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biostem

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Everything posted by biostem

  1. I saw someone with a really great rat costume, and so I built off of the basic design and came up with: "Captain Chiropteran":
  2. I'm talking about a series of icons under the target box, just like buffs or debuffs applied to you show up.
  3. I did a quick search of the forums, but didn't see this mentioned, (though I'm sure I'm not the first person to suggest this); Just as we can see the various buffs and debuffs being applied to our character, please allow use the *option* to see what buffs or debuffs are affecting the targeted enemy. What're your thoughts? Thanks for reading!
  4. So I took some aspects of previous costumes I've used and incorporated your description of the character, to come up with this: *Note - The 1st version of the costume has a backpack instead of the cape, but I decided the cape looked more heroic... chrono-soldier 2.costume chrono-soldier 1.costume
  5. Here's another I've been working on: "Negative-Nancy":
  6. Another avenging nature spirit: "Strike Orchid":
  7. An energy being who inhabits a containment suit in order to fight crime: "Power Overwhelming":
  8. A goblin with a conscience: Lean Mean 'n Green:
  9. A little sprite that has finally had enough of bad guys messing up her grove. I present to you, "The Frontline Fae":
  10. There are a few glove and boot options that are basic scrapped leather, but with these really awkwardly stuck-on spikes. I abhor these, as they neither look cool nor do the spikes even line up with anything. Conversely, there are many belt, shoulder, and other such pieces, that would be really nice if they *didn't* have those spikes stuck on to them...
  11. Here is a slightly different take on your concept: surge sentinel 2.costume
  12. Here's a quick costume I put together. I hope it's at least a starting point you can work from: surger sentinel.costume
  13. Here is my attempt. I hope you like it! fairy.costume
  14. In the same vein as my previous post, here is yet another character of mine, "The Grinning-Ghost":
  15. I tried to go with a "scary cute" costume for my latest hero: "Grim Grin":
  16. I'd just go with a cloud effect, or maybe the FX from the beast bug/swarm attack...
  17. I love the asymmetrical costume options! Any chance we could get the same treatment for shoulder options? I'm also having a lot of fun with the Experimentation power pool. Would it be possible for us to get the immobilizing wrist dart animation from the ninjitsu blaster secondary, as an alternate animation? Thanks for all your hard work!
  18. Most of the tactical arrow powers include a projectile of some sort - a rather slow moving one a al the trick arrow powers they're based upon. It's not like energy or fire blast, where it's a simple particle effect that can be emitted by some generic casting animation...
  19. In theory, I agree with the notion, but in practice, all the animations would have to be changed, which means that is would be a large undertaking...
  20. Oh? I'm assuming through the AH? I was running TFs on a MM of mine to earn merits for hers, so I didn't know you could just get them elsewhere...
  21. The thing is, if a character doesn't interest me very early on, then I'm not gonna stick with them. I'm not doubting that they can do amazing things, but I need a character that I find fun to play pretty much throughout their entire career...
  22. Can you recommend any stalker powerset combos? I've tried them before, but they end up feeling like gimped brutes/scrappers to me. Thanks again!
  23. Good afternoon, everyone! I hope you are all doing well. I've been stuck working home for a while now and looking for ways to stave off boredom. I've been playing a lot, but most of the characters I play are very similar, power-wise, (mainly brutes with fast-recharging powers like claws, savage melee, etc or ranged characters with archery, or doms/controllers using gravity). I would love some suggestions regarding different powerset combinations and ATs, which have very little downtime right out of the gate. Thank you in advance for your input!
  24. Sub-optimal, sure - if you pull from too many sets, (especially in the case of attacks), then your performance may suffer. There are ways around that, once you understand the mechanics of the game a bit more. For instance, there's a martial arts ability that gives you stacking damage buffs for every attack that crits. It's not too difficult to build for a higher crit chance, so this ability works very well with any crit-oriented melee set, even if you aren't using martial arts attacks. As another example, there is an energy return power that grants you an energy-over-time effect whenever a power comes off of cooldown. Now, not too many powers in CO actually have cooldowns, but there are 2 I often utilize as a reliable way to trigger this - a fairly potent self-heal and a lunge (distance-closing) power - they have like a 5 and 3 second cooldown, respectively. So by using them every so often, you keep the energy coming in, and may never need to use your energy-builder attack. Most enemies are pushovers, but there are some really annoying ones that can temporarily cancel out your travel power or can do things like push you away. There's also a "break-free" mechanic where you have to rapidly push space to break yourself out of mez effects - there aren't really any full-on/24x7 mez protection powers, either. There's also no dodging attacks per se - all attacks hit, it's just that dodging them means they get reduced by a significant %.
  25. Another thing to take into consideration is that many sets have mechanics that almost never exist outside of that set. For instance, many electrical powers apply "negative ions", while other electrical powers gain bonuses if used against targets affected by it, so while you can dip into many powersets with freeform, you are often unable to make the most out of that mixture.
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