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Calamity Cain

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  1. Ah, haven't read it, so maybe I'm missing important context here: if they're innocent, but need to be kept in a box by a corrupt government, why bother with the luxury? If they aren't being imprisoned so much as hidden, why keep them in a prison? I'm just perplexed by the idea, trying to figure it out now. haha I could see this being used by a villain/criminal who has some clout with the prison administration a la Hannibal Lector or Ultra-Humanite from that Justice League episode "Injustice For All", or who is being buttered up by the wardens to cooperate with them or other authorities, a la Shawshank Redemption!
  2. This is delightful - some really tight craft here Denarii. So much potential for RP here too! I hope you've placed this on the Everlasting Yellow Pages! I love the diversity of Isolation units! Though one has to wonder why you'd imprison someone...if they were innocent (The Chalet). 🤔
  3. Think I'm gonna try this out! Question though, from a fairly novice builder: are some of these powers just taken to be set mules? Because it seems like there's way too many.
  4. I agree, it might rely too much on the whole missile thing, but like I said, this is built off existing assets. That backpack does not have a minigun or flamethrower. It's a missile pack, as stated in the Heavy Trooper's info in-game. They fire mini-missiles and nothing else. As such the devs would only need to rely on that to begin porting this to a playable set. My head-canon here is that after the Praetorian invasion, with Praetorian tech flooding the markets, this technology becomes more widespread for both heroes and villains, albeit with some improvements. I also tried to alleviate the missile-only problem by adding different kinds of missiles and the Air Strike power at the end. Oh this is interesting. I'll have to think on that more, but at first blush I just love the idea of really doing a Power Armor-style set. Nice! A lot of neat ideas! I didn't even think of using the Assault Bot and PPD Shell assets, that's a good idea. Though I deliberately left out a Flamethrower option in favor of my Phosphorous Missile because you get a Flamethrower-style power in the Assault Rifle and Fire Blast sets already. I think the AoE Fire+Toxic damage is a neat alteration. Speaking of recycling, that Annihilation power, while cool, seems like it would require more legwork than the rest of those. I could be wrong, maybe just mashing three animations/sounds into one isn't that hard. That, and I think being able to copy Duray's Air Strike power would be way more visually interesting, but maybe that's just taste. Of course you run into the goofy situation of using that indoors or in a cave. haha But maybe the "Who Cares That's Awesome" rule applies? Also I just think the Salvo mechanic is an interesting deviation. Maybe that's just be me, and fair enough. I know not everyone is a fan of those build-up or combo based sets. I also really enjoy Titan Weapons and this was an attempt to have a ranged version of that set. Something big and heavy and devastating.
  5. Yes, here we are: another new powerset idea - and guess what? It's probably not the first time it's been brought up. But it struck me while playing through the Admiral Sutter Task Force for the eleventieth time. I saw these IDF guys - and Colonel Duray - in action again and thought: “I wanna do that!” So, let’s delve into my idea for what I’ve called the War Machine Powerset. This is the first time I’ve ever bothered to work up a new powerset, so by all means tear it to shreds if it doesn’t make sense. Here’s the writeup: “With an advanced missile system on your back, you are the definition of ‘shock & awe’. Your attacks are slow to start, but once a target is established, you are able to unleash considerable lethal, smashing and fire damage upon your enemies. You also have several specialized payloads for unique situations. Though powerful, your arsenal is slower to recharge and fire than other sets.” Before we get into the powers themselves, I should explain the basic idea here. War Machine would be the ranged equivalent of Titan Weapons: devastating damage at the cost of speed and recharge. It would even share a similar mechanic to Momentum, which I’ll call Salvo. Think about how missiles take time to lock targets. This is the essence of Salvo. You build it up with more basic attacks, before unleashing - you guessed it - a salvo of devastating firepower. Unlike Momentum however, I think you’d need to get two stacks of Salvo before you get to cash it in. Despite slightly longer recharge, if you have all nine missile powers and the endurance, you can constantly be firing missiles upon your enemies! I tried to work this up with existing assets in mind. That includes animations, textures, etc. Obviously this won’t be an easy undertaking for the devs if implemented, but it’s not from scratch either. I developed this chiefly as a set for Blasters, though I don't see why it couldn't be - with minimal adaptations - a set for Defenders, Corruptors and Sentinels. Warning Shot - You fire a single missile at your target for minor lethal and smashing damage. Damage: Light Recharge: Very Fast Effects: Ranged, Light DMG (Lethal/Smashing), +Salvo Volley - You fire three missiles at your target for moderate lethal and smashing damage and minor fire damage over time. Damage: Moderate Lethal Recharge: Fast Effects: Ranged, Moderate DMG (Lethal/Smashing), Foe Minor DoT (Fire), +Salvo Concussion Missile - You fire a single missile that does no damage, but has a high chance to knock down and stun enemies in its radius. Damage: None Recharge: Moderate Effects: Ranged, Foe Knockdown, Foe Stun, Requires 1 Salvo Bunker Buster - You launch a single missile at your target, dealing high lethal and smashing damage and reducing the target's resistance to damage as well as their defenses to all attacks for a short time. Has a chance to stun nearby enemies. Damage: High Recharge: Moderate Effects: Targeted AoE Ranged, High DMG (Lethal/Smashing), Foe -Def (All), Foe -Res (All), Foe Stun, Requires 1 Salvo Paint the Target - You paint your target with your laser guidance system and lock on, leading to a moderate increase in to hit and damage for a short period, as well as readying more of your arsenal for immediate fire. Recharge: Long Effects: Self +ToHit, Self +DMG, +Salvo Laser Guided Missile - You employ your laser guidance system for a precision shot, launching a single missile strike with high accuracy and extreme range. Damage: Superior Recharge: Slow Effects: Sniper, Extreme DMG (Lethal/Smashing), Foe Minor DoT (Fire), Foe Knockdown, Requires 1 Salvo Phosphorous Missile - You fire a single missile that explodes with devastating phosphorous, setting your enemies ablaze and choking them with smoke for high fire damage and moderate toxic damage over time. Damage: Moderate Recharge: Slow Effects: Ranged Targeted AoE, Minor DMG (Lethal/Smashing), Foe High DoT (Fire), Foe Moderate DoT (Toxic), Requires 1 Salvo Fusillade - You unleash hell on your target, shell shocking them with a barrage of missile attacks. This attack reduces the enemy's accuracy for a time and has a chance to stun and knock them down. Damage: Extreme Recharge: Long Effects: Ranged, Extreme DMG (Lethal/Smashing), Foe Minor DoT (Fire), Foe -ToHit, Foe Stun, Foe Knockdown, Requires 2 Salvo Air Strike - Sometimes your missiles aren’t enough. You call in aid from on high, and a devastating barrage of firepower comes down from the skies upon your foes, dealing superior lethal damage with a chance to Fear your enemies. Damage: Superior Recharge: Very Long Effects: Ranged Targeted AoE, Superior DMG (Lethal), Foe Fear, Requires 2 Salvo Similar to Momentum, this set relies on building Salvo stacks to chain your attacks and maximize damage. Some attacks only eat up 1 stack of Salvo while the T8 and T9 required 2 stacks of Salvo. The maximum Salvo you can hold at once is 3. There's a rhythm to War Machine and its build up. This is also considered a weapon set, akin to Assault Rifle or Dual Pistols, so it comes with the aforementioned missile backpack asset, which behaves similarly to the Crab Spider backpack - in that it remains on your character even when not in combat. I think there should be an option to forgo the backpack and make it invisible for those who want a more traditional "power armor" approach. Even more fun would be the possibility of using more traditional Blaster animations for the missiles, if it was possible to combine the two into one set. So what do you guys think?
  6. NVM I'm on another planet. Just realized what day it is. 😛
  7. Here's a better one, made by the player @Modest and tweaked here and there by me. Seems way more survivable and kills pretty well. Let me know if you guys have suggestions! Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Lion-Heart Omega: Level 50 Magic Scrapper Primary Power Set: Broad Sword Secondary Power Set: Willpower Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Hero Profile: Level 1: Hack -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(7) Level 1: High Pain Tolerance -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(7), Prv-Heal(9), Prv-Heal/EndRdx(9), RctArm-ResDam/Rchg(11), RctArm-ResDam/EndRdx/Rchg(11) Level 2: Slice -- SprScrStr-Acc/Dmg(A), Obl-Dmg/Rchg(13), Obl-Acc/Dmg/Rchg(13), SprScrStr-Dmg/EndRdx/Rchg(15), Obl-Acc/Dmg/EndRdx/Rchg(15), SprScrStr-Rchg/+Crit(17) Level 4: Mind Over Body -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(17), RctArm-ResDam/Rchg(19), RctArm-ResDam/EndRdx/Rchg(19), StdPrt-ResDam/Def+(21), GldArm-3defTpProc(21) Level 6: Fast Healing -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(23), Prv-Heal(23), Prv-Heal/EndRdx(25), Prv-Absorb%(25) Level 8: Parry -- SprScrStr-Dmg/Rchg(A), SprScrStr-Acc/Dmg/Rchg(27), SprScrStr-Acc/Dmg/EndRdx/Rchg(27), TchofDth-Acc/Dmg(29), TchofDth-Dmg/EndRdx(29), TchofDth-Dam%(31) Level 10: Indomitable Will -- LucoftheG-Def/Rchg+(A) Level 12: Build Up -- GssSynFr--Build%(A), RechRdx-I(31) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(31) Level 16: Rise to the Challenge -- Prv-Heal/EndRdx(A), Prv-Heal(33), DarWtcDsp-ToHitDeb(33) Level 18: Whirling Sword -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(34), SprAvl-Acc/Dmg/Rchg(34), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(36) Level 20: Quick Recovery -- PrfShf-EndMod(A), PrfShf-End%(36), EffAdp-EndMod(36) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 24: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(39), KntCmb-Dmg/Rchg(39), KntCmb-Dmg/EndRdx/Rchg(39) Level 26: Disembowel -- Hct-Dam%(A), Hct-Dmg/Rchg(40), Hct-Acc/Dmg/Rchg(40), Hct-Acc/Rchg(40), Hct-Dmg/EndRdx(42), AchHee-ResDeb%(42) Level 28: Heightened Senses -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(43), LucoftheG-Def/EndRdx/Rchg(43) Level 30: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(43), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Max HP%(45) Level 32: Head Splitter -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(45), SprCrtStr-Acc/Dmg/Rchg(46), SprCrtStr-Dmg/EndRdx/Rchg(46), SprCrtStr-Acc/Dmg/EndRdx/Rchg(46), SprCrtStr-Rchg/+50% Crit(48) Level 35: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def(48), LucoftheG-Def/EndRdx/Rchg(50), LucoftheG-EndRdx/Rchg(50) Level 38: Strength of Will -- Ags-Psi/Status(A) Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50) Level 44: Assault -- EndRdx-I(A) Level 47: Tactics -- EndRdx-I(A) Level 49: Vengeance -- Ksm-ToHit+(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(37) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(37) ------------
  8. I love this thread. Just when you think you've tried everything, there's always another creation that blows your mind. I'll contribute something simple and classic I think is pretty good. It's my main, Lion-Heart, a Broadsword/Willpower Scrapper!
  9. Here's an updated build, tested on Beta to better results, though still looking for fine tuning. Not sure if slotting for Def Debuff in Slice is worth it. I like the idea of Debuffing enemies before shredding them, as an added form of accuracy. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Lion-Heart Omega: Level 50 Magic Scrapper Primary Power Set: Broad Sword Secondary Power Set: Willpower Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Hero Profile: Level 1: Hack -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(3), Hct-Dam%(13) Level 1: High Pain Tolerance -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-EndRdx/Rchg(15), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-Max HP%(46) Level 2: Slice -- TchofLadG-DefDeb/EndRdx(A), TchofLadG-DefDeb/Rchg/EndRdx(5), TchofLadG-Rchg/EndRdx(17), TchofLadG-DefDeb/Rchg(34), TchofLadG-DefDeb(37), TchofLadG-%Dam(48) Level 4: Mind Over Body -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(5), Ags-EndRdx/Rchg(19), Ags-ResDam/EndRdx/Rchg(34), Ags-ResDam(37), Ags-Psi/Status(48) Level 6: Fast Healing -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(9), NmnCnv-Heal/EndRdx/Rchg(11), NmnCnv-Heal(21), NmnCnv-Heal/Rchg(34) Level 8: Parry -- Mk'Bit-Acc/Dmg/EndRdx/Rchg(A), Mk'Bit-Acc/EndRdx/Rchg(11), Mk'Bit-Dmg/EndRdx(37), Mk'Bit-Dmg/Rchg(39), Mk'Bit-Acc/Dmg(39), Mk'Bit-Dam%(48) Level 10: Indomitable Will -- Ksm-Def/EndRdx(A), Ksm-Def/EndRdx/Rchg(13), Ksm-Def/Rchg(23) Level 12: Build Up -- GssSynFr--Build%(A) Level 14: Combat Jumping -- Krm-ResKB(A), Ksm-ToHit+(15) Level 16: Rise to the Challenge -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(17), DarWtcDsp-Rchg/EndRdx(23), DarWtcDsp-ToHitDeb/EndRdx(40), DarWtcDsp-Slow%(40) Level 18: Whirling Sword -- SprCrtStr-Rchg/+50% Crit(A), SprCrtStr-Acc/Dmg/EndRdx/Rchg(19), SprCrtStr-Dmg/EndRdx/Rchg(25), SprCrtStr-Acc/Dmg/Rchg(40), SprCrtStr-Dmg/Rchg(42), SprCrtStr-Acc/Dmg(50) Level 20: Quick Recovery -- PrfShf-End%(A), PrfShf-EndMod(21) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 24: Kick -- Empty(A) Level 26: Disembowel -- SprScrStr-Acc/Dmg/EndRdx/Rchg(A), SprScrStr-Dmg/EndRdx/Rchg(27), SprScrStr-Acc/Dmg/Rchg(27), SprScrStr-Dmg/Rchg(42), SprScrStr-Acc/Dmg(42), SprScrStr-Rchg/+Crit(50) Level 28: Heightened Senses -- Rct-Def/EndRdx(A), Rct-EndRdx/Rchg(29), Rct-Def/EndRdx/Rchg(29), Rct-ResDam%(43) Level 30: Tough -- GldArm-End/Res(A), GldArm-Res/Rech/End(31), GldArm-RechRes(31), GldArm-ResDam(31) Level 32: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(33), LucoftheG-Def/EndRdx/Rchg(33) Level 35: Head Splitter -- SprAvl-Acc/Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx/Rchg(36), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg(43), SprAvl-Rchg/KDProc(50) Level 38: Maneuvers -- ShlWal-Def/EndRdx/Rchg(A), ShlWal-Def/EndRdx(39), ShlWal-Def/Rchg(45), ShlWal-Def(45) Level 41: Assault -- EndRdx-I(A) Level 44: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg/EndRdx(45), GssSynFr--Rchg/EndRdx(46), GssSynFr--ToHit/EndRdx(46) Level 47: Vengeance -- LucoftheG-Def/Rchg(A) Level 49: Strength of Will -- RctArm-ResDam/EndRdx/Rchg(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(7), Pnc-Heal/+End(9) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(7) Level 50: Musculature Radial Paragon Level 50: Void Radial Final Judgement Level 50: Spectral Radial Flawless Interface Level 50: Cimeroran Core Superior Ally Level 50: Ageless Core Epiphany Level 50: Assault Radial Embodiment ------------
  10. I'm game for this. We already have Battle Axe, Broadsword and War Mace which aside from damage might as well be the same set. I know that's a bit of a relic of the game's early days but I wouldn't bat an eye if we got a less Hulk-like version of the set.
  11. Take this with a grain of salt - I have been playing the game for a long time, but have only just begun to delve into the game's mechanics. But my first Tank is Dark Armor / Titan Weapons and performs pretty damn well. He may be garbage compared to "THE BEST TANK BUILD EVER" but he does his job. He tanks, and smashes. And both of those sets are End heavy AF. You most likely ran afoul of some trolls, sorry to say. Or worse, the kind of trolls who also believe their own bullshit. It's my understanding that Negative Energy damage is not widely resisted and that Dark's buffs to defense and debuff effects are hella useful. Other more experienced players should weigh in with more specifics.
  12. Oh completely forgot about those Recovery procs, thanks! Boxing was chosen for the synergy with Cross Punch: it adds an extra 15% damage and a brief accuracy & recharge buff. Truth be told I can't remember why I skipped Parry. Possibly to try and max out Cross Punch to see what it was like? But I have run into the issue you talk about at lower level content, so I might just get rid of Cross Punch and Boxing in favor of Slice and Parry. Like I said, I hate running out of endurance, and so am not a fan of the End crash in powers like Strength of Will. In fairness, I haven't tested it with a (more) solid recovery setup, so it may have been premature to axe it. I'll check out those recovery procs and see how it goes. Appreciate the feedback!
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