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Spectre7878

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  1. I recently tried making a dark time character. She seems fun to play. Went on to Mids to make a build and felt defeated. There are just way to many powers vs slots. I feel controllers have to be the hardest character to build. Slotting is so frustrating because depending on your secondary. You run out of slots to make all the powers worth while.
  2. So I have a love hate relationship with this set. It has so really cool debuffs. The only problem is that they are very situational. I normal teams the toggles are pretty pointless. They are great on AV and GMs. Some of the other power are skipable I feel. At least for me that is. Just wondering if anyone else feels this way with the set. Should the set be re worked so it moves with teams quicker. I wish the two toggles were faster to recharge and to initiate. Fallout should be a friend or foe. AM needs a lower recharge. It’s way too long. Again these are just my opinions. Just wanted to see how others felt about this set.
  3. Spectre7878

    Radiation

    I have a gravity rad controller. I love her concept. I feel though the toggles are only good on AV or giant monster fights. I try to use it on normal fights. Things just die so fast for her to keep up. I am off and on playing her because her sets are so situational. I hope with the newer update with +6 & 7 she will be needed more.
  4. I guess for me. It’s just certain powers that should have it and others shouldn’t. I have many alts that have knock back powers that I personally used kb>kd enhancement. I know how to powers like hurricane. Two powers I would like to see changed to knockdown only is gravity wormhole and fire control bonfire. I know this topic has been going on since the beginning of the game. I don’t hate knock back in certain situations. I just feel gimped on slotting when slots are precious on tight builds.
  5. So I noticed that earth melee for brute have an option to not use the mallet anymore. I was like sweet. I came up disappointed when blasters earth manipulation and dominators earth assault were not changed. I hope at some point we can get the same options for the other archetypes. I personally don’t like the mallet in my characters. Please and thanks. 😁
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  6. City of Heroes has been out for a very long time. During that time there has been a long discussion about knock back. Some love it. Many hate it. In my opinion. I think it’s time to change knock back powers to knock down. Nothing is worse than knocking back an enemy just to have them stuck in a floor or wall. We will use Gravity control Wormhole for an example. The teleport is fine, the stun is nice, but the stupid knock back is unnecessary. Why do I want all the foes I am try to port, scattering about. It should work like fold space. Yes, I know we can use an enhancement to change things from knock back to knock down. Should we really have to waste the slot though. I would love it if powers just did knock down and make the enhancement knock down to knock back instead. So players that want knock back can slot for it.
  7. I have always loved soul storm and soul tentacles from soul mastery sets. I wish would be that dark powers would get the same color affect options. Please and thank you 😊
  8. So far i love masterminds improvements. Much appreciated. They are way more survivable then they ever were. It definitely will make me dust off my masterminds on live. I still think the two equip powers should be automatic. The power tray is way to busy for MMs as is. I also feel that there should have been a new MM primary. Also is there a way to put pets on a short leash. They still like to run off sometimes. I also think Posse should not require gang war to spawn one and they should help longer then 30s.
  9. Oh. Peacebringer and Warshade human form mez protection would be awesome too.
  10. I would love to see a ghost widow power set. Soul Storm is a cool power. Even if they could take dark powers and give a soul mastery look would be awesome. I also like the ghost from Croatoa and there screaming skulls attack. That would be neat cosmetic to dark powers to A pyrotechnic assault set and illusion assault set for dominators would be neat for theme reasons.
  11. So I have been playing around with making a magical set around Rune and Sigils. Since sorcery and demon summoning already touch base on the graphics and animation, I feel it would be impossible to make. I did my best at naming powers and stating what they do. Would love for these powers to be in the City of Heroes world I love. Sigil Control Controller and Dominator T1 Sigil of Binding Range, DMG (fire), Foe immobilize, -SPD Roots a single enemy in place with glowing runes that cause fire damage over time T2 Rune Prison Range, DMG (Toxic), Foe Hold Summons a massive binding rune to trap a single enemy in chains that do toxic damage. T3 Sigil of Slumber Ranged (Cone AoE), DMG (NEG), Deep Sleep Summon a rune at location that puts foes into a deep sleep. While in deep sleep, foes take negative damage over time. Weaker foes fall in ato a deep sleep and are unable to wake up. T4 Sigil of the Dread Summon Glyphs, DMG (NEG), Fear, Chance of Immobilize. Summon a sigil that forms a several glyphs that project fear in its foes. Foes under fear have a chance to be immobilized. T5 Sigil of Confusion Ranged (Targeted AoE), Foe Confuse You summon a sigil which can cause Mass Confusion within a group of foes, creating chaos. All affected foes within the area will turn and attack each other, ignoring all your allies. If you Confuse your foes before they noticed you, your presence will continue to go unnoticed. Notes: You will receive diminished Experience Points for foes defeated entirely by Confused enemies. This power has adaptive recharge. It has a base recharge of 8 seconds and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds. T6 Sigil of Silence Range (Targeted AoE) DMG (Psionic) Disorient Summon a sigil that erupts multiple flashing lights go off around enemies, disorienting and damaging them. Gleam deals minimal Psionic damage, and can Disorient all affected targets for a good while. T7 Sigil Mine Place Trap, PBAoE, DMG (Energy), Foe Blind, Knockdown Place several sigils on the ground. When enemies step inside, It detonates in elemental force. Causing heavy blind and knockdown. T8 Grand Sigil Ranged (Location AoE), Minor DoT(Fire), Foe Hold, Special You carve a giant glowing sigil on the battlefield. All enemies in the field will take heavy toxic damage and be overcome by the chains, leaving them helpless. T9 Sigil of Essences Summon two Essence: Ranged Control and Damage Special You can create a very powerful Essences. The Essences will engage your foes, assaulting them with various sigil powers. Each essence has their own set of powers. Positive Essence will be able to use energy damage and hold its foes. While the Negative Essence will be able to use negative damage and immobilize its victims. The Essences cannot be healed, but is highly resistant to all forms of damage and nearly impervious to Controlling type powers. Type "/release_pets" in the chat window to release all your pets. -------------------------------------------------------------------------------------------------------------------------------------- Rune Assault Dominators T1 Rune Bolt You hurl a glowing rune at a foe. Using this power will enhance Rune Cage to hold down stronger targets. T2 Sigil Slash You inscribe a rune mid-swing, striking a foe with both physical and magical force T3 Rune Cage Encase a foe in a cage of runes. If used after Rune Bolt, Hold can lock down stronger foes. T4 Glyph Burst You create a glowing glyph that detonates at point blank, damaging multiple enemies. T5 Sigil Recovery You create a rune that will drain the essence of both nearby conscious and defeated foes to cause you and your allies to regenerate and recover much more quickly. The more defeated foes affected, the more powerful the regeneration and recovery effect will be. T6 Sigil Strike A rune-powered melee blow that delivers devastating magical force. T7 Seal of Piercing You conjure a razor-sharp sigil that pierces your foe at long range T8 Rune Storm Unleash a flurry of glowing runes in a wide arc. T9 Sigil Crush You inscribe a enormous rune beneath your feet that erupts in explosive magical energy ------------------------------------------------------------------------------------------------------------------------------------------------- Rune Wards Defenders, Corruptor, Controllers, Masterminds T1 Rune of Mending Ranged (Cone), Team Heal, Enemy To Hit Debuff You draw a restorative rune in front of you, mending allies wounds. T2 Sigil of Protection PBAoE, Team +DEF(Smash, Lethal, Melee), +Res(Toxic) You create a rune around yourself and teammates to add protection from smashing, lethal, and melee attacks for a limited time. T3 Rune of Recovery PBAoE, Team +Heal, Heal Over Time, +Endurance, +Recovery T4 Sigil of Reflection PBAoE, Team +DEF(Fire, Cold, Energy, Neg, Ranged, AoE) You create a rune around yourself and teammates to add protection from Fire, Cold, Energy, Neg, Ranged, AoE attacks for a limited time. T5 Rune of Purity Location (PBAoE), Team +Res(All DMG but Toxic, Status, Knockback, -Rech, -Rec, -End) Create a large rune barrier at your location which provides all allies within protected from status effects, knockbacks, endurance drain, recovery debuffs and recharge debuffs. Casting this power again will move the energy barrier to your location. T6 Seal of Balance PBAoE Team +To-Hit, +DEF(All), +Perception T7 Sigil of Distortion Ranged (Location AoE), Foe To-Hit Debuff, -SPD, Chance for confuse You create a sigil at a location to cause your foes to be blind and suffer a to hit debuff. Blind foes can not tell friend from foe and have a chance to be confused. T8 Sigil of Fire and Ice Ranged (Location AoE), Foe Knockdown, -SPD, -DEF, +Special You form a rune beneath your foes to cause them to slip and fall. Shortly after the ice turns to fire and incinerates your foes with heavy fire damage. T9 Grand Aegis PBAoE, Team +Rech, Heal, +DEF, +RES (Smash, Lethal, Melee, Fire, Cold, Energy, Neg, Ranged, AoE, and Range) You create and massive rune below your feet cause a massive protection spell. Allies in the runes field will be protected from all forms of damage. ----------------------------------------------------------------------------------------------------------------------------------------------------------------- Rune Armor Brute and Tank T1 Sigil of Resilience Toggle: Self +Res(Lethal, Smash, Energy, and Neg) To cast a rune spell that grants resistance to Lethal, Smashing, Negative and Energy. T2 Glyph of Fortitude Toggle: Self +Res(Fire and Cold) Def (Toxic) To cast a rune spell that grants resistance to Fire and Cold Damage. Plus defense against Toxic damage. T3 Rune of Clarity Click Self +Res(Psi, Disorient, Hold, Immob, Sleep, Fear, Confuse, Knockback) When you activate this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusion, Repel, Knockback, Hold and Defense Debuff effects for a short duration. T4 Sigil of Vitalis Auto: Self +Regen +Res (-regen) You heal Hit Points at a faster rate than normal. This power is always on. You are also more resistant to negative regan effects. T5 Ward of Deflection Toggle: Foe Taunt, Team-To Hit, +To Hit, +Rech While this rune is active, nearby foes will have their chance to hit decreased slightly and will be taunted. Your To Hit will also be slightly increased as well as your recharge. You will gain a recharge bonus per nearby target up to 10 targets. The first target grants the largest benefit. T6 Rune of Endurance PBAoE, Self +End, Foe -End You cast a spell to drain the essence of both nearby conscious and defeated foes to cause you and your allies to regenerate and recover much more quickly. The more defeated foes affected, the more powerful the regeneration and recovery effect will be. T7 Rune of Restraint Toggle: PBAoE, Foe Immobilize, +Res (Psi) While active, you generate a rune around yourself. Any nearby foes may be overcome and chained to the ground unable to move. You also gain Resistance over Psi Damage T8 Ward of Fury Location (PBAoE), Dam (Fire and Cold) + Slow You conjure a sigil of fire and ice. Foes with in its deadly field will be slowed. While under effects of slow foe will take fire damage over time. T9 Rune of Ascendance Self +Res(All), +Rec, +DMG(All) You harness all you runes power in the perfect armor. This armor will give you extreme resisitance over all types of damage. When the spell wears off you will lose half your endurance. Rune Armor Stalker T1 Hide Toggle: Self Stealth, +DEF(Melee, Ranged, AoE) Hide makes you almost impossible to detect. When properly "Hidden", a Stalker can pull off Critical hits with his attacks, and even land a massive "Assassins Strike" with an Assassins power. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. Unlike most stealth powers, Hide can be used at the same time as other Concealment powers, giving you even greater stealth capability. No Endurance cost. T2 Sigil of Resilience Toggle: Self +Res(Fire and Cold) Def (Toxic) To cast a rune spell that grants resistance to Lethal, Smashing, Negative and Energy. T3 Glyph of Fortitude Click Self +Res(Psi, Disorient, Hold, Immob, Sleep, Fear, Confuse, Knockback) To cast a rune spell that grants resistance to Fire and Cold Damage. Plus defense against Toxic damage. T4 Rune of Clarity Auto: Self +Regen +Res (-regen) When you activate this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusion, Repel, Knockback, Hold and Defense Debuff effects for a short duration. T5 Sigil of Vitalis You heal Hit Points at a faster rate than normal. This power is always on. You are also more resistant to negative regan effects. T6 Rune of Endurance PBAoE, Self +End, Foe -End You cast a spell to drain the essence of both nearby conscious and defeated foes to cause you and your allies to regenerate and recover much more quickly. The more defeated foes affected, the more powerful the regeneration and recovery effect will be. T7 Rune of Restraint Toggle: PBAoE, Foe Immobilize, +Res (Psi) While active, you generate a rune around yourself. Any nearby foes may be overcome and chained to the ground unable to move. You also gain Resistance over Psi Damage T8 Ward of Fury Location (PBAoE), Dam (Fire and Cold) + Slow You conjure a sigil of fire and ice. Foes with in its deadly field will be slowed. While under effects of slow foe will take fire damage over time. T9 Rune of Ascendance Self +Res(All), +Rec, +DMG(All) You harness all you runes power in the perfect armor. This armor will give you extreme resisitance over all types of damage. When the spell wears off you will lose half your endurance. Rune Armor Scrapper and Sentinel T1 Rune of Defiance Auto +DEF(Melee, Ranged, AoE) The rune will grant you defense against ranged, melee, and AOE damage T2 Sigil of Resilience Toggle: Self +Res(Fire and Cold) Def (Toxic) To cast a rune spell that grants resistance to Lethal, Smashing, Negative and Energy. T3 Glyph of Fortitude Click Self +Res(Psi, Disorient, Hold, Immob, Sleep, Fear, Confuse, Knockback) To cast a rune spell that grants resistance to Fire and Cold Damage. Plus defense against Toxic damage. T4 Rune of Clarity Auto: Self +Regen +Res (-regen) When you activate this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusion, Repel, Knockback, Hold and Defense Debuff effects for a short duration. T5 Sigil of Vitalis You heal Hit Points at a faster rate than normal. This power is always on. You are also more resistant to negative regan effects. T6 Rune of Endurance PBAoE, Self +End, Foe -End You cast a spell to drain the essence of both nearby conscious and defeated foes to cause you and your allies to regenerate and recover much more quickly. The more defeated foes affected, the more powerful the regeneration and recovery effect will be. T7 Rune of Restraint Toggle: PBAoE, Foe Immobilize, +Res (Psi) While active, you generate a rune around yourself. Any nearby foes may be overcome and chained to the ground unable to move. You also gain Resistance over Psi Damage T8 Ward of Fury Location (PBAoE), Dam (Fire and Cold) + Slow You conjure a sigil of fire and ice. Foes with in its deadly field will be slowed. While under effects of slow foe will take fire damage over time. T9 Rune of Ascendance Self +Res(All), +Rec, +DMG(All) You harness all you runes power in the perfect armor. This armor will give you extreme resisitance over all types of damage. When the spell wears off you will lose half your endurance.
  12. Just went to login and kept telling my servers are off line. Guess I’ll check back later.
  13. I was also thinking of medium size wings. Somewhere in between cherub and full size wings. I large wings are ok, but sometimes I feel they are to big for my characters.
  14. That’s understandable. Just a wish is all ☺️
  15. Cool I will try that. Thanks 😊
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