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lolcritrockets

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Everything posted by lolcritrockets

  1. I've seen folks requesting a "throwing weapons" power set, and I had an idea: Could we instead get a new "weapon" for the Archery and Tactical Arrow power sets? Where the new "weapon" is shurikens or throwing knives or playing cards, etc. Change the arrow models/sprites being used for the current sets, so that your shurikens stick out of your target. And reuse some of the throwing animations we already have.
  2. If we have a set of Arcane/Magic-oriented powersets, I think their primary differentiators should be that they have "weird" effects or unorthodox effects, perhaps even an element of randomness. It's magic! Magic is almost always portrayed as not being fully controlled by the user. In my head an Arcane Armor powerset provides a lot of ways to avoid damage altogether or some weird "trade-off" powers that require the user to put a little bit of though into their powers. Like, to start, a beginning power would be "Mage Armor." Mage Armor wouldn't provide any defense(unslotted), but it would be like Sentinel's "Instant Regeneration" and continuously provide an absorption barrier. Meanwhile, an upper tier power would be "Magic Circle/Sacred Ground/Globe of Invulnerability" which gives you massive defense(or invincibility) but only if you stay in a very small area at your feet. Other ideas include a way to "Reflect" damage or maybe some kind of toggle that let's you "Attune" to different damage groups, and give you big bonuses against the chosen group but no defense against others (the inverse of the Swap Ammo from DP).
  3. This is my first time doing a build myself instead of just looking up something (even though I used Frozen Burn's DP/Ninja build as a foundation here), and I'd like some feedback on it to see if there's anyway to bump up the defenses a little more. I'd be willing to give up the Status Effect powers (Blinding Powder, Stunning Shot) and Maneuvers if there were ways to bring up defenses more. (Editorial: I'd also appreciate suggestions for avoiding taking Leadership powers because those are in almost every build I've seen). My only real request would be if someone could suggest a way to replace Scorpion Shield because I don't really like having to do a Patron Arc to unlock access to a power. Night Strike - Blaster (Archery - Ninja Training).mbd
  4. Shield Offense "You have mastered using a shield as a weapon, and not just a defensive tool. Shield Offense provides a variety of tricky melee attacks with a few ranged options. Many Shield Offense attacks grant stacks of Best Defense. Each stack of this buffs grants a small defensive buff. Best Defense can be maintained, or it can be consumed to empower certain attacks." (Shield Charge from Shield Defense will also grant stacks of Best Defense, and engaging foes with activated toggle powers from Shield Defense has a small chance of generating stacks of Best Defense) (Same power exclusion as Shield Defense) + Shield Bash (minor melee smashing + knockdown) + Shield Slash (moderate melee lethal + knockback) + Shield Throw (ranged smashing + disorient) + Hunker Down (self buff) + Spinning Shield (high melee AoE lethal) + Hit Me! (Taunt) + Resonating Shield (moderate melee AoE smashing + reduce resistance) + Clang! (light ranged smashing + stun) + Bouncing Shield (Superior ranged AoE smashing/lethal + knockdown/disorient)
  5. First, I think the addition of any actually new powersets is amazing and welcome. But I also like the idea of taking existing powersets, and giving them new animation options that allows a single powerset to be used for multiple different character concepts. This can be achieved by just having new animations for the existing powersets. For example, a "magical staff" animation set that lets a character choose a staff weapon model and animations that "cast" a power from the staff. This could be applied to any ranged powerset that doesn't already have a weapon animation set. This can achieve a "wizard throwing fireballs" concept. Or using a rifle model and animation set can achieve a "Captain Cold" or "superhero with an elemental weapon" concept. Conversely, having a "non-weapon" animation set for a weapon powerset could achieve the same end. Imagine reflavoring "assault rifle" powerset to "shoot" from the wrists or hands to achieve an Iron Man-like look.
  6. I played on the Homecoming servers awhile back, but fell off. But this news has got me coming right back! Let's gooo!!!
  7. For what it's worth, I'd be interested in seeing an updated version of this Support/Control Bane.
  8. As someone who rarely engage with "endgame content" in general, I'd at least like to speak up about the 50 zone cap as it pertain to large group events like Hami or MSR. Which I was thoroughly enjoying once I stepped out of my comfort zone and started joining them. I much preferred the higher zone caps so we could bomb Hami or overwhelm the Rikti. It felt like a more fun and more casual time. It was more accessible to me, and I feel like it was also more accessible for other people too. Straightforward nature of Hamikaze was easy to understand and more people could contribute without doing a big study session on "proper" raid procedure or something. That's the kind of thing that always pushed me away from the very high-end content: the notion that you pretty much needed THE build and have memorized THE strategy in order to contribute. Otherwise you were a burden, useless to the group and a waste of time for yourself. Doing raids with higher-intended-numbers might not have been... intended and less challenging(i.e. less fun) to some folks, but I can't help asking what the massive problem seems to be? "Hipster leechers" and "people not running the raid "properly" is dangerously close to "Old man yells at cloud territory" for me. So what if people are somehow benefiting from the raid without contributing? How does that actually effect you? Assuming a Hamikaze succeeds, people still get the rewards, but... other people also get them? Stepping away from how this applies in real life, this is a video game. Calm down. And the whole "you must run the raid THIS way" notion is what pushed me away in the beginning, and is just feels like gatekeeping nonsense. "I had to do it the hard way, so you ALSO have to do it the hard way. Despite an easier way existing." I fail to see any tangible problem other than the same problems that have plagued video games, and most subcultures in general, insularity. Griefers? Annoying, sure. But I honestly can't think of a good way to deal with them that doesn't require significant and constant oversight from the GMs or devs, which is pretty much always the case in any video game. Other people in this thread have touched on it better, but basically griefers will always find a way because getting a rise out of people is the end goal, and that goal has many options for achievement. But as it pertains to my experience in Hami raids, they didn't seem to hamper the end result and just got lumped-in with the "leechers" on safety rock anyway. Hami may have got killed slower or respawned slower, but it always still happened. Lag? Sure. I can at least see that as being a legitimate and tangible issue that can be addressed with the zone caps. If it's a literal technical problem, then there isn't much that can be done and I can accept that. I understand that some players want that challenge of difficulty and organization. That's fine. It's not for me, but that's fine. But my hope was that there was at least an option for less, for lack of a better term, "hardcore" players to also somehow enjoy the same content without NEEDING that level of difficulty. Some people may call that entitled or whatever, but at the end of the day I like playing this game with other people AND I also like to play this game at a less-than-hardcore level. And being able to run those raids with lots of other people, even if there were some bad eggs, was... enjoyable. And that's why I liked the game, and was happy to see it back. I'll continue to keep playing regardless, but I don't like the injection of exclusionary attitudes. Wow. That got long and involved. But that's my 2 cents on zone caps.
  9. So I wanted to try my hand at making a build. This is my first try and I'm looking for feedback. My concept was basically "Manbat" from "Batman." AND I didn't want to use any Purple set to put this within range of more casual players. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.2 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Sky Render: Level 50 Mutation Scrapper Primary Power Set: Savage Melee Secondary Power Set: Regeneration Power Pool: Fighting Power Pool: Speed Power Pool: Flight Ancillary Pool: Body Mastery Hero Profile: Level 1: Savage Strike -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(5), CrsImp-Dmg/Rchg(5), CrsImp-Acc/Dmg/Rchg(7), CrsImp-Acc/Dmg/EndRdx(7), CrsImp-Dmg/EndRdx/Rchg(13) Level 1: Fast Healing -- RgnTss-Heal/EndRdx(A), RgnTss-Regen+(17), RgnTss-Heal/Rchg(37), RgnTss-Heal/EndRdx/Rchg(46), RgnTss-EndRdx/Rchg(50) Level 2: Reconstruction -- UnbGrd-Max HP%(A), UnbGrd-ResDam(17), UnbGrd-Rchg/ResDam(39), UnbGrd-EndRdx/Rchg(46) Level 4: Shred -- Obl-Dmg(A), Obl-Acc/Rchg(9), Obl-Dmg/Rchg(9), Obl-Acc/Dmg/Rchg(11), Obl-Acc/Dmg/EndRdx/Rchg(11), Obl-%Dam(13) Level 6: Quick Recovery -- EffAdp-EndMod(A), EffAdp-EndMod/EndRdx(25), EffAdp-EndMod/Rchg(39), EffAdp-EndMod/Acc(46) Level 8: Blood Thirst -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(27) Level 10: Dull Pain -- Trg-Heal/EndRdx(A), Trg-EndRdx/Rchg(25), Trg-Heal/Rchg(40), Trg-Heal/EndRdx/Rchg(50) Level 12: Boxing -- HO:Nucle(A) Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(15), GldArm-End/Res(15) Level 16: Integration -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(31), NmnCnv-Heal/EndRdx/Rchg(45) Level 18: Vicious Slash -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(19), TchofDth-Dmg/Rchg(19), TchofDth-Acc/Dmg/EndRdx(21), TchofDth-Dmg/EndRdx/Rchg(21), TchofDth-Dam%(23) Level 20: Resilience -- Ags-Psi/Status(A), Ags-ResDam(29), ResDam-I(29) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 24: Rending Flurry -- Obl-Dmg(A), Obl-Acc/Rchg(27), Obl-Dmg/Rchg(34), Obl-Acc/Dmg/Rchg(37), Obl-%Dam(37) Level 26: Hemorrhage -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(33), TchofDth-Dmg/Rchg(33), TchofDth-Acc/Dmg/EndRdx(33), TchofDth-Dmg/EndRdx/Rchg(34), TchofDth-Dam%(34) Level 28: Instant Healing -- Mrc-Rcvry+(A), Mrc-Heal(40), Mrc-Heal/Rchg(42), Mrc-Heal/EndRdx/Rchg(48) Level 30: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31) Level 32: Savage Leap -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(39), Obl-Acc/Dmg/Rchg(40), Obl-Acc/Dmg/EndRdx/Rchg(45), Obl-%Dam(45) Level 35: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36) Level 38: Revive -- HY:PosiP(A), RechRdx-I(42) Level 41: Moment of Glory -- LucoftheG-Def/Rchg(A), LucoftheG-Def/Rchg+(42) Level 44: Fly -- WntGif-ResSlow(A) Level 47: Focused Accuracy -- RctRtc-ToHit(A), RctRtc-Pcptn(48), EndRdx-I(48) Level 49: Physical Perfection -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(50) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(43), Pnc-Heal/+End(43), Pnc-Heal(43) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), PrfShf-EndMod/Rchg(3) Level 1: Blood Frenzy ------------
  10. Are there any guides or posts out there that give some general tips and points for constructing a build? For when you can't find the exact build or guide for the one particular power set(s) that you're interested in. Like, when is it better to put six slots into a power? One or two slots? What are some powers that should always/never be slotted? Should some ATs put more slots into their primary or secondary? When is a good time to take a travel power, or put it off? Obviously not every build is going to be optimized completely, but sometimes we want to make a build for less conventional power selections! At the very least, maybe this could make more guides available for searching!
  11. This has happened twice with two different timed missions, both from contacts in Skyway City. I receive a timed mission ("Recover the scroll of the Spirit Dragon from the Tsoo" from Cho Ge, and "Destroy the Portal" from Kong Bao). I go to the mission door and enter. I get to the loading screen, but then the whole game closes. Launcher remains. If I log back in, it still closes when I attempt to enter again.
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