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Omnicron

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Everything posted by Omnicron

  1. In the solo mission at the end of Number 6's arc, Antimatter has a power that uses an incarnate icon with an Omega symbol on it. IIRC, it's a single target toggle that deals damage and heals the user when the target dies. No idea how representative of an Omega symbol incarnate that power was supposed to be.
  2. Clown Summoning (Mastermind) All clown pets have a chance to cause fear in their enemies. In addition, many clown attacks will taunt enemies, and when a clown taunts an enemy that's already taunted by you or another clown, that enemy takes bonus psychic damage as the hate consumes them. The more stacked taunt effects, the more psychic damage is dealt. Pie Toss- Ranged, Moderate Damage (Toxic/Smashing), -tohit, Foe Taunt A classic gag, the pie to the face chokes the enemy with a toxic cream filling and blinds them for a short duration. Mimes- Summon Mimes The Mimes arrive by stepping through doors that aren't there. They attack by throwing invisible objects and swinging invisible baseball bats. All their animations are over-the-top and exaggerated. Seltzer Spray- Narrow Cone, High Damage (Cold/Smashing), Knockback, Foe Taunt A blast from this pressurized bottle soaks enemies with cold water and sends them flying backwards. Paint Clown- Ranged, Upgrade Clown Henchman Gives your clowns terrifying facepaint, improving the nightmare fuel that sustains them and upgrading their attacks. Mimes gain a variety of (silent) taunts they can spam, harlequins get torches they can juggle, and Rodeo Clowns get a barrel they can jump into. Banana Peels- Ranged (Area of Effect), Moderate Damage (Smashing) Knockdown, Foe Taunt Tosses Banana Peels onto the ground in a targeted location. Enemies in that location when you first throw the peels have a high chance to be knocked down and take smashing damage when they fall. The peels persist in that location for a while after, continuing to trip enemies for the duration. Harlequins- Summon Harlequins A more acrobatic breed of clown, the harlequins juggle knives at first and more dangerous objects as they're upgraded. Getting their reluctant audience in on the act, they toss these objects at nearby foes giving them a chance to catch them. They "catch" them in the face. Harlequins' attacks taunt enemies far from them but placate enemies close to them. Clown Car- Summon Clown Car A tiny vehicle filled with an improbable number of clowns, this special pet has no attacks of its own, but releases clown after clown from within its unfathomable depths until its duration wears out or it gets destroyed. It plays a dreadfully irritating tune, taunting nearby enemies as it unleashes its unholy cargo. Rodeo Clown- Summon Rodeo Clown The alpha clown, the rodeo clown is half cowboy and a skilled melee combatant, able to ensnare enemies with his lasso to draw them close and tie them up. He's an expert at taunting enemies and is naturally very tough. Hell Toupee- Ranged, Upgrade Clown Henchman An upgrade to your clowns' hair completes their transformation into the eldritch horrors you always knew they were. Mimes trap enemies behind invisible walls, Harlequins start juggling chainsaws, and the Rodeo clown summons a bull to ride on.
  3. Or the Star Wars Prequel Trilogy, for that matter. It seems like people will always hate the new thing until something else comes along, then the new thing becomes the old thing and there's something new to hate again.
  4. In a weird way, WoW is the whole reason I wound up playing CoH. I was a huge Warcraft fan, and I was really looking forward to the release of WoW, to the point where I made an upgrade to my PC just so I would be able to run it when it came out. (It was my first real gaming PC: my others before that were just incidentally for gaming) However, WoW was delayed from the release date they had announced from it, so I was sitting there having blown a ton of money on this new machine and not seeing any return. And I happened to hear about CoH and I was like "yeah, I'll play that for a bit. Just until WoW finally comes out." So as it turns out, I loved CoH. And at the same time I started getting more and more pessimistic about WoW. Less because of the gameplay but more because of how badly they were mangling the established Warcraft lore (as I noted, I was a big Warcraft fan). As the months went by and the game wasn't released, I became more and more invested in CoH: I joined a Supergroup and became IRL friends with the others and I got some of my IRL friends into the game as well. So when WoW finally launched, I found I had lost all enthusiasm for it. I didn't even feel like trying it anymore.
  5. Well I just got my /Dark up to 20 to test. You are correct, it does not stack. Which sucks. Giving /Dark the ability to get Drain Psyche levels of regen/recovery after repeated recastings would give it a cool niche, worse than DP in normal crowd-to-crowd gameplay but able to sustain itself into an AV fight in a way that DP can't. As it is it's just... bad.
  6. So I just got done with a pistols/mental blaster, loved the scrapper-esque Regen from Drain Psyche when going from group to group. But the Regen fails when I'd really want it: against a lone AV. For this reason I started eyeballing /dark for my next build. By my math, you should be able to hit the blaster Regen cap when built for recharge by stacking the buff over and over again. Am I missing something?
  7. I've got the whole fighting pool on my dual pistols/mental manipulation blapper. His survival depends on having drain psyche up 100% of the time, so having an attack that gives me a consistent bonus to global recharge is a no brainier. Of course I also slot it (and every other attack power) with the force feedback proc.
  8. So on certain concepts you want to use "slide" instead of sprint: guys wooshing around on ice or water. The problem is the awful pink glow really only works well for a narrow handful of concepts and there's not a good way to get rid of it. How hard would it be to get a version of this power without the pink glow?
  9. I recently made Adaptabot, a robot that uses reconfiguration nanites to change his hardware specifications based on the situation. He's a SS/Bioarmor brute, and I've got macros set up which both toggle on the relevant adaptation and do a costume change. The powerset itself is set to low fx, and the effects that remain are perfect for nanites swarming out over his body to make the changes. In addition, the offensive mode uses the classic "hulk smash" attack animations, while the others use the heroic animations, which helps it feel like he's really a different character. Besides the three combat form he also had an aerodynamic speed form which toggles on super speed, and a dark stealth form which toggles on invisibility.
  10. I got a tip mission that turned out to be an entire warehouse full of nothing but void hunters and cysts. Never seen it before, but it was pretty interesting. I wasn't playing as a Kheldian at the time so it didn't bother me, but imagine if I had been. *shudder*
  11. Just tried it. No, it doesn't work. Which is too bad. The villain arcs are rather substantially different. It's neat to do them both.
  12. So the Signature Story arcs give you 20 merits the first time you run them on any given character: for a short, fun adventure, that's great! A really effective way to earn merits while you level up on interesting content. However, you can only get the 20 merits the first time you run each arc (and then the 20 merit reward gets locked behind a 7 day timer shared by all signature arcs). This limits the amount of merits you can earn this way. But it occurs to me that the villain versions of the story arcs exist as well, and it seems possible one could run the same arc again "for the first time" by hitting up Null the Gull and doing the red versions. Has anyone tried this? Does it work?
  13. Looking through the different Stalker primaries to try to figure out where to start my stalker journey, I was comparing the crit values for the different starting powers, and HOLY COW is Radioactive Smash above the curve!. Radioactive Smash deals 23.40 damage on a crit at level 1. For comparison, the next highest 16.40 for Broadsword's "hack". Most of them have crit values between 10 and 13. What gives?
  14. It's tempting to try and find 1-1 comparisons between CoH and CoV ATs but I think it's more like keys on a piano. If a scrapper is E and a tank is F a brute is E sharp.
  15. Well I wish they'd get rid of it then. It can't be that hard to delete a few lines of text in a few powers.
  16. According to the description of the Rage power, its crash can be mitigated my using the Unrelenting power from the Presence Power Pool. But this isn't working. Bug, bad tool tip, or user error?
  17. Way back on the official, I wrote up a detailed 9-power powerset for masterminds called Duplication. I don't have the whole thing saved anywhere, but the general gist of it was: Ranged Attacks: just as the Animal Summoning powerset uses "pet-themed" ranged attacks, the Duplication powerset does the same, creating a temporary duplicate of yourself that appears next to your target, punches it in the face, then vanishes. These powers have a chance to placate. Utility Power: Quick Clone. Creates a weak "non-mastermind" pet that only lasts a short while and deals relatively little damage with a brawl attack, but his attacks have a chance to taunt. You can produce multiple Quick Clones at once via repeated activation. They can fly if you can. Tier 1 Pet: Replicants. Basic brawling/boxing pets. Gains kick and tough with upgrade 1, weave and cross punch with upgrade 2. All attacks have a chance to taunt. They can fly if you can. Tier 2 Pet: Dopplegangers. Have some limited ability to duplicate themselves, allowing them to use the same "pet-themed" ranged attacks you possess. They can fly if you can. Tier 3 Pet: Second Self. In addition to gaining your ranged attacks, this pet also gains some of the powers from your secondary powerset. They have the first two powers by default, gain the next two powers with the first upgrade, then the second two powers from the second. If you get defeated while your Second Self is still standing, your second self "takes over" as the new you: you switch places with the second self while your hitpoints become equal to his and he gets defeated in your place. This sheds whatever aggro you had. Like all your duplicates, it can fly if you can.
  18. I should thank you. Since I responded to your thread I made Adaptabot, a SS/Bio brute who changes costumes when he uses any of his adaptations. I wrote macros so it both toggles on the relevant adaptation and does a costume change emote at the same time for a really cool effect. (He also has a distinct costume for super speed and for invisibility). It actually looks even cooler than I thought it would for one interesting reason: for whatever reason, the power effects update at the start of the cce animation instead of at the part of the animation where the rest of the costume changes, and I've color-coded all my power effects to match the different forms. So there's a really cool effect when I hit the macro: let's say I'm in my green "default" form, which is the Efficient Adaptation, and I'm changing to my red "assasult" form. I hit the button and red glowing particles start spreading from my chest down my limbs. I kneel on the ground and then there's a flash and a bang (the Energy Morph cce) and when I stand up I'm in my red form. Then I change into my blue "tank" form and it's blue particles that cover me before the change, etc. And as I suggested to you, I use the "heroic" super strength attack animations for most of my forms, but the older more "hulky" animations for the assault form. It's rad and I'm having a ball, so I thank you for originating the idea.
  19. I'm not entirely sure what point you're making, though I suppose my point wasn't entirely clear either: Spider-Man is an example of a Super-Strength scrapper. I was offering a counterpoint to the poster that argued that thematically, "scrapper types" don't have super-strength.
  20. I was under the impression that almost every set that could be proliferated to the relevant ATs had been, so every once in a while I scratch my head. No Super Strength for Scrappers? Seriously? This seems like a massive oversight to me. I have trouble imagining that Rage being OP for scrappers would be the issue: after all, there's no problem with sets like shields and bio armor which provide large bonuses to damage on a far more permanent basis with less of a drawback. Further, this seems like a change our current devs could make with minimal hassle if they were so inclined. Anyone care to weigh in? Is there something I'm missing?
  21. The Bio-Armor powerset does this pretty well: you get three different toggles, a "full defense" mode, a "full offense" mode and an "efficiency mode" that winds up someplace in between. This doesn't change your actual powers at all, but it can change your playstyle pretty radically: the difference in the amount of damage you can do in offense mode and defense mode is really very impressive. Of course the set's default effects do look biological, as one would expect. But you can simply turn it to low SFX so you never see the scab-armor and rely exclusively on costume changes to show the differences. And if your attack powerset is one that's gotten some extensive love from the animators you could change the feel of each mode even more. For example, the Super Strength set has both the original "Hulk-like" smashing style animations, and another set that looks more controlled and "Superman-esque". Because your animation choices are made costume-by-costume, you could have your attacks be "hulky" while in full-offense mode, then switch to the more controlled version when he's in defense mode. You could also just roleplay certain modes too. If you take the stealth power pool you could have a costume change that's your "covert mode". If you take a travel power you could have a "deployment mode" that you use specifically when you activate flight or super speed or whatever. If it were me I'd use colors a lot to differentiate these changes. Use some of the "self lit" tech sets here and there (sets like tech knight or ascendancy, that have lights on them) and have the light change from red (offense) to green (efficient) to blue (defense) to yellow (deployment) to purple (covert).
  22. Except you can just email things to yourself.
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