While all these powers are good individually and useful, and other sets have them, no other set has ALL of them in one - and that is why Mind Control always feels lesser on a Controller. For Dominators, it's a different story as Containment and dealing damage isn't an issue - all of these powers build Domination and fuel their uber-ness. And no, Mass Confusion can never be perma. It has a base recharge of 240s and lasts for 37.25s... with max global recharge, you can only get it down to 48s recharge. You'd have to have lots of speed boost from others to get that to perma. ....this is hurtful for Mind Controllers when Plant Control gets an AOE confuse power that is available at lvl 8, has same duration, but recharges in 60s (or 12s with max global recharge). That is a HUGE imbalance, imo.
  9. I just did this mish a few weeks ago without issue and I too chose Resistance. Did you go down off the side of the building to the lower roof area? It's a little funky because you can't see them until you hop off the side and look around. They need to put a way point or marker on the map to indicate where to go, but there isn't one. But if you wandered around that lower roof and she wasn't there standing between the air vents in the roof, then it did bug.
  10. Aim is a buff power (+ACC, +DMG)... not an attack. That is what I was referring to in my previous post, which you call "Feelin' Lucky" in this proposed set. But yes, there is another DP power "Piercing Rounds" that does shoot a narrow cone and can hit up to 3 foes that are in a line. So, that could be another power, but Aim is a different thing altogether. Still, no melee power should be in a ranged set. Unless you're creating a Dominator "Assault" secondary set. ...And that is what I am driving at here. Again, I like the concept and idea, but there isn't much to build off because there just isn't much variation. DP is very "gun-fu" and over the top to provide that variation, flash, and super hero/villain -esque feel. There isn't much room to go that is different with a single pistol set. And I am guessing that is why this hasn't been implemented previously after all the years of people inquiring about it.
  11. @lemming is correct here. You have to be a Resistance member to get in. Being level 50 Vigilante, there is no way for you to become Resistance and get in other than doing a lower level Resistance Arc though Ouro. Doing a Neutropolis Crusader arc specifically and "teleporting to contact" saves you the trouble of having to travel there through portals and the tunnels. Once you're inside, you can quit the Ouro TF - it won't kick you out of the area. Then your Valentine Tip mish should be available again and you can deliver your Valentine. 🙂❤️
  12. I like the idea and concept, except a Ranged set would not have the melee powers in it - they would be for a Blaster Secondary. So, you'll have to come up alternate powers for half your set so far. You've suggested 4 ranged powers. Need at least 3 more + a nuke to be on par with other blast sets (9th power is generally Aim). You suggested an Aim power, but DP doesn't have Aim and has Swap Ammo instead - I am fine with giving Aim to this set instead as many miss their Aim power in DP. But just highlighting as you consider coming up with more ranged attacks for a ranged set. Also, one ranged power is typically a Mez of some sort, so perhaps a cranial shot that stuns could be one. Most blast sets have at least 2 AOEs (cone and targeted AOE, and sometimes more than 2) + their nuke. You offered up the cone - what would the other(s) be? But what is REALLY missing from your suggestion is the T9 "nuke" that all blast sets have. What would it be? Hail of Bullets from DP, you can at least "buy" into it even with revolvers as that would be 12 shots affecting 16 foes (maybe some went through a couple). But with a single pistol, you only have 6 shots (have to consider the revolver costume pieces over the semi-autos, uzis, etc) - how is it going to affect 16 foes? Do we really have to buy into 6 rounds going through all those people to affect 16 foes?? ...Maybe. Maybe not. It would certainly have to be another empty gun cone and that seems repetitive to the standard cone you've already offered up. Again, I like the idea and concept, but there needs to be more ranged powers, no melee (save those ideas to create a blaster secondary set), and then figure out what a nuke would be.
  13. @Zergy, you may also want to consider a Night Widow for Claws. Very strong AT and works great solo or on a team. You also do Toxic damage with your lethal. 😄
  14. You will not be able to do a Master Illusionist, unfortunately. Even with Aether Particles (at least at this point in time). MAster Illusionists don't have legs, they are "hidden by the cylinder graphic that is supposed to be their dress and essentially "hover." This probably is not replicable for player characters in the costume editor - and currently not available with Aether Particles as noted in above post (and not be possible at all even in future due to game limitations - but I leave to more knowledgeable people to state for a fact). You can get an exact replica of a Ring Mistress using Aether Particles, or you can use any of the Carnival costume pieces in the creator to create something similar on your own, but you will not get an exact replica - mostly because of not have the 2 poles with rings for a backpack. There is the "Celestial" backpack, but it doesn't look quite right, imo. Good luck!
  15. Yes, this is odd that you got it inside a mission. The badge is awarded after collecting all of a zone's explore badges and receiving the accolade for that zone. Did you by chance happen to collect all 8 of DA's explore badges right before entering the mish? Perhaps there was a bit of delay in rewarding it? However, that is still odd behavior as it is typically awarded immediately.
  16. Yes, slotting up Integration is helpful. Slot up any power that gives you more regen. Quick Recovery is better than Stamina, so when you get up in levels, you'll want to slot QR instead and leave Stamina at the 1 slot with a Performance Shifter proc in it.
  17. Sadly, no. This is how MMs are designed - the minions ARE your damage. You controlling them and keeping them alive (along with your teammates) is your primary role. If you want your character itself to do any significant damage, you'll have to play a different Archetype.
  18. Love your post and agree with everything. However, FYI, the ability to kill civies in mayhems was a part of Live as I clearly remember spending a lot of time getting the Terminator badge for killing 1000 citizens back then, and then having to do grind and do again here for Homecoming.
  19. Yes, Incandescence incarnate ability is a team/league teleport power. All team/league members will teleport to your location at once just like ATT.
  20. It was most likely the Incandescence Incarnate ability that recharges in 2 mins. You have to be lvl 50 with Destiny Incarnate unlocked for this ability.
  21. i have not yet.
  22. "Good" is subjective. 🙂 I too am leveling up a Storm/Temporal blaster. Below is my build that I'm working on so far. Storm is... interesting so far. We'll see how this build pans out. 😄 I like how it's going so far. Celestial Thunder - Blaster (Storm Blast - Temporal Manipulation).mbd
  23. Yes, Archery/TA does get better - ALL toons get better with lvls. And you are NOT fully slotted at lvl 11 - you are far from it. Archery is lethal damage and many mobs have some resistance to it, but there are also many who are highly susceptible to it. /TA has some glue arrow (toxic) and oil slick which can then be set on fire for Fire damage, so you'll get more damage types mixed in as well. If you enjoy your toon, stick with it.
  24. Read this entire thread so far and I keep hearing double talk about the writing and content saying it's the best, but then how it sucks because we're not treated as a respectable villain. It can't be both. First off - Praetoria has the best writing and content in the game hands down. You make choices and and you navigate your way through the grey areas of life and lean good, evil, or somewhere in-between. I know we're not talking about Praetoria, but i bring it up for comparison. CoV - the writing is strong, but the content is weak. The NPCs are well developed, interesting, and written well - but the overall content for CoV has us not feeling very villainous at all (everything most everyone has already said so far in this thread). We get no say in how we're treated - like little pissants that mean nothing to anyone even in the upper levels - which may be fine early on as we learn the ropes from breaking out of the Zig... but once up in level, you're still not respected as a villain. So, the content in CoV is just horrible in that way. But I do realize that this content was years before Praetoria. I think the mistakes that are in CoV and CoH really helped shape how good Praetoria is. Unfortunately, CoV just never got updated with better content on the whole. Maybe this is something the HC devs can look into for the future. Additionally, as a Vigilante (Blue-side), I can intentionally kill NPCs. This feels more villainous than all the content red-side. When I play a Rogue or Villain in the Isles, I feel like more of a Vigilante stealing and robbing, and fighting other villainous factions. Not that I need my villains to kill, but it seems like it's not much of an option Red-side, which it should be a more prevalent choice there. Ultimately, I just hate the way my character is treated, not feared, and not respected in the Isles. Blue-side, you feel respected and treated appropriately. I also realize that as a company (NC Soft) that puts out a game with content to the public where the player gets to be "villains" / bad / evil - can be a liability thing. We certainly do not want any kids or unhinged people to buy into the roleplaying too much and take some of this stuff to real life (we know it's not the norm but that it does happen). Not only is it an ethical stance to keep the content "dumbed down" but it is also from a legal responsibility position the company has to do this when creating the game. So, I kind of get why the CoV content is "soft" and we truly do not get to do evil deeds or be that evil villain we might want. I think this is the inherent flaw with CoV that may never be fixed. Mechanic-wise / actually playing in the Rogue Isles: It's dark, gloomy, dirty, dingy - I both love and hate this. It's unique to the Isles, which I love, but after a bit, it's too much. Even villains get sunny and bright days. Even they get to walk through clean streets - some even have their thumbs on the sanitation unions and their hands in their pockets to keep their cities clean. As a real person sitting at the keyboard and staring at the screen - it's too depressing to see so much gloom 100% of the time. Weather changes is what ALL sides need - occasional rainy days Blue and Gold side, and occasional bright sunny days Red. Mercy Island: I liked it the way it was before the starting point was moved to the big fort. It used to be after breaking out of the Zig, we land in the small fort at the north end of Mercy Island - we had a few contacts to help us fight and get some experience, and essentially lead us newbie villains to the safety of Arachnos' big fort on the other side of the island - we get introduced to Arachnos, how they operate and after a few more levels - we are encouraged to go seek our fortune and path in Port Oakes. It was a nice progression through the starter zone. Now, it's all a jumbled mess. You can level up with content just in the big fort and never leave it (except to get badges). And when you do get a contact that sends you to the rest of the island, it SUCKs especially when you have to run back across the island to get back to the contact because they haven't given you their cell # yet - and then you get the next mish that sends you down the elevators and out across the isle again. Paper missions - new mechanic at the time and CoV relies too heavily on it. It seems like filler content because they wanted to release the game and there wasn't enough NPC contacts with content (I'm guessing - maybe not, but that's how it feels). It's a cool mechanic to repeatable random content and paper/radio missions are a good addition to the game. But CoV relies too heavily on it. Sometimes, doing paper mish and the robbery will out level me from the contact I was trying to get to! I really hate that. NPC capture/Lead out - Another new mechanic that was introduced with CoV, which is cool. But it was WAY over done. It's such a pain to do all these lead out/capture missions. Stat Enhancing Accolades (Born in Battle, High Pain Threshold, Invader, Marshal): These on the whole are easier to get Hero-side. Yes, Invader (TF Commander) is REALLY easy *IF* you have a lvl 50 villain friend or on an alt account to get you all the bank missions explore badges from the lvl 50 contact. (To me, this feels like a cheat - and while yes, I'm a villain and would cheat, as a player I'm not, but roleplaying a villain... and that's a whole other existential rabbit hole we can down in another thread.) However, if you don't have a lvl 50 villain friend or alt account and are alone - it's a long wait to lvl 45 for this stat that you can get Blue-side at lvl 35 (plus all the reward merits from all the TFs). Born in Battle (Portal Jockey) You have to endure 1 million points of damage to earn this and a LOT of ATs rely on Defense for survivability, so it can take ages to get this badge. To get this in a reasonable amount of time, you have to turn off your defenses (that've worked hard to earn) just so you can take damage to get this. This is easier to get Blue-side by just defeating some AVs/EBs in an arc (more reward merits) and collect a few explores and plaques. High Pain Threshold (Freedom Phalanx Reserve) You have to get a debt badge to get this accolade - yes, you have to let yourself die multiple times to pay off debt to get this. COMPLETELY counter intuitive for gameplay. Blue-side - it's just explores, plaques, and defeats (the hardest being fake nems because they only spawn at lvl 40+, but doable and can get early, if you try) - it should be similar for villains. Marshal (Atlas Medallion) Practically every toon needs this +5 to max endurance boost early on. Red-side, you can't get this until lvl 45 because you have to defeat the Freedom Phalanx in the LRSF. Blue-Side - the hardest thing to get is hunting some vamps and wolves - which can be easily gotten in the Moonfire lvl 23+ TF - so, you get this early when you need it. As a villain, to get these, it's easier to switch to Vigilante, grab them, and then switch back. But that can go against character concept for most. Why switch back? Heck, why start villainside at all, if I have to go hero to get these things easier? As someone else stated, Blue-side, you get freedom of zones to take your character through - you can skip or take the Hollows, Faultline, Skyway or Steel Canyon, Talos or IP, Croatoa, Striga - there are so many options Blue-side. Red-side - you're locked and you have to do the same content over and over again. Having played the game since 2004, all of it played over and over again, it's just that Blue-side has more paths to follow. I can make 10 Heroes and all of them have different paths/contacts. Those 10 as Villains, and practically half would repeat the same content because there just isn't the options to go elsewhere outside the existing zones. (ie - the Isles need more isles.) 🙂 Navigation I LOVE that streets are not square blocks like a lot of zones in Paragon City. The Isles have diagonals on that grid which is wonderful. But that can also be disorienting. And there are many people who hate that or find it difficult to navigate around the island - streets laid out on a grid might be boring, but it is easier to navigate. Grandville can also be very difficult to navigate, especially if you do not fly. It's a cool factor that the zone and contacts went upwards - that doesn't exist in Paragon City. Finding elevators up is difficult. They are hard to spot and you don't know if the one you found leads to the waypoint way up in the sky. It's completely aggravating for my non-flying toons to have to buy a flght pack just to get to my contacts. I am sure this is also off-putting for many people. Strike Forces They are fun and I like them, but reward less merits on the whole than Blue-side TFs. There needs to be more SFs with content worthy of higher amount of reward merits than the existing SFs. I guess I've rambled enough for now. 🙂
  25. Beacon and Tree are meant for longer fights - not short quick fights. You don't need them for every fight. Really, what is the boost going to do for short fights that last <10-15s? Not much. For short fights - you want reactive healing (Emp, Pain, Kin, etc). For longer fights, the steady increased regen of Beacon and Tree really help and shine. You state as an option for your main desire is to have it available every other fight at least - this is already doable with enough recharge. And 300% regen is a decent boost for your tougher/longer fights, and then when you do have the really long fights and can stack a 2nd, you get 600% which is significant for any character, and a HUGE benefit for any regen, willpower, bio, etc characters. Again, chopping the recharge more, means cutting the duration down, as well as probably the amount of regen too to keep it balanced. This would really make the powers less useful, and skippable. Theses powers are great and fine the way they are.
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