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Burnt Umber
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I'm good on the Mirror Image or Variety Act badges for my actual badging characters. And I'd prefer not to roll an all-new character just for Shardtober, so as long as we don't specify At/powers, I'm good. I have a controller (Grav./Rad.), peacebringer, two blasters (Ele./En. and Storm/Ice), and a stalker (Kin./En. Aura) that I could bring. I'm fine with the length and planning: in particular, I think it might help to have a more organized use of Team Teleport, Mission Teleport, and ATT/Incan. Destinty.
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Currently, there is a spawn point for Arachnos mobs right near where Dean MacArthur stands. It would be great if that spawn point were removed so that a player having to go to Dean personally does not also have to contend with a mob, especially while reading dialogue boxes.
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I'll try to bring Hostia Usta - Fire/Dark Corr.
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I'll try to be there on a blaster, so I guess I'm claiming red? I'm also okay with swapping to a peacebringer (blue?) or controller (purple) depending on others' preferences.
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A de-backpack costume power for Crab Spiders
Burnt Umber replied to Talen Lee's topic in Suggestions & Feedback
I'd definitely be in favor of a way to "de-backpack" a Crab Spider. Here are two examples why: If I play an alt. build that uses the Bane path, I'm still stuck with the Crab backpack even though I'm using no powers that would utilize it. It's an artifact of another build. If I try to stay on the Wolf Spider/Huntman path, I would be stuck with the Crab backpack if I take Aim, Fortification, Serum, Spiderlings, or Omega Maneuver. None of those powers utilize the backpack itself, but, because they come from the Crab path, would force the character to have the backpack anyway. I would be fine with have such a toggle "grey-out" if a character had selected any power that uses the backpack to animate. However, for the rest of the time, it would be a neat utility. -
I'm mostly fine with Tide Pool because it's a slow patch so it makes sense for me to need to place it; to the extent that the Barrier Reef pet tends to be near me rather than enter melee, it being a toggle might make more sense to some degree, but it does deny corruptors and defenders a consistent anchor for Shifting Tides while solo. Shifting Tides itself needs an anchor but its ability to be on friendlies does aid in avoiding the wait to re-toggle it often. And, FWIW, Acid Mortar is in fact a pet that can be defeated but is pretty tanky, and although it's a pseudopet, PGT can be defeated by enemy AoE and trigger.
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I'll try to be there with a clockwork Chenoo - Ice/Ice Scrapper.
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I'll try to be there with Commenticia - Ill./FF Controller. Also: If people end up being available, I think it'd be nice to do a Market Crash with Tradesmen/Laborer/Union Worker costumes.
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You might want to drop the two bits of BotZ in Combat Jumping and Mystic Flight to re-allocate them to Indom. Will, which would let you slot Aegis for AoE def. You could also maybe shuffle a couple of slots into follow-up and replace the winter set in it and the Hecatomb in Slash with Mako's to get a few points more Ranged. The Winter Travel unique could then go in Mystic flight to capture the lost slow resist. Finally, I think Gloom might be a better pick for ranged attack over mental blast; you could crop smoke grenade for that, and just use the day job smoke grenades that offer the same debuff values and benefits without spending the power pick. FWIW, I have a Night Widow build with similar build goals: no hasten or fighting, and non-perma Mindlink. I attached my build below for reference.
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Neat pictures for today. Had been feeling a bit under the weather so I slept in. I might be busy on the 19th, but if I can get there, I'll bring Caedes - Dual Blade/Nin. Stalker.
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The logo in question relates back to when this game was Live. When the Live game transitioned from a pure subscription model to a free-to-play + premium/subscription/cash-shop model, it adopted the City of Heroes: Freedom soft rebranding, hence the logo.
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I'll try to be there with Caelum - Elec./Energy Blaster.
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I've had a similar experience as above: when I cleared the mission before bringing all of the hostages/assets back to the lab at once and defeated Dreck, I got the optional mission when I brought the hostages one at a time back to the lab and defeated Dreck, no optional mission rewarded. Also, I found that the interval between the ambushes spawning was wildly longer in the former than in the latter; the ambushes took very long to spawn when I took them all at once.
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Mass power-outage in my area so I don't think I can be there tomorrow. Never mind! Got my power back, so I'll try to show up tomorrow, though not sure with whom., I'll be there with Alichino - Demon/Pain MM
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I'll try to be there with Nuntius - Symphony/Thermal Controller