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I don’t share builds as I still have only basic ideas on Enhancements and not familiar enough with Set Bonuses, but I do have an idea what do to and what not to as a Dominator on a team. AFAIK Doms have a lower than average Recharge rate (meaning Powers takes a bit longer to recharge on a Dom) and higher than average Endurance cost, so it’s not a good idea taking toggles from Power Pools except mobility ones like Fly or Combat Jump until around level 41, because the higher than average end costs can add up fast for the Dominator. I’m sure you might be aware of it too. Any great Dominator set should be able to Perma-Dom as soon as possible. According to the unofficial Homecoming wiki: “PermaDom - Domination needs a total of +123% Recharge” “Unable to slot enhancements so it must all be buffs or set bonuses” In this case, you may want Haste and then Set Bonuses that grants a global recharge bonus, as well as up to five the Luck of the Gambler’s +Global Recharge if you can afford picking five powers that accepts Defense Enchancements. I do not know which Set Bonuses provide the best Global Recharge, but Ascendency of Dominator does provide 8.75% global Recharge bonus, or 10% in the case of the Superior version, when slotting five of the Enchancements of the set, so that will help a lot. Reason why PermaDom is important is due to effectively giving Dominator Perma-Res on mezzing statuses like Hold, Sleep and Fear, while the magnitude of the Dominator’s mezzing statuses they dish out is amplified, which can affect Elite Bosses and even Archvillains when the time is right. Not to say you don’t do damage of course, in fact yout Assault is another thing you should not neglect slotting properly, and they can dish a lot more damage than the Controller ever could without Illusion. Dominator is not among the top 4 DPS; that honor goes to Scrapper, Stalker, Corruptor and especially Blaster. However, it does mean that the Dominator can still clean off Minions and Lieutenants fast if needed to. Your teammates will appreciate focusing on mezzing your foes first to prevent them from running away or scatter, and then directly deliver the pain with Assault. Though not many would complain you not using your Control set on low Notoriety difficulties so long you still use it on larger groups or to stop an ambush.
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Energy Melee Power Crash Feels Bad to Use
LightMaster replied to Bugsydor's topic in Suggestions & Feedback
If Energy Melee isn’t pinnacle of Single-Target DPS today, then it sure still is punchy. Either way, what was / would be the pinnacle of ST DPS if NRG Melee isn’t? -
I’ll say cones in general should be consistent in how wide they are. I love Shred because I can hit more than two targets consistently as long as I click on the right target, so other cones should follow upon Shred. Cones that wouldn’t make sense to be wide cones should deal more damage to compensate instead.
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Even if AI voice became accurate enough, using AI just for sake of it instead of actual voice actors isn’t gonna bode well for the game. Homecoming doesn’t use AI for their promos as far as I know, and for good reasons, such as authencity. AI voice can end up sounding emotionless, sounding robotic, have inconsistent dialects (or lack thereof), can glitch out at certain pronounciations, etc. Alongside what Rudra already said. Not to mention AI in general being very resource intensive; even the cheaper ones fonded in China can consume a lot of electricity just to run an AI to generate voicelines. It’s also poor timing suggesting it, considering that SAG-aligned voice actors are now protected from AI, which you can see in this BSky post. So if this server uses AI generated voicelines from a voice actor that is part of the SAG and he/she/they discovers it, this can catch fire really bad, even if Homecoming is not a for-profit project.
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But of course, given that the damage scalars alone already grant damage differences between archetypes, so the different maximum damage cap can be overkill as it’s just a “rich get richer” scenario between melee + Corruptor + Sentinel Archetypes and the other Archetypes. Brute’s case is understandable due to Fury providing large Damage Bonus at high Fury. Like I get Dominator’s lower damage cap due to potential of Perma-Dom, but in a damage-oriented meta, having the same damage cap with the other DPS-oriented ATs and Tankers isn’t going to spell doom to the meta, given that Dominator have factors like high end cost, lack of survivability and inability of buffing teammates to take into account - latter two also applying to Blasters to an extent - making Dominator still difficult to master but, imho, truly sastifying to pull off.
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Make player name color customizable
LightMaster replied to Glacier Peak's topic in Suggestions & Feedback
I wonder how practical this would be as nice as it sounds, because it might obscure which player is your teammate / leaguemate if a player’s name is a sky blue instead of the expected green. Given that team color and all have priority over role color (i.e. Helper, Help Me!, Roleplayer), maybe make it so that the custom name color will have priority over role color but underneath the team / league color. -
My suggestion isn’t to make Dominators triumph the likes of Blasters, Corruptors and Scrappers damage-wise, but to make Dominator consistent with the damage-dealing ATs (and Tankers) for maximum Damage Bonus. Locking down targets is a thing just so they won’t scatter and allow AoE powers to kill more.
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I played Dominator and I enjoyed it, one of my top 4 most fun ATs alongside Sentinels, Corruptor and Blasters, if not my top 1 most. There is one thing that I am concerned about though… The title tells you something. While I get Defender, Controller, Mastermind and the Epic Archetypes as they are not involving damage or melee, the Dominator is limited to 300% Damage Bonus (400% max damage) at most, or 200% in level 1, while the Dominator have no only more damage oriented than Controller, but also have melee powers within their Assault secondary power sets. Was it because Perma-Domination, or even just Domination, could make them way too good if they have the same damage bonus cap as the 500% ones? That’s despite the fact that not only Dominators tend to have higher end cost than other ATs from my experience, but also mord of a glass cannon than even Blaster and Controller. It’s not a big deal in the long run, but I do find it odd given that the Dominator is meant to be the far more offense oriented counterpart to Controllers that compensates for much less damage for stronger mezzes, controllable Tier 9 Pet as off the Issue that gave us Pyrotechnic Control and Psionic Armor, and support secondaries.
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What Is Your Reason For Choosing a Corrupter/Goals?
LightMaster replied to Paragon Vanguard's topic in Corruptor
The one great thing about CoX is the fact that each Archetype has their own niches: Blaster: One of the two non-Epic Melee + Ranged Archetype with unparalleled damage in most scenarios. Defender: Highest buff / debuff numbers that can help a coordinated team a lot. Scrapper: Highest Melee DPS overall and still some nice survivability vs Stalker. Stalker: Stealth with no End cost, highest ST DPS (especially with Energy Melee!), Assassination for a powerful burst danage, at cost of less survivability than even Scrappers. Tanker: Highest survivability and consistently great aggro control. Brute: Solid middleground of Scrappers and Tankers. Fury can also allow Brute for ranged shenanigans (Temporary Powers and Epic Pools) if your concept allows it! Also, by far the most solo-friendly Archetype. Sentinel: In practice, a ranged Scrapper, and very fun in their own right. Unfortunately most Sents doesn’t come close in DPS when you compare to Scrappers, Corruptors and Blasters, but the intent is crystal clear. Controller: Very helpful for early game and keep grouped enemies together, or prevent another group (i.e. Ambush) from overwhelming the team. Dominator: The other non-Epic Melee + Ranged Archetype, less control power compared to Controller in early game, but have more immediate damage and is a powerhouse in late game, especially those whose build allows it to Perma-Dom. Mastermind: For pet-oriented players and tend to be stronger if there is two MMs or more. Buff their henchmen up alongside teammates for more success! HEATs: Shapeshifting Jack-of-all-trades with their own traits, with Peacebringers having their own heal, buff and melee powers (and are a monster in 1v1 PvP if mastering the changeling exploit!) while Warshades having their debuffs and mezzes. VEATs: More team-oriented than the above, with Arachnos Soldiers having emphasis on damage or pets (and Venom Web Grenade!) while Widows can either go for more control and semi-tankiness, or more Psionic mezzing. What makes the Corruptor special is that it is essentially a more efficient swiss-army knife than the HEATs, by being less survivable but is more than capable of dishing out more damage via higher damage scalar, Scourge and debuffs than both Defenders and Controllers. Having the capacity of second highest DPS on their own - Blasters being first - if not surpassing even them in some circumstances also gave Corruptor a serious edge over support-oriented Archetypes like their direct counterpart, the Defenders, themselves already a very solid Archetype. I also feel more relaxed when playing as a Corruptor when compared to other Archetypes; as long as I don’t forget to buff my team or debuff the foes, I can expect some smooth sailing and do whatever I want so long I benefit my team, and same when there is another competant Corruptor. -
New energy blast animations (energy torrent)
LightMaster replied to WindDemon21's topic in Suggestions & Feedback
Since there’s already alternative animations for Energy Blast, the laser sweeping one can make for a good alternative animation. That said, let’s not try give more than one power having laser FX to avoid overlap with Beam Rifle. -
While not a bad idea, it can be executed horribly due to several of the game’s mechanics that can end up a Hardcore mode more of a shoehorn that can be an unenjoyable mess than something that is planned such game’s mechanics in mind. Because unlike, say, any good Roguelike or Roguelite games, there is no official minigation of deleting a character. RNG: Anything involving RNG, such as ToHit, Defense and chance of secondary effects can and will get even a character with high Defense killed with no warning whatsoever, to the point even a Tanker with capped Defenses can suddenly die. It makes Resist-based powers and powersets much more valuable while the Defense-based powers, while helpful, suddenly became a lot more of a gamble with inconsistent payoffs. Domino Effect on Defeats: If done on a team, it requires an even bigger teamwork than usual. It’s easier said than done as one single mistake can cost heavily for a team, meaning that if a Defender or Corruptor with an essential Buff/Debuff set dies, then it can cause a chain reaction where a team is suddenly worse off, especially if the leader sets their notoriety to +4/8. Splitting can be an issue in non-hardcore servers if not done carefully, now imagine how costly a non-organized splitting can cause to a team. True Insta-Kills: When I refer to True Insta-Kills, I meant it by “powers that empties your charscter to zero no matter your HP and everything else”. Think of the Dropship and Rikti Pylons in Advanced Mode of Lady Gray Task Force. Or at least one mechanic that instantly kills you or leaves you at 1% of max Health, like Marauder’s Nova Fist, in Incarnate Trials. While a rarity in content before level 50, it can suck immensively if a True Insta-Kill is involved, especially for a team ill-prepared for it. Resources: Builds are expensive to prepare, so just imagine taking careful time and spending a lot of Inf to build an ideal toon for the team, only to suddenly die due to the team’s neglect, bad pullings or circumstances that no one saw coming, like a stray Council lieutenant successfully critting on a damaged Blaster or Defender. In other words, there are too many variables or harsh punishments on permadeath not just to yourself the player, but also your teammates. It is not a concept that would work as an entire server due to the amount of frustrations and variables involved. This concept can work as an optional challenge where a dead player is kicked out of a Task Force with no other penalty, or as a RP / D&D session of skilled and knowledgable players, but as a whole server where random players team up? That can do more harm than good for Homecoming’s impression on players looking for a challenge.
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architect entertainment ALTER-U AE Arc Bi-Weekly Event
LightMaster commented on LightMaster's event in Everlasting Player-Led Event
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Chapter 2 completed! The heroes and villains are too worried about the Miso Mountain than some rebellious members of the Legacy of Light and focused on the former, which proved to be for the best. The heroes and villains tries to stop the Miso Mountain from infecting the entire planet. While destroying the piles of Misomania Seeds and the enraged Hydralites greatly slows down it’s process, it isn’t enough to entirely power it down., Rollister wants revenge by controlling the Devouring Earth as he and his men, including recruited desperate Hellions as their new footsoldiers, attempt rituals to brainwash them by stealing a few Leaves of Cruelty. This did not work partially due to Cruelty expecting it, and partially due to outside intervention by Task Force Pacify (me and the team)., Rollister tried to escape by using Shadow Simulacrums as distractions, but the rampage of Devouring Earth and intervention of Arachnos (and recruited Hellions who do not agree with other members joining the Thorns) slowed him enough for Task Force Pacify to catch up and apprehend him., Cruelty took advantage of the chaos in Orenbega to attack the base where Serafina hides, forcing Task Force Pacify to rescue her. She and the Legacy Chain managed to “reverse-engineer” the Misomania Pollens into Peace Pollens, with incredible calm-inducing effect that not even Cruelty himself can resist., This repelled Cruelty back to Eden, and as the team planted Peace Flowers and rescued an injured Woodsman, the Praetorian Devouring Earth invaded. Turns out, as the team defeated Cruelty, the Praetorian Cruelty is helping out the Primal (ALTER-U) Cruelty to avenge his own Praetorian Hamidon., The fight ends with Praetorian Cruelty fusioning with Priaml Cruelty to eventually become strong enough to surpass the Peace Flowers, then spread rage all over Earth, but is defeated once and for all before they could do that, and are sealed away for a long time. Teaser for Chapter 3: Black Scorpion: Not bad, not bad at all. Pretty good, in fact! Right after Captain Mako betrayed the Arachnos, the villains of Rogue Isles proved that they still have the strength to defeat those ugly Cruelties! He and that twerp Barracuda are gonna miss the action, but I sure will not miss them! Now… as of you, smart guy… Dr. Aeon: Look here, I know I got some… very unfortunate and embarrasing situation, but Lord Recluse told me-! Black Scoprion: Ever since he lost connection to the Well of Furious or whatever that called, he got put into a coma, leaving him vulnerable to Captain Mako’s assault. With that doublecrosser Mako pretty much banished, Scirocco quitting behind our back, and Ghost Widow’s AWOL, I can pretty much say I’m the only one Patron left! Dr. Aeon: By technicality, that is true, but I doubt you’ll be the remaining Patron for long! As I let you know, the Ghost Widow will undoubtfully come back as she is a ghost, one binded to Arachnos I say! Or was it somebody more specific? Black Scorpion: Fret not, I do not forget about that, doc. You know what I really, really want right now? Dr. Aeon: And why I, the fantastic Dr. Aeon, assist a simpleton like you given your own troubles from-? *Heard some skull bashing smashes* … Can’t argue with that. Black Scorpion: Already tired of talkin’, genius. Start workin’ on it, the “Hero Killers” are not gonna be strong enough by themselves! Oooh, the heroes of Paragon City will not know what will hit them, I can already smell their fear! He he ha ha ha! Starting at here, there is a vote for Chapter 3, 4 and 5 to decide the PoV of either Heroes or Villains. The vote poll will be done in official Homecoming Discord.
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A severe lack of AVs in missions 40-50 do sound like a large problem, and whole new or in-lore powered up AVa pop up suddenly when you become an Incarnate (or what In-Character equivalent you became), so adding at least two AVs in these mission arcs willd bridge the gap. For the 50-54 specifically, it has to do with the player became an Incarnate (or an in-character equivalent of), so non-generic bosses that aren’t part of the Banished Pantheon or Talons of Vengeance wound up to be just EBs because of the gap of the in-universe power level between you and them spreading further.
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incarnate powers Ideas for old Incarnate Powers slots
LightMaster replied to LightMaster's topic in Suggestions & Feedback
I managed to figure a list of potential Lore pets, with one “standard”, one “support” and one “boss” each. Example: Standard, Support, Boss; common damage type and effect Nictus: Essence, Dark Nova, Dark Dwarf; Negative damage and Foe -ToHit Awakened (PPD Awakened): Awakened, Unleashed, Quantum; Energy damage and Foe -Def Paragon Police Drones: PPD Drone, PPD Guardian, PPD Enforcer; Energy damage and Foe Disorient Legacy Chain: Radiant of Light, Inferno of Flame, Tellus of Earth; various damage and have their own summon that dies as fast as a Mastermind’s henchmen, but can put more DPS and even debuffs if maintained Nemesis Army: Jaeger, Sergeant, Fake Nemesis/Warhulk, Various damage and Foe Knockdown; Sergeant have Vengeance that can work on downed players (other than the summoner for obvious reasons) or even other pets We already have that one, my bad Devouring Earth: Razorvine, Deathcap, Devoured; Toxic damage and Foe Hold And for two “out-there” types like Polar Lights, Phantoms and Drones; Halloween: Werewolves, Vampires/Vampyres, Reaper; various damage and Foe -Recharge Little Guys: Swarm, Clockwork Gear, Rikti Monkey; various damage with focus on Toxic, smaller HP vs other Lore pets but can provide leaguewide support and inflict longlasting Foe -Res(Debuffs) -
incarnate powers Ideas for old Incarnate Powers slots
LightMaster replied to LightMaster's topic in Suggestions & Feedback
Luminescence as the “orbital laser” and Location AoE sounds like a really clever idea that stands out from other Judgements, and can either go for for the weaponry-themed like RiktiHater said, or going with the name and interpret it as a smiting strike of light. There isn’t a true “Energy” Judgement with Ion being the closest by virtue of dealing Energy damage, so this or mine can fill this gap. Of course Chance Jackson’s Luminescence and my Refulgent might overlap thematically, so I’ll gladly have Jackson’s idea taken over mine due to the LAoE making it more unique. With additional -Res chance on Core, and as a cue from my idea, have the Radial effect of -Regen to make it a solid pick for GM-hunting. -
The Holy Trinity isn't. Advice for veterans of other MMOs
LightMaster replied to Zolgar's topic in Archetypes
Following last post, I decided to form a tier list based on my perspective on their general usefulness. For specific buffs for each C-tier to F-tier Archetypes without replacing their Power Sets or forcing the Holy Trifecta onto them… Brute: While not as desperate for buffs as the one below, it will appreciate either QoL buffs or improving tweaks that help them stand out more. Brute would benefits having Fury to do more than just boosting damage. Examples include inflicting small, short-living but stackable -Res and -Def on foes at 50% or higher Fury, allowing the Brute and teammates to kill them faster if a -Res Power Set is not present, and it works with damaging auras many Brutes relied on. Increasing scalars for Brute’s Defense Power Sets (in between Scrappers and Tanker) instead of copying Scrappers’ scalars will also help making Brute more survivable, but not to the point of eclipsing Tankers. Sentinel: While still in a better position than before, their buffs aren’t enough to make them truly noteworthy when compared to above. I used to think the HEATs being master-of-none, but I got convinced that they are, indeed, better than a master of one, and of course that’s not getting into how monstrously strong Peacebringers can be in 1v1 Cage Fights, so thus leave the Sentinel not doing enough Ranged damage when compared to the big two, Blaster and Corruptor. Possible solutions to make the Sentinel stand out without overlapping with the Blaster or Corruptor is to either put emphasis on single target damage among Ranges akin to Stalker among Melees by dealing more damage to Vulnerable enemies than any other AT, allowing Vulnerabilities to stack on one target. Alternatively,or take a page from the Kheldians and make Sentinel’s AoE attacks (including Melee from APP or PPP) more damaging compared to others to compensate lowered range, as well as putting emphasis on AoE in general by allowing some of Sentinel’s ST power to deal AoE damage. This make them akin to today Tankers but with damage instead of aggro control. Don’t take these suggestions as be-all-end-all as there are others’ idea that might sound better than mine in practice, though I made sure my ideas doesn’t force using the Holy Trifecta as the basis as the City of Heroes doesn’t revolve entirely of this. Another thing to bring to mind is that the tier list here is only on a basic level; Power Set combinations, player skill and context also mattered just as much, if not more. Fire/Dark Controller can put a lot of work compared to Fire/Any Dominator, Brutes remain the best solo AT for most scenarios, Poison/ and Empathy/ Defender is generally superior to /Poison or /Empathy Corruptor, etc. And CoX is generally an easy game to play, so even a thematic but “bad” power set combination can put up some great work with enough skills. -
As with the impending changes, the Tanker AT is gonna be reworked again so that they won’t be as potent for AoE as before, just more specialized for aggro control compared to other ATs. I don’t think Brute will still have a serious place in teams other than “Oft-Tanking” since, as incredibly solo-friendly it is, it has some severe downsides that need to be addressed such as the below-average ATOs, Fury only increasing damage when attacking when other ATs’ inherent are more immediate or in Dominator’s and Corruptor’s case, far more impactful when conditions reached, and otherwise not bringing much to the table compared to other melee ATs. I feel like a combination of these two may help the Brute stand out above the others, both of which involve Fury and make that mechanic more rewarding to keep up; Allow the Brute have access to two / three Ranged powers in their Melee power sets as individual alternatives (and not replacement) on top of the Ranged powers within APPs / PPPs, akin to Practiced Brawler and Master Brawler of Sentinel and a few more mutually exclusive powers in the upcoming Page 2. This makes the Brute one of the rare melee-ranged hybrids akin to Blaster and Dominator but as an option, so veterans won’t have to worry about Ranged powers forced upon them. The reason why is because Fury boosts damage to every damaging Powers, including Temporary Powers, and not just Melee powers, as Fury directly grants Damage Bonus to the Brute. Even a Revolver (otherwise unnoteworthy) from a Brute with high Fury can deal some serious damage. Ranged Powers also allows Brute to consistently pin down fleeing foes, safely destroying an exploding object / foe, or finish off a cowardly foe. In addition to Damage Bonus, Fury also grants To-Hit / Accuracy bonus. A fictional character that is brutal or enjoys fighting a lot will eventually overwhelm an opponent that relies on dodging or deflecting moves, so the Brute will have To-Hit / Accuracy bonus to similarly being able to hit dodgy opponents, especially higher-leveled ones. This in turn makes Brute even more solo-friendly and early game efficient, as they do not need to buy Accuracy Enhancements thanks to Fury’s theorical new bonus. This is up to the developers to figure out, but those suggestions can help Brute to stand out while still fitting the Archetype flavor and without strictly overshadowing other Melee Archetypes.
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incarnate powers Ideas for old Incarnate Powers slots
LightMaster replied to LightMaster's topic in Suggestions & Feedback
Unless it’s a Melee Cone, it might be thematically overlapping with Ion as both are lightning-based Judgements. Council sounds fun. Other additions I’d like to see are Circle of Thorns wizards (Demons are Circle of Thorns’ hellspawns), Primal Clockworks, the Mu, Skulls, Hellions, Carnival of Light / War / Vengeance, and the Legacy Chain. -
Have you ever yearning for more type of Incarnate Power to use? Is there a very devastating NPC power out there that makes you go “Wow!” and wished to use it as a Judgement Power? Is your favorite official enemy group, or a thematically fitting one for your toon, not represented yet for the Lore slot? Think that the choices for Hybrid power are too limited? Here we can ask for what Incarnate Power we can add into the old slots to give players more option to use. Using old FX and animations are preferable to save time and manpower, ensuring efficiency. I will start with ideas for two particular Incarnate Slots: Judgement Viral (Extreme Toxic damage) Targeted AoE; Core have up to 20% chance of inflicting a Mag 5 Hold on foes; Radial will additionally inflict up to -50% Def(All) on the foes. Bleeding (Extreme Lethal DoT, slightly above overall damage due to DoT) Targeted Self Teleport, then PBAoE; Core have up to 20% chance of a Mag 5 Fear on foes; Radial will additionally inflict up to -30% Res(All) in the foes. Refulgent (Extreme Psionic/Energy Damage over Time) Cone (akin to Vorpal); Core have up to 20% chance to inflict an additional damage at least 1.5 Energy damage, applying up to LT (Lieutenant) at middle tier to all ranks at top tier; Radial will additionally inflict inflict -Regen in affected foes. Hybrid Defense Auto Resistance(DMG) and Def(DMG) by a small amount; base and Core grants chance of increasing Res(DMG) and Def(DMG) per hit to self; Radial grants chance of Continous per hit, which grants a +5 Mag Resistance to all mezzing statuses for ten seconds. Order Auto To-Hit by a small amount; base and core grants chance of increasing To-Hit per hit to self and nearby leaguemates; Radial grants a chance of giving Leaguemates +Res(All) for several seconds per hit. What new ideas for old Incarnare slots you have in mind?
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Don’t forget, Brute’s Fury affect all of the Brute’s damaging power, not just Melee. If the Brute AT retain their 850% or even 800% Damage Bonus Cap today, not even a well-built Blaster can keep it up in DPS because of the obscene combination of typical Melee pain, decently high survivability and on top of that, capacity of high ranged damage via Temporary Powers (Envenomed Daggers and Plasmatic Taser being two big examples), or from the Power Pool like Arcane Bolt and almost all of the PPP powers for the Brute. Compare that to a Corruptor, the AT that just happens to be well-rounded yet deadly AT thanks to great DPS, decent survivability and aggro control, and of course Buff/Debuff secondary set. But not so immensively good that it made other ranged Archetypes redundant / useless just by existing. And the Defender AT, while much less damaging than even Controllers, compensates with unparalleled buffs/debuffs, numerically at least. And their damage are still decent enough to finish off a job or get a random Minion off their back. So neither the Defender nor Corruptor overshadow each other completely either. I don’t think even today Homecoming’s Tanker would be able to be a viable alternative if Brute can deal an obscenely high amount of DPS other than greater aggro control and better survivability. EXTRA: Maybe a new thing exclusive to Brutes to take further advantage of Fury, is allowing them to pick at least two alternative Ranged AoE / Cone options from their Melee sets that is mutually exclusive with a true Melee one (i.e. Inferno instead of Greater Fire Sword), but are mutually exclusive so if you pick the AoE / Cone option, you can’t pick the Melee version from the same level availability. This is akin to Sentinel’s mutually exclusive Practiced Brawler and Master Brawler. Flavor-wise, brutal fighters aren’t all about melee all the time, so they can and will throw things, shoot things, cause a ranged earthquake, etc. And in CoX, Black Scorpion, the Arachnos Patron that represents the Brute back in CoV, is armed with arm cannons and tail-cannon for ranged attacks, alongside his brute force and durable armor, despite player Brutes not officially having this capacity unless they pick an APP or a PPP. While you may argue that giving more Ranged attacks to Brutes as “mutually exclusive options” for Melee counterparts will make it overlap with Sentinel, keep in mind that Sentinel are designed, or are in practice, made for DPS over survivability while focusing on Range, while Brute still have a big focus on Melee and, while not a top dog for Melee DPS, have second best survivability among ATs next to the Tanker. It’s more making the Brute the opposite of Blasters; big melee with capacity of using ranged powers without needing to access of Epic Power Pools. As an aside Sentinel themselves don’t have access to Melee powers unless using an APP or a PPP so there’s that.
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architect entertainment ALTER-U AE Arc Bi-Weekly Event
LightMaster commented on LightMaster's event in Everlasting Player-Led Event
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Chapter 2: Putting Light upon Cruelty Wednesday, June 18th 2025, 7:00 PM EST Two weeks after Nemesis’ latest (and possibly last*) plan, the world still feel a feeling of terror and paranoia than never before. That Nemesis propagating the Misomania Flowers to cause unparalled damage to the world, with even the Battalion or Dimensionless haven’t done this much terror to the Primal Earth! Only with the help of the Incarnates, even some villainous ones, that the Primal Earth is slowly but surely restored to it’s former glory… but still, there are more to recover. (* We do not comfirm nor deny the possibility of Nemesis being gone forever, at least not in the universe of this story. An AU Nemesis might get involved, but too early to tell…) And the Misomania Flowers are still around, and it seems to be connected to a ravaged mountain… One where red stripes glows like blood on the earth and trees, and even the leaves dangerous to touch or even smell. And now the glows only grow stronger… With that in mind, it is still too early for Paragon City and the Rogue Isles to resume their war yet, as this mountain might be the source of the exceptionally dangerous Misomania Pollens. With the respirator suit built by a collaborative effort of Longbows, Crey Corporation and Aeon Corporation (with Dr. Aeon trying to take all credits but fails), you are able to approach the Miso Mountain without fear, and even went through the entrance without severe effects. Meanwhile, the Legacy Chain’s reputation is now down-under due to their undisclosed oppression upon the Legacy of Light, but that might not be the worst part for them… the worst part is now that several rebelling members might become their own dangerous group, a fate they tried to stop upon knowing what happened to the Carnival of Light, but brought upon the Legacy Chain themselves for handling the situation very poorly due to their fear getting the best of them. -
Chapter 1 is completed! An user with “Primal” on their name helped a lot for recruiting missing spots, particularly at the fifth and final mission, and switched from Brute to a more well-built Tanker to ensure things goes smoothly. As of the chapter itself, here are some aftermaths based on our actions and what we witnessed: (Teaser for Chapter 2) Radiant of Light: “You will regret not checking on the Legacy Chain… They had made a slave out of ourselves, the Legacy of Light, in fear of becoming what became the Carnival of Light of the other world… But I will not let it slide, and neither will many of my friends. From now on, watch yourselves… For that we will come back, shining brighter than never.”
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powerset Power Sets that can be flavored as light elemental
LightMaster posted a topic in Archetypes
As far as CoX goes, “Energy is the new light”. While there are explicitly called Dark powers, and there are plentiful such as Darkness Assault and Dark Miasma, with the Warshade having a conbination of darkness and void (two related concepts), the only true light elemental powers so far are Peacebringers, Illusion Control and the soon-releasing Pyrotechnic Control. That’s not counting the still-unreleased Holy Light, either. But like the D&D series, darkness powers deals Negative Energy damage, while Energy is considered to be it’s own distinct damage type rather than being the “generic” one. By this logic, one may consider Energy-based sets as a convenient type of power for light-flavored toons. If you find Energy Blast too much of knockback, or if you think Energy Melee focuses too much Single-Target for you, then here are viable alternatives to use if you want to create a light-flavored toon without the need to play as a “human-only” PB. Recommanded Color for all sets: White, Bright Beige, Sky Blue (akin to Peacebringers), any bright color (for a Green Lanturn reference / tribute) Elemental Sets: Radiation, Psychic / Psionic, Fire (solar), Electric (speed), Time (gleaming FX), Kinetics (support Power Set specifically) Weaponry: Beam Rifle, any melee weapon set with customization, Shield Defense Hard Light: Shield Defense (Gem Shield), Earth Power Sets (Crystal), Spines and Thorny Assault (Crystal Spines), War Mace (Fire and Ice Mace), Fighting Staff (again), Titan Weapons (Fire and Ice Mace / Fire and Ice Sword) This one’s simple; hard light is a fiction trope that involve solid holographic project of light. Think of Phantom Army, but real and solid. If there’s anything missing, let me know. I hope this will help those creating light-flavored heroes without being forced to resort into PBs or Energy Powers!-
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On mostly-Ranged Defenders, Corruptor and Sentinel*? Might be pushing it. Although, Super Strength would make for a fun secondary for Blaster (Powerhouse) and Dominator (Strength Assault), with same slow animation but lots of oomph per hit! * Sentinel have a 1.100 Melee Scale damage so a potential Melee-oriented “Strength Mastery” can work for it.
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