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Zepp

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Everything posted by Zepp

  1. The reason I stated that was because you did not include it in the suggested replacement text. It should have the same text as the vendors on your second-rate alternate dimension...
  2. Okay, you're talking about the T4V vendor... okay... It would also be nice if the T4V vendor noted that the two countdowns were mutually exclusive.
  3. I am enjoying my Sentinel, but the damage/range are too low for it to be a sniper (which the target cap would suggest), and the def/res modifiers are too low for it to be really tanky. The resist debuff adds 5% to everyone's damage (against targets who have been hit). Increasing res/def multipliers would be more effective than raising caps. Increasing target cap would allow more enemies to be hit, increasing the benefit to the team. Combining Offensive/Defensive opportunity and having them proc on either the T1 or T2 would be useful.
  4. I like this idea, but I think a more important change would be to change the top to three buttons: Set Category Rarity Even with the proposed change I could see someone trying to do a Category conversion and then the next time it defaults back to Rarity. Having three buttons would help address this issue.
  5. First, I would welcome an interesting and thought out proposal for a different type of Praetorian EAT. The "magic origin" oriented aspect was simply keeping them in line with the original design of origin-specific EATs. Peacebringers->Natural, Warshades->Science, Soldiers of Arachnos & Widows are Natural. It isn't as relevant as it used to be, just useful to conceptualize the idea behind the PrEATs. Taking this down a different path would be interesting for players to play with. The Night Ward is part of Praetorian Earth, so this gives a link to the Mesopotamians as they appear in CoH uniquely linked to Praetoria. The specific ties I envisioned to Mesopotamian lore would be via the PrEAT story arche(s). This would allow the recycling of Cimeroran maps. Also, I fancied the idea of conceptualizing all of Praetoria as a proxy war unfolding between Pazuzu and Lamashtu. It would be a good foundation for a story that could keep the PrEATs as hidden agents while also making them hidden keys to the power machinations of Praetoria. Of course there are other paths that could be taken to approaching a Praetorian EAT. I just found this one the most interesting and fleshed it out. One of the benefits of making EATs as opposed to ATs is that they are less complex. There are basically four combinations (and the two possibilities of null Paths) that need to be balanced as opposed to the 182 possible Blaster combinations.
  6. Did you read the proposal? This is directly linked to the First/Night Ward storyline and is designed as the third set of Epic Archetypes. Blueside has Kheldians, Redside has Soldiers of Arachnos, Goldside has nought. This was trying to rectify that imbalance in a manner which uses existing lore. The "Mesopotamia" theme is connected to the pre-existing storyline and considering a possible way to use a Praetorian version of Cimerora map for a possible flashback or tutorial storyline. It also creates a "fish-out-of-water" opening as a startoff for the EAT-specific content.
  7. This concept was designed to fit a very specific hole, the lack of Praetorian ATs. It creates Six possible build types (Pathless MoP, Pathless PoL, Enlightened MoP, Enlightened PoL, Madness MoP, and Madness PoL). It is set within established lore, yet allows for an expansion of the storyline. This could also be connected to any efforts to allow Praetorians an easier path to 50 without selling out their home dimension... The other major selling point is the PoL use of slot 0 for a snake form allows limited access to the snake lower body, which has been requested quite often since live. I do support the recycling of powersets for new general archetypes, but this offers an interesting and engaging playstyle with access to EAT storylines that explore the roots of the First Ward/Night Ward storyline while connecting them to the broader Resistance v Loyalist storyline. Also, this would provide strong evidence that Homecoming is a derivative work rather than a copyright violation of CoH further protecting them from legal liabilities...
  8. Basically, I am starting from the connections between the Talons of Vengeance and their connection to Mesopotamian mythology. The idea is that a long time ago a contingent of the progeny of Lamashtu and Pazuzu were sealed into a pocket dimension, Erṣetu. There is, however, a tear which links Erṣetu to Praetorian earth. The tear is too small for the elder, more powerful beings to emerge, however every once in a while a younger member can move into Praetoria. This has been happening for decades, and they have been behind the scenes movers and shakers behind the current conflict. Minion of Pazuzu (Loyalist) Pazuzu is the son of Hanbi, the Lord of the Underworld. Pazuzu sought to manage the temperaments of the other Gods. As his father had brought order and purpose to the Underworld, so he sought to bring order to humanity. He used the winds and rain to bring order (although more often he brought flood and drought). He saw the actions of any other God or Goddess interfering with humanity as an assault on his order. His biggest conflict came when he fell in love with Lamashtu. He tried to change her, and when that failed he imprisoned her. Slot 0 - bird form Primary - Elemental Power A mix of Electric Melee with some Storm Summoning and Water Blast thrown in. Secondary - Elemental Might A mix of Invulnerability and Thermal Radiation lvl 24 choice (no forced respec, but granted a freespec and can choose to open one of the two paths). This choice will affect the story arc (MoP & PoL story arcs merge from this point forward). Path of Enlightenment Primary - Elemental Wisdom A mix of Psionic Assault and Mind Control Secondary - Elemental Knowledge A little Nature Affinity and Foresight/Mind Link type powers. Path of Madness Primary - Elemental Rage Based on Lamashtu's offensive power set. Secondary - Elemental Will A little Storm Summoning with some self-Resist powers. Special inherent Hover+Evasive Maneuvers-ish power (The equivalent of combined effects of Hover and Evasive Maneuvers) Inherent Power Obedience (each ally in range increases the global recharge rate of the character; allies within range have increased regen & recovery) Progeny of Lamashtu (Resistance) Lamashtu is the daughter of Anu, the Sky God. Rather than follow the will of the gods, Lamashtu sought to bring free will and the light of knowledge to the so-called lesser beings. In her quest to un-tether creations from their creator she brought the ire of the Furies and was sealed within the Eternal Prison by the gods and the Furies centuries ago. She bears seven names and when called upon in incantations she manifests as seven witches. She is responsible for bringing knowledge and enlightenment in ancient times. Lamashtu has an enduring hatred for imposed servitude and hoarded knowledge. She is also the bringer of new life. These powerful beings share in their mother's thirst for knowledge and freedom. It is not surprising then that the Furies seek to force her creations into servitude. Those children who have not been enslaved by the Furies seek out the fractures of their mothers consciousness to bring her back to a state of sanity robbed from her. Slot 0 - snake form Primary - Primordial Power A mix of Savage Melee with some poison spitting and Sonic Blast/Control thrown in. Secondary - Primordial Might A mix of Willpower and Poison lvl 24 choice (no forced respec, but granted a freespec and can choose to open one of the two paths). This choice will affect the story arc (MoP & PoL story arcs merge from this point forward). Path of Enlightenment Primary - Primordial Wisdom A mix of Psionic Assault and Mind Control Secondary - Primordial Knowledge A little Nature Affinity and Foresight/Mind Link type powers. Path of Madness Primary - Primordial Rage Based on Lamashtu's offensive power set. Secondary - Primordial Will A little Storm Summoning with some self-Resist powers. Special inherent Combat Jump+Infiltration-ish power (The equivalent of combined effects of Combat Jump and Infiltration) Inherent Power Devotion (each ally in range increases the regen & recovery rate of the character; allies within range have increased global recharge) Note: Post-24 powers are very similar, but not identical. This provides a unique skillset that is Jack-of-all-Trades in a manner that is fun, but not overpowering. The re-framing of the Lamashtu/Pazuzu conflict lore also provides an interesting insight into the grayness of Praetoria. This would also provide a more magic-oriented EAT.
  9. Sorry, I haven't been playing my /MC for a while so I messed up on the endurance cost & +Rec aspects of the power. In my experience, I never left it off for more than 10s, just long enough to enjoy the +Rech with my blasts.
  10. The way that Reaction Time works makes this set ideal for a Jump-in melee/Kick-back blast mixed style of combat. I tend to recommend that you use something like "/bind j "PowExecLocation Target Burst of Speed$$PowExecToggleOn Reaction Time$$GoToTray 1"" to enter melee range followed by "/bind k "PowExecLocation 180:60 Combat Teleport$$PowExecToggleOff Reaction Time$$GoToTray 2"" to go to blast range. What does that do? You can have all your melee attacks set up in Tray 1 to Jump in and start PBAoEing up the place with a -Recharge/Slow to help with mitigation. You also start off getting the first PBAoE in with Burst of Speed. Then you have all your ranged attacks set up in Tray 2. You Kick back into blaster range (180 means you TP backwards, 60 is the shortest ranged attack range, adjust for your needs) and Combat TP gives you +ToHit. In addition, turning off Reaction Time not only cuts down on endurance, but also it gives you a boost to Recharge and mobility. This gives you a smooth and effective way to jump in and out of mobs while optimizing your performance for the mode of combat you are in at the time. With Rad you can go pure melee if you like, but you lose a lot of the appeal of the /MA set.
  11. I've been enjoying my Dark/Electric quite a lot... My character is intrusive thought syndrome (so I am actually dark/elec/psi) and it has been nice and there are several ways to make it work. Looking at what else you have, Rad/WP should be a strong combo.
  12. My updated builds: 07 ITS.mxd
  13. Thanks, That really helped!
  14. The Crimson Prototype in Market Crash is damaging Phantom Army. I believe this is the only mob that damages PA, which makes me wonder if this is a bug. I have also noticed that if CP is hovering between 74-76% he will summon multiple spawns each time he passes the 75% mark. This may also need to be looked at.
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  15. @Caulderone I was wondering where you are getting your Endurance Reduction from.
  16. Thanks, that is an interesting take. My goal was to have a chain that included AoE/Cone and ST without sacrificing damage. I will take a look at ways to improve global accuracy and maybe shore up my resists a little.
  17. So I am currently level 10, about to do a respec and buy some IOs, but I thought I should ask the community before heading forward. Basically, I am trying to be fairly durable but have a solid attack chain that includes a mix of multi- and single-target damage. Keep things simple yet efficient. Anyway, this is where I am at after a half dozen builds, any thoughts? 07 ITS.mxd (For reference, ITS is short for Intrusive Thought Syndrome, thus the dark for intrusive, and elec (synapse) and psi for other powers.)
  18. A couple of hints. First, the way the market is designed, you can buy attuned enhancements for the same price as level xx enhancements. This is because they are bucketed. If I put a lvl 30 Luck of the Gambler on the market, you can buy it as a level 30, level 50, level 47, or attuned enhancement. It doesn't matter what the original level was. Second, patience is a virtue. Putting low bids and waiting for a week or so can end up getting you huge discounts. Third, Enhancement Converters are occasionally a cheaper route. Buy a reactive armor and make it a steadfast protection for maybe a dozen or two enhancement converters. It could end up saving you millions.
  19. I was thinking it would be easier to do a Manipulation (Blaster Secondary) set. A semi-clone of Field Operative from devices would work for the heal, Something like Shinobi could work to replace the damage buff. Get a mix of effects like Trick Arrow, Devices, and Ninjitsu in there. Have a "Shot Through The Heart" power that is similar to Experimental Injection from the Experimentation pool, but with range.
  20. Taking that bank money into the casino is also a good way to launder it... Get two players on the Roulette Wheel, one always bets Red, the other always bets Black. You get 97.3%(ish) of the money back and it is now "gambling wins" so you have clean money!
  21. I have Ill/Storm so I barely ever use personal attacks, but the three procs that seem to work best are Force Feedback - Recharge; Sudden Acceleration - KB->KD; & Annihilation - Chance for -Res. However, because of the low base recharge, the Annihilation proc is not that great unless you are on a large team and you have a lot of global recharge.
  22. I was thinking Savage/Dark Stalker... (attached is a possible build - quick build, could probably be more optimized, but the idea is that by not burning Frenzy you keep the Endurance and Recharge bonuses, which helps mitigating Dark Armor's End consumption and improves attack speed). Felinyte.mxd
  23. I made an argument based on the stated development principle that some weight be given to precedent. I was not arguing it was "correct" as it was. In fact you can see that I am actually supporting a relative nerf to Fly+AB. I use percentages because they are easier to grok. Going across PI in 1m 22s (SS) v 1m 50s (Fly) can more easily be dismissed without considering the constant feel of the disparity. Furthermore, with three solid secondary effects (stealth, phasing, and momentum) SS has many more perks that you omitted in your argument. My proposal would maintain the SS>SJ>Fly paradigm but make it feel like a choice rather than a RP sacrifice to choose Fly.
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