Jump to content

biostem

Members
  • Posts

    8131
  • Joined

  • Last visited

  • Days Won

    113

Everything posted by biostem

  1. The Flash is not an electric character, though. The lightning and electricity are references to how he's fast, not that he shocks people. Yes, he utilizes built up static electricity in a few circumstances, but what you pointed to is more an artistic depiction of the speed force. The Flash has also ignited things via friction. Does that make fire melee appropriate for him? He's kicked up whirlwinds and tornadoes by rapidly moving his hands and feet - does that make him some sort of wind melee character? Those are all secondary effects or depictions of his true superpower - speed.
  2. You are missing the point. It's that you can't really get a full set that depicts an ICONIC speedster. You could RP any character you wanted from Issue 0, but there are woefully fewer powerset that one can use to realize the multitude of concepts, including fairly iconic ones as depicted on comics...
  3. Was that Sabine I saw in the trailer? And Hera! And the old Lightsaber-crafting droid! I hope hope hope they don't turn Thrawn into a goof or a villain-of-the-week...
  4. You realize the CoH is a game heavily inspired by/based upon, comic book portrayals, yes? How characters in comics are depicted is very much intrinsic to how new powersets should be implemented. Things like the many-fists punch or flash-steps are iconic speedster powers...
  5. Generally it's because that is *not* how the Flash, Quicksilver, or the like, are portrayed in the comics...
  6. Well, there's an intended level range to each hazard zone - go there when appropriate, and it'll be the same scary challenge that you remember it being. I can get behind some sort of hazard zone contact that exemplars you to that that zone's max level. Maybe just place an appropriate instance of the Ouroboros time stone thingy in-zone and have it point you to a relevant contact...
  7. What is your thought process behind this suggestion, though? Do you feel that a fully realized character should still face a threat against these lower level groups? Is it to take advantage of the large groups for better XP? What is the goal with your suggestion or the hole/problem you are trying to address?
  8. Super reflexes basically already covers the defense part. All you'd need is a melee set that best encapsulates the feel of super speed. Heck, you could even incorporate a few "ranged" attacks, which function like the vorpal Incarnate judgement power, where afterimages of your character strike the target from afar, to complete the feel. You could even ape the "burst of speed' power from the blaster secondary...
  9. It's called "Gameplay and Story Segregation" - there are balance or other gameplay reasons why a character can't do things in-game that they realistically should be able to do. That super strong character that can rip up chunks from the ground without issue gets stopped by a measly interior door. So to answer your question - it's because that's just how that character's powers work,,,
  10. Roll something like an energy blast/martial combat blaster - focus mainly on the secondary, take the fighting and speed pools, and you're pretty much set. Burst of speed + flurry can be pretty fun!
  11. I didn't notice that. Thank you @Spaghetti Betty!
  12. So based upon positive experiences I had with my dark blast/super reflexes Sentinel, I decided to take advantage of the Mapserver event and give a SR/DM Tanker a try. They play very different from other Tankers I've tried before, but the 2 sets actually gel quite nicely; You get a self heal to cover SR's lack of one, 3 PBAoEs, (I didn't bother with shadow maul), and by taking soul mastery, I got some ranged punch and another AoE, not to mention a great anchor debuff in darkest night. One surprising thing for me is that this tanker has fewer end issues than my sentinel, who gets a dedicated +recovery power in enduring, though I kind of miss the Sent's absorb power, (I do plan on taking advantage of the 2 Tanker ATO uniques, though). The lack of a damage/taunt aura means I have to be much more attentive with punchvoke/taunt, but it fits with the character I'm playing. Have you folks found any interesting combinations that surprised you, or have any general advice for either super reflexes or dark melee? Thanks! Other thoughts: The many sources of -tohit really help with this defense-heavy set. Having an AoE fear adds an additional source of mitigation. With all the defense powers in SR, there's no need to find "mules" for the LotG global recharge IOs. In addition to the above, quickness means I can pull off dark consumption and soul drain that much sooner. I opted to take the summon Widow power, but I could have as easily taken soul tentacles for a bit more ranged punch and to stack immobs with midnight grasp. Leviathan or Mu Mastery look like they could provide a bit more in the way of a ranged punch than Soul Mastery.
  13. Honestly, I would rather we get something like a "gravitic blast" set, which wholly utilizes the reverse-repel or knock-toward effect...
  14. We have a precedent for this - Radiation Armor's Ground Zero - it damages & debuffs enemies, while healing allies.
  15. No, it has a repel effect. The knockdown is part of the special effect while the enemy is within a storm cell.
  16. The problem is, AFAIK, you cannot enhance the "special effect" that some powers get - similar to how the teleport of mystic flight is unenhanceable.
  17. The setting was listed as "Alpha", but I can see it now, thank you. For those not wanting to go through all of that, here's the details: 90 sec recharge 25' radius Storm Cell lasts for 60 sec
  18. Says "No data found for power "blaster_ranged.storm_blast.storm_cell"!"...
  19. I'm not able to check ATM, but can someone please give me an idea of the size of the AoE, recharge time, and duration of Storm Cell, as it seems critical to how the powerset works. I'm excited to try this set out! Can you place 2 with enough recharge? Thanks!
  20. I really just want to have a system in place to change costumes upon entering combat and when exiting...
  21. Why not go with something in-between - Ninjitsu for scrappers makes them very stalker-ish. You get another way of landing crits, via Shinobi, a self heal, an end recovery power, and even a little control. Landing a crit with a battle axe, while hidden, is just the cherry on top!
  22. But auras can only take 1 color, and definitely don't have an option for right & left. Maybe a better option would be to have an aura that performs a costume change when in combat, then reverts you once out of combat...
  23. #1 sounds good. They'd probably have to exclude wings that have a shared central joint, like some of the tech wings. For #2, it'd probably have to follow the same limitation as #1. I presume that in order to hide the wings when not flying, a wholly new version of each wing would have to be introduced, and they'd either just appear out of nowhere or require new animation work. You'd probably be better off with binding a key to trigger a costume change when (de)activating flight...
  24. That's why I said "primary sets", but point taken.
×
×
  • Create New...