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biostem

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Everything posted by biostem

  1. Ohhh... So you want all the benefits of a full-fledged travel power without having to devote an actual power pick to get it.
  2. There's the magic carpet and disc flight that are perfectly suitable for a magic theme. Sure, those cost more inf, but it shouldn't be difficult to get. Also, there's no reason why a magic user couldn't, at least initially, conjure a steam jump pack in the interim...
  3. They'd probably have to institute limitations on what powersets it works with, like they did for shield and certain weapons. Sentinels also get a different version/a reworked version of the armor sets, so shield would probably get changed as well...
  4. Ninjitsu is quite fun on scrappers. Give it a try!
  5. Slug, buckshot, and so on, all fit the shotgun theme. If you want to also throw in some martial arts or sword attacks there, go with an AR/ninjitsu or AR/martial blaster...
  6. Since we're kind of going all "pie in the sky" with this set, here's what I'd propose: Instead of the bash or volcanic gasses attacks, what if you instead used a variation of the beast bird attacks, only you substituted pteradons/pteradactyls instead? Alternatively, maybe have some sort of sling attacks or throwing spears. Heck, I think there's an enemy faction that does some sort of rock-throw attacks that could be repurposed...
  7. I would like some better/more realistic wood grain textures for staves and some of the round shield models.
  8. Well, we already have a precedent of a MM pet with team buffs - the thugs enforcers have various leadership powers. If the T1s were able to get the shield defense team-granting buffs, then they'd probably be very low in their buff value. Maybe they could follow a basic "T1 = basic melee fighters, T2 = basic ranged attackers, and T3 = mage" format. Perhaps the T1s could consist of 2 axe & shield fighters, and finally a mace & shield cleric with 1 fewer attack but also a heal-other ability. The T2s could be basic archers or perhaps more ranger-like, with a nature power or 2 thrown into the mix. The T3 would be, IMO, more mage-like, with a fireball, a lightning bolt, a basic magic missile-like attack, and perhaps an ice hold, to round out their abilities...
  9. It ended up looking more like a wolf than a fox, but here's my attempt: Arctic Shadow.costume
  10. Even more so if the weapons can similarly be customized; Melee weapons can become sci-fi or low-fantasy as desired. If such customization can be extended to non-human MM sets, then demon summoning could be various metahumans or magic users, and we could replace those rather pathetic looking T1 zombies with, well, slightly less pathetic, (yet still highly disposable), mutants or monsters...
  11. You could do something like take tough, weave, and acrobatics and only use them while in the mech suit, to better simulate the increased protection it provides... Regardless, kudos!
  12. Have a broadsword, axe, and mace user as the T1s, archers as the T2s, and maybe some sort of titan weapon or staff user as the "big guy" T3.
  13. No, but depending upon how far you're willing to stretch your interpretation of "time", you could get pretty close with a gravity/time controller. You could reason that one or more of the blast sets are "time-based" and go with a radiation blast/time manipulation corruptor or a time/rad defender...
  14. A suggestion doesn't usually work if you yourself commit the act you're asking others to "shed". Those other sets don't "reward" you for taking their respective key powers - they penalize you for NOT doing so, and many of their other powers underperform without them. The point is, PA is a defining power in illusion control. It should not be discarded if and when said set were to be ported over to Dominators. Reworked? Sure, but not removed.
  15. Do you mean like disintegrate for beam rifle, granite for stone armor, or several other powerset that have key defining powers? Illusion Control trades away key powers, like a ST and Cone/AoE immob, (which setup containment), for a finicky ST direct attack and PA. Would you take bio armor and skip adaptation, or skip the combo finishers in street justice? Illusion Control was before those sort of power interactions were implemented, so it instead had other powers removed or gutted, so as to get PA included in the set...
  16. I really like this one. Has just a bit of an uncanny valley look, while simultaneously having a classic appeal. I so wish we had a few better options to cover up the obvious seam between the head and torso, (I tend to use the gunslinger neck piece without the skull - looks kind of like a collar if you can get the colors right). Regardless, bravo!
  17. As a spin-off of this thread, I was thinking that Illusion Control might be an interesting set to port, (with modifications, of course), to Masterminds. Here's my attempt at that: 1. Spectral Pang: A lighter damage, faster recharging version of spectral wounds. 2. Summon Phantom Army: You summon 1-3 decoys. Unlike the controller set, these can be damaged/destroyed. They do, however, benefit from the upgrade powers in this set, to gain more attacks & abilities. Either their powers would be assigned randomly, (like the true decoys), or they can be some mix of the existing ones. 3. Spectral Wounds: As per the original power. 4. Enhance Illusion: First upgrade power. 5. Blinding torrent: A cone attack which deals moderate psionic damage, with a small chance to put targets hit to sleep. 6. Summon Terrors: You summon 1-2 Spectral Terrors. Unlike the original Illusion Control power, these terrors can move around and their attacks deal psionic damage, in addition to applying fear. Upgrades could add actual hold powers and/or apply tohit or other debuffs, since the fear effects would probably be of less use with the damage they'd be dealing. 7. Reinforce Illusions: This power has 2 effects - First, it acts like group invisibility, and secondly, it heals your summoned illusions. 8. Summon Phantasm: As per the Illusion Control power, except it'd gain powers & abilities with each upgrade. 9. Perfect Illusions: 2nd upgrade power for your pets. Please let me know what you think. Thanks in advance!
  18. I tend to agree. Maybe an Illusion Mastermind would be a better fit?
  19. There's a mission where you go into one of the Tsoo leaders' mansion, and I recall it being rather nicely decorated; Perhaps some of those assets could be used to redecorate a section of a zone...
  20. Archery/Bio Armor can be very powerful for Sentinels. Your damage won't be as high as a Blaster's, but your survivability will be greater. Ninjitsu is also a pretty good secondary, but you trade Bio Armor's extra damage buff for more utility, (stealth, some controls later on, etc).
  21. Illusion basically only has 2 powers that would setup containment, (blind & flash), and the latter is a PBAoE hold with a longish recharge, so if that isn't a problem for controllers, then I don't see why they couldn't give it to dominators. IMO, it's sort of the devices of control sets, in that it has a lot of utility and varied powers, but lacks the kind of focus that many other control sets have. Frankly, maybe the whole set needs a once-over...
  22. Well, assuming this character is long-lived and trying to fit in with modern society, you could easily have them take a more typical Western name. Alternatively, they could try to blend in by adopting a fairly straightforward superhero name. I generally go with a name that describes the kinds of powers they have, (for instance, I recently created a rad blast/bio armor sentinel named 'Ro Entgen', which is based off the term 'roentgen', which is a unit of measuring exposure to x-rays or gamma rays). Sorry I can't be more specific, unless you just want me to throw out some archery/martial combat-type names...
  23. There are some really cool existing costume pieces that, if tweaked a little, could make for some cool shields:
  24. So I'm kind of in the doldrums regarding new characters to create & play, but am a long time fan of the Castlevania series, (mainly Symphony of the night through the GBA and DS games). I have no intention of making a petless mastermind just for the whip attacks, so if I go that route, I'd include the pets as either bound servants or some other sort of magical summoning. What sort of AT or power combinations would you folks suggest? I was thinking I could color poison white or bluish to reflect extensive use of holy water, or maybe do staff fighting to go the route of someone akin to Eric Lecarde from Bloodlines, using a spear. Your thoughts? Thanks for reading!
  25. I'd wager it has to do with their branching paths, and how both VEATs can kind of be "jack of all trades". There is a lot of information that is outdated. I'm sure updating such things are on a very very long to-do list, somewhere... You're likely correct.
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