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Chris24601

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Chris24601 last won the day on February 7 2024

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  1. In terms of utility, my Grav/Time controller has every one of the sorcery powers and uses them regularly. Spirit Ward sits on my Singularity just about full time. Arcane Bolt is part my chain along with Lift and my Hold and provides some solid energy damage for an otherwise smashing heavy build and a preference for magic-themed (and therefore often ghost heavy) story arcs. Mystic Flight goes without saying (I do have Hover as well, as it’s a good LotG mule). Enflame either goes on the Singularity as it’s drawing immobilized targets into it, or on any EB/AV I need to burn down. I slotted it with the -Res proc (as is my AoE immobilize) to further soften up targets. Rune of Protection is my free Breakfree inspiration/Oh Crap button, that came in especially handy when doing the Carnie arcs. Best of all is that the intermix of gestures and runes with gravity attacks really makes the character feel like they’re casting spells and just using powers. They feel like the Sorcerer they’re supposed to be. Sorcery may not be for everyone, but it is perfect for me.
  2. I’m going to suggest that one of the primary issues with Khelds is that what different people want from them is too broad for each AT to reasonably cover. You have your human-onlys who want the flashy powers and/or Kheld-exclusive stories while still being able to see that costume you spent a ton of influence tweaking to perfection. You have the bi-forms and what I’ll call “basic tri-forms” who like the shapeshifting, but want to hold individual forms long enough to enjoy them. And you have those who enjoy the challenge of playing something like the changeling build. My proposition is that instead of trying to make the Kheldians something that can work all those sometimes mutually exclusive things to all those in the same package; that it would be less exhausting to split those up into separate ATs. For example; make a Luminous/Umbral Blast and Armor sets for the Sentinel and link them so you have to take them both (in the way that taking shield locks out dual blades and katana) and have that choice unlock the Kheld arcs. Doing that would get you 95% of what the human-only Kheld players actually want; freeing up the main Keld ATs to be balanced around form shifting while the Sentinel options are balanced for NOT having those form shifts built into them. If you wanted to be really ambitious; proliferate those along with a Luminous/Umbral Melee set (in the vein of claws with its reasonably fast cycling 40’ ranged and 40’ cones in honor of the original Kheld builds’ human blasts also having only a 40’ range) across multiple ATs reflecting how the person bonded with influences the type of PB/WS these first-time Khelds become. In case it isn’t clear I love Khelds primarily for their story (which I tolerate the current mechanics to experience) and am also a complete clothes-horse who wants to also see my costumes as I play (so would definitely prefer a viable human-only option), so take the above suggestions with those biases in mind.
  3. They all have containment effects. The main thing I have against Toxic Dart is that it uses a weak looking toss animation and not the wrist launcher animation.
  4. Arcane Bolt is definitely a pick dependent on your AT and concept. I know for my spellcaster themed gravity controller, arcane bolt outperforms Propel in just about every metric and adds a nice batch of energy damage to an otherwise smashing heavy set.
  5. Yup. And I know cottage rule is a thing, but presuming we leave the enhancement type alone (grandfathered essentially), could we please turn Spinning Kick into a genuine PBAoE so that Street Justice has one for precisely this purpose (and laggy zone raids)?
  6. I just avoid all large concentrations of power spam which turns things into a lag fest where I can’t even target things to earn xp from things fall over so fast (I can do it on some melee classes that have PBAoEs because they don’t need to target first, but sets like Street Justice are worthless because they have none, it’s spinning kick is a short range targeted AoE which runs into the above targeting issue). No amount of XP can fix that issue.
  7. I wonder if I could add that dialogue macro with a $$ to my existing “click item” macro.
  8. One of my backstories involved “Elysian Earth”; the Earth that would have been next on the list for Rularuu to devour if Primal Earth didn’t stop it and because the Rikti are also from another dimension they didn’t invade Elysian Earth either. They also never got in a slugfest with Praetorian Earth, never had Mot try to consume their world, nor did they have a blip that froze their dimension in stasis for nearly a decade. No Rikti, no war walls, no Riktized Hero-1, no lost Omega Team and all those other dead heroes and all the other destruction. Without Rularu, Darrin never enacts the scheme to kill Statesman, his daughter, and Sister Psyche. Because of their plentiful and peaceful situation, Elysian Earth began an exchange program to send some of their young heroes into a post-apocalyptic dimension to render aid. That dimension? Primal Earth; a dimension hammered by successive extra-dimensional invasions such that they still haven’t rebuilt all the devastated zones, still need massive war walls, and suffered tragic losses of great heroes. The point is; what counts as post-apocalyptic is relative. Don’t let Atlas Park fool you. By most reasonable measures Primal Earth could count as post-apocalyptic. They’ve at the very least been hit so hard that CRTs and late model cars are still used nearly everywhere. 😁
  9. If you wish to be from/visit a Post-Apocalyptic place, I recommended doing Unai’s missions at Portal Corp. There are countless destroyed dimensions out there and you can visit several select ones like Freakshow or Warrior Earth, or the one where only Nemesis automatons or ghosts remain. Paragon has quite a lot of non-global post-apocalyptic zones; from the Hollows to Boomtown to Faultline all the way up to Eden and Crey’s Folly. Plenty of places you could have survived the destruction of and tried to survive in. I did a hero thugs MM whose crew was survivors of the Galaxy City mess. The point is that being a shell shocked survivor of Doomsday doesn’t even require leaving the walls of Paragon City.
  10. My favorite thing about this game is the costumes; and in addition to needing maddening exploits to not be far behind the curve, you don’t even get to enjoy your cool costume at all because you’re always in Nova/Dwarf/Lightform. Making a Sentinel powerset might manage some of the aesthetics (though I think Scrapper in the vein of claws with its strong fast cycling 40’ ranged and cone attacks would be a better way to have that particular “blapper” feel that human-only PBs have… and people might not know human-form PB ranged attacks were originally limited to 40’ so Scrapper ranged attacks wouldn’t be unprecedented for a Kheld), but unless it also allows for the Kheldian arcs it would feel a bit hollow to me. While it would require doing the thing the devs hate most, my ideal fix for Khelds would be to add two mutually exclusive powers… one for Nova and one for Dwarf. The Nova alternate power would lock you out of Nova form, but give a passive buff to your damage to put it at roughly Soldier of Arachnos tier damage. The Dwarf alternate power would be a toggle for mez protection, also at SoA tier (the 80’ range of Kheld ranged attacks is why I’m going with SoA numbers instead of Sentinels). This would also give a buff for a bi-form, buffing the aspect of their human form in the way the missing form would otherwise provide. And if you want to play human-only or bi-form just like you do now, you just skip both powers… meaning no one is forcing you to change your current playstyle with this option added. I would also fix its class mechanic by making it be like the Defender’s… i.e. give it a solo buff that scales down as you add teammates (which give the usual Kheld buffs). I’d think maybe akin to say 1.5 each of the damage and resistance team buffs that falls off by .5 per teammate (1x at one teammate, .5 at two, 0 at 3+ members). But that’s just my idea.
  11. I think the fact that this is a superhero game I think has more to do with weapon priorities in the game than their historical prevalence. Not many superheroes use spears (Wonder Woman might occasionally, but it’s not her usual kit). I’ll also reiterate that I’m not at certain what a nine power set for one-handed spear use is even supposed to entail. T1 and T2 light and heavy thrust, throwing the spear, and build up? Sure. But what’s the theme for it? What else does it do? Honestly? I could more easily see it as an Assault set, since that could add some extra ranged attacks like an immobilize by pinning the target with the spear Sidebar: if you don’t want the breakdance animation with the staff, just use it while flying; the animation is much more toned down as you remain upright throughout the attack.
  12. I think you could do 90% of spear, by just adding spear models into Staff (more than a few of the moves involve thrusts with the end of the staff). The trickiest part there would be that staff is not compatible with shields. The problem with a specific one-handed spear style is the overall lack of animations and beyond “poke it with the pointy end” there’s just not much to work with. Thanks to its need to pierce things doing an AoE would be tricky. Light hit, heavy hit, throw, buildup, maybe stab at feet to slow… that’s about all I can think of, but it needs four more and without the ability to go two-handed (which would mean it can’t work with shield defense) a spear melee would lack many other types of maneuvers. So I think barring some genuine brain storms coming up with something I think putting a spear model into staff is probably the most efficient approach.
  13. I’m the same. If I go in to edit a character with shoulder and chest details (say to edit the colors on a new power), then move on to a costume without them and those pieces from the prior costume show up (typically with the default near black/white colors) and you have to go into each affected slot and hit the revert option to remove them. It happens EVERY time I do this so it’s clearly a glitch, but if you’re aware of it, it’s not difficult to mitigate (just start with your costumes with the least number of extra parts and work your way up). I wouldn’t label it a priority, but if it could be fixed somehow it’d be a nice QoL improvement.
  14. I’d like to see the forearm pieces from spines added as Claws options. And on a more power customization side; any chance we could get a Minimal FX option for all the Ancillary pool armor powers?
  15. Only issue here is I already have four other pools; flight, stealth, sorcery, and leadership… flight (for hover’s improved control) and sorcery (for everything but flight… Singularity with a ward and dropping fire on everything it pulls in is life) are no goes, so it’s either lose invisibility or that extra bit of damage, defense and +recharging from a LotG* just to fix a coding problem. * gun to my head it’s leadership that goes bye… but man I’d love to trade my ancillary pool for a fifth regular pool and fixing the damnable pathing would make that an unnecessary choice.
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