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Everything posted by biostem
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Some Tweaks to Give Trick Arrow a Point
biostem replied to DougGraves's topic in Suggestions & Feedback
I'm currently leveling up a ninja/TA MM. She's level 38 ATM. Here are some suggestions I have, (in no particular order): 1. I would have flash arrow deal some minor energy damage, so you can set off oil slick arrow while staying within the set. 2. Change "disruption arrow" to "bioelectric arrow", which, in addition to the -res to enemies, applies a recovery and regen buff to allies. 3. I like the OP's idea of giving entangling arrow a mag 1 hold. EDIT: It would need to be mag 2 to hold minions in 1 shot, IIRC). 4. Give ice arrow an effect where, upon breaking free, enemies around the target take minor ice damage and are also slowed. 5. Add a debuff to an ignited oil slick arrow, where enemies can spread a fire DoT to other nearby enemies as well. Cheers! -
So I've had some mixed results when trying to use Sorcery on various controllers, (mainly because arcane bolt had such a darn long animation). I liked the damage it did once I could setup containment, but especially on teams, enemies were dead before I could really take advantage. I was thinking of trying out the new(ly added) Force of Will set, but just haven't had the opportunity. Has anyone tried it yet? If so, how is it working out for you? Thanks!
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So, OP, there are a few things to keep in mind: 1. Initially, villains could not make tankers or scrappers - brutes and stalkers basically filled those two roles, (more or less). 2. Each AT is "meant" to fill a different role - for instance, tankers generate an AoE taunt with their attacks, brutes generate a single target taunt, and scrappers/stalkers do not generate any taunts with their regular attacks, (scrappers get a single-target taunt ability, but that's separate and completely optional). 3. To the best of my knowledge, scrappers have the highest base damage modifier on their attacks, but brutes have the highest cap on just how high their powers' damage numbers can go. Similarly, tankers have the most HP and stalkers the fewest. 4. If you look at the powersets that multiple ATs have access to, there are changes to how some of them function and when each AT gains access to them. Honestly, I look at it in terms of the "whole package", and not just who has the most damage or best defenses; Some armor sets boost your damage, and some melee sets provide better survival tools...
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I beleive Rylas did mention that he wanted to stay true to the original powers' icons, as they were before sunset...
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Well, an ongoing theme could be her trying to reconcile her indoctrination and innate abilities, with a desire for power and revenge; She "needs" the training she received from the 5th Column in order to survive, and couldn't do so without the abilities they "gifted" her, but at the same time, there's no chance for a normal life for her. It's basically a matter of "the world won't go easy on me, so I won't go easy on it (or its inhabitants)".
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Accuracy at lower levels is painful
biostem replied to ShardWarrior's topic in Suggestions & Feedback
No, it really doesn't. It takes a couple of hits to bring down minions and LTs, and you won't under normal circumstances, be running up against bosses at that level, (unless you either seek them out or up your notoriety). -
Accuracy at lower levels is painful
biostem replied to ShardWarrior's topic in Suggestions & Feedback
You have a base 75% chance to hit even-level enemies. Further, below level 20, you have up to an additional 15% extra bonus to acc, so that brings that up a lot more, (up to a 90% chance to hit). Lower level enemies have lower defenses of their own, and are less likely to have powers that debuff your chance to hit. The maximum chance to hit you can ever get is 95%, so a low level character, with no enhancements at all, is nearly at the same level at someone who is all IO'd out... -
Welcome back! Out of curiosity, how closely tied to the fairytales that you mentioned, are you looking for the character to be? If I wanted to make a "brave woodsman", for instance, would that be acceptable? What if I wanted to do something inspired by one of Aesop's fables? Is that too far removed from the feel you're going for? Cheers!
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Then why not make it more of a tongue-in-cheek reference - like someone really goofy who styles themself as an "uber badass" - maybe they're so incompetent that they can't even get the insults and regalia right. Alternatively, imagine an ocean-themed character who was a master at binding objects, they dubbed themself "Knot Sea", and there was a horrible misunderstanding with the name registrar...
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We'll also need a fist bump and the "hand explosion" follow-up...
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What do *you* do with alternate costumes?
biostem replied to Wild Claw's topic in General Discussion
A lot has to do with the character's concept. For instance, my current "main" character started out as a member of a paramilitary organization. Her initial costume was very much in line with a typical military uniform. As time went on, and she "loosened up" a bit more, her costumes became more casual. My more technical-oriented characters tend to take the "Iron Man Approach", in that they'll have a basic suit, a covert ops one, an aquatic one, etc. Other characters will update their appearance to reflect their growth in power or for RP reasons... -
Serious question here - What are you actually hoping to accomplish by doing this? I assume you want to have fun playing your characters - do you honestly think this, and any friction it may cause, (even with the disclaimer you mentioned), will be worth it? I am totally willing to give you the benefit of the doubt, but you have to accept that many people will interpret that as a "get out of blame free" type of thing - where "your character" can say truly awful things, but it's ok because you are "roleplaying". Again, I don't know you well enough to pass judgment, but nowadays, this sort of topic can be understood as a thinly veiled excuse to get away with hateful stuff...
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Maybe it was a different artist trying to make their mark? *shrugs* Mechanics aside, what sort of color scheme would you personally, love to see in a powerset, (assuming you had total control over what colors were used)?
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I have found archery to be very fast. The catch is that you're dealing lethal damage, which is more highly resisted in later levels. Still, I rather enjoy it!
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Accuracy at lower levels is painful
biostem replied to ShardWarrior's topic in Suggestions & Feedback
You already get a tohit bonus while your character is below level 20. You are fighting multiple enemies that are applying tohit debuffs to you. Were these enemies even-con to you, or higher level? You could buy yellow inspirations for about 40-50 inf, which should cap your tohit vs even-level enemies. Even slotting an acc TO gives ~8% more to your acc. There are already multiple ways of dealing with the issues you are describing... -
Mad geniuses of the forum: Necromancy secondary insights?
biostem replied to ParaBruce's topic in Mastermind
She's currently level 38. It's not a bad set, but there are definitely some stinkers in there. Acid arrow is defintiely my mainstay power. Ice arrow, once fully slotted, is quite useful. I haven't been able to fully slot up EMP arrow, but I imagine it'll be pretty good once I do. Flash arrow is also quite useful; It allows my zombies and grave knights to get really close without the enemy noticing. I have to use my origin power (taser) to ignite oil slick arrow, but sometimes I prefer to leave it unignited to enemies just keep slipping on it. Disruption arrow stacks nicely with acid arrow for even more -res. I'm using entangling arrow as a mule for a few set IOs, (the set that also causes immobilizes to have a chance to deal lethal damage, and it also gives all my powers +9% acc). I'm debating slotting flash arrow for more -tohit, but it seems like a rather low amount that it applies - though the set does kind of lack ways to keep your pets alive, (though that is somewhat mitigated as your pets get drain life with the level 32 upgrade)... -
Mad geniuses of the forum: Necromancy secondary insights?
biostem replied to ParaBruce's topic in Mastermind
I've been leveling up a necro/trick arrow MM, but then people have said that I'm just punishing myself... *shrugs* -
Just use the Tunnel network or one of the open server SG bases...
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In gravity's defense, there is a little "warp" or "wormhole" animation, to imply that you're pulling the object from somewhere else. I wonder if hurl could use the texture of the ground that you happen to be standing on, to at least make it seem more plausible...
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I really wish we could get that skull belt where the band and buckle parts were different colors...
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Wasn't there some sort of "cancel actions" type command back on live, that would allow you to use a power to draw your weapon, but then prevent you from resheathing it?
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OK, so I'm gonna go with kind of a weird build here, but I think it'll work: Primary: Bio Armor - 1st power pick Inexhausitible Secondary: Either dark melee for a bit of a tohit debuff on enemies, or savage melee for blood frenzy Pools taken: Fighting: punch, kick, tough, weave, crosspunch Leaping: jump kick, combat jumping, super jump, acrobatics, spring attack Leadership: assault, maneuvers, tactics, victory rush *Force of Will: weaken resolve, project will, mighty leap, wall of force, unleash potential Alternatively, Speed: flurry, hasten, superspeed, whirlwind, burnout *Not currently available, but is in development.
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I bought a lifetime subscription to Champions Online as CoH was nearing its shutdown, and while it offers more in the way of character customization and has some very nice features & mechanics, I found its storylines to be uninteresting and the villain groups uncompelling. CoH just scratches that itch for me, where very few other games managed to do so. I've tried DCUO, Tera, and many others, but to no avail...
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Is there some kind of superpowered outside heroes (and villains)
biostem replied to ZeeHero's topic in Roleplaying
There is this notion of "required secondary powers", where characters typically have all the other aspects necessary to use their powers safely, (such as a superspeeder having ligaments and tendons that can withstand the additional forces), but what if your character didn't? As to your example of the person who can control earth, but is otherwise as vulnerable as a regular person - there are a few ways to go about it; You could RP that a sufficient motivation arose in their life, for them to put themselves in harm's way, (maybe a loved one was kidnapped or murdered, maybe there was some other villain-caused disaster that spurred them to action, etc). Another approach is to impose a "hardcore mode" limitation on yourself - play the character conservatively, but if they die, you delete them. I mean, regardless, I'm sure someone who can control the earth would be really helpful in rescue operations or construction...