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Seldom

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Everything posted by Seldom

  1. Hello! I LOVE the fact that masterminds are getting some much-needed attention. Huge thanks for the past patch making group flight range unlimited for pets! That said, I still have an issue: Group flight affecting players Why is this an issue? Group flight is AWESOME for masterminds, and barely taken otherwise. Why? Pros: Pet pathing is bad, FLYING pet pathing is great! Instead of trying to find a zig-zag path up a hill, or find a way up to a second floor, they fly straight to the point! Flying pets look awesome! (especially bots with their rocket boots!) Ranged pets survive way better, out of melee range Cons: Players aren't comfortable flying. I have played with many players that only use superspeed because two dimensional navigation is way easier for them than three-dimensional navigation. There are a number of powers that CAN'T be used by a flying player, so group flight actively prohibits another player's powers The only current way to opt-out of group flight is for a player to visit Null the gull (NOT documented) to undo another player's choice of powers To be clear: This is the only power that when I use it in a group, other players almost always request I STOP using it. For the above reasons. Suggested solutions: A : have a new Null the Gull option: "Make group flight work only on my pets" Pro: This should hopefully take the onus off of others, making this something the player choosing group flight to stop bothering others Hopefully this would be easier to implement, code-wise? Cons: This would be harder to change given a specific circumstance, unless you hike all the way back to Pocket D This would still be something a player would have to read about/be told about, not something easy to use for a new player who doesn't read specific patch notes/forums B : Rename 'Group flight' to 'summoned flight', make it never affect other players, just summons/pets/minions Pro: This would make the power never conflict with other players This would hopefully be a quick-ish fix, code-wise? Cons: This would break the power for non-pet centric players Players could no longer help up their team/league member who didn't get a jetpack in a flight/un-jumpable situation C : new 'hotbar' toggle with 'Group Flight' running: 'Air lift' without this running, the power costs less still provides additional flight speed, and only affects summons/pets/minions. With it, other players are granted flight as currently occurs Pro: This allows the power to remain as-is, but by default it won't conflict with other users. the player can situationally drop/pick up fellow players Minion/pet players could more cheaply float pets around Cons: This would require more coding, I assume Yet. Another. Hotbar toggle. Some folks HATE all the pop-up toggle bar options, but they DO have a way to toggle those off.
  2. 1: I played since week one, back in 2004. I had been excitedly following the game's progress for a year or two after finding it on a gaming site as a preview, back when superheroes weren't mainstream and CoH was a rare Comic-themed property, and the fact that it was a unique property made me want to get into it right away. I upgraded my computer and got faster dial-up just to play the game. My brother and I shared an account, until we got seperate machines/accounts to play together. 2. Yes, I played a while back. (See above) I was deeply disappointed, and a little more bitter than I'd thought I would be. I knew games shut down, but the Devs of the time were making a lot of progress, were responsive & involved in the community. I thought the game was on the right track, and some of the customization being tested was what I had wanted from Issue 1...then it was all shut down. I was disappointed because I had formed friendships with certain players. I was disappointed because the devs seemed like nice people, and they were losing their jobs. I was disappointed because I was losing what became one of the only games I played. I was...oddly relieved because I was becoming somewhat addicted to playing it? 3. It was at first disbelief. A lot of players had tried to petition for the game to be re-opened, but nothing came of it. A lot of others had tried to make their own version of the game, only to fizzle. When I did load in, and make/play my 'main' character again, it was very much a feeling of coming home again. I texted my brother/CoH friends the news. It was a good day. 4. Make all of my previous characters again, firstly my 'main' character. Then all the others heroes/villains I had made/played. Then explore all the changes, new power sets, then play with the friends who did come back. 5. It's a little slower in development, but I appreciate the careful approach those running the game are taking. I appreciate the fact that much of it is around making things easier to play, and more balanced so that more folks can try new powers, create new power combinations, and play in new ways. The heart of the game (in my mind) is the customizability that the powers systems provide that mean your character and the next person's characters can play in unique ways. I had saved my old builds and characters, and costume files, so I loaded a lot of those (as mentioned earlier) but also created a lot of them in new ways, thanks to how many powers were either introduced or now allowed on different archetypes. 6. Yes, I make/play many characters but have one favorite. It was one of my first villains after CoV came out, a dominator, back when they were uncommon, and generally not strong. I still loved the costume, concept, and playstyle. It was the first character I ever played all the way until level 50. I met many of my CoH friends playing this character, and its name became how I was called when we talked over voice chat, just like many of them went by their main characters' names. It was the character I wrote a longer backstory for, an AE arc going through that story, and was the first I invested a lot into when Inventions went live. It was the character I tried to get most game badges with. I still have over 50 characters, and many I've remade and fully upgraded/leveled to 50, but if there isn't a particular role/powerset needed by my friends when teaming, I still most often return to the same character.
  3. Never have I soloed to 50. Never have I solo farmed Never have I soloed from 1-50 Never have I leveled a character from 1-50 through farming Never have I leveled a character from 1-50 through only story arcs Never have I leveled a character from 1-50 through only strike forces/trials Never have I leveled a character from 1-50 as a pure hero/villain Never have I made a 1-50 praetorian Never have I played a 'hardcore mode' character. (Delete at first death) Never have I gotten a Peacebringer, Bane spider, or Night widow to 50. (Still working on it!)
  4. I'm an altoholic, just because I like the way this game delivers on so many different flavors of fun gameplay. Here are my favorites: Mind/Psy/Soul perma-dom: control freak who can constantly leech stuff from foes to get stronger. Bio/rad tank: sit in front of the most dangerous content in the game without worries. For when I want to play a protector or feel invincible. Fire/fire/fire dominator: bonfire patches, rain of fire, fire cages, hot feet...basically if I want to go full pyromaniac and set as many things on fire for as long as possible, this is the way to go. Elec/kin/elec controller: If all I wanna do is depowerfoes, and empower my team, this guy is crazy good. He's excellent at making a team awesome, and completely sapping/debuffing enemies' abilities. He himself does almost no damage, but boy, howdy does the team get awesome! this one's if you just want to be captain enabler. Crab spider solder with fighting pool, leadership: for when you want to be a walking tank while hitting *everything.* Has a ranged AoE attack chain. Not awesome at killing single targets, but mobs of foes? Bring it. This is basically my ranged artillery tank. Sonic/poison corruptor: Buffs? Who needs it. This is for having every tool possible to make those big nasty things into mewling, weak, and dying pushovers. This isn't just a bosskiller, it also makes the entire team even better bosskillers. One of the best debuffers around. Demon/cold/ice mastermind: When I want to be tank and support at once. Ice chields make the demons tanky, /ice epics help me stay alive, /cold weakens enemies and buffs the team and pets. I love this for the character's concept, but the mechanics/gameplay are awesome on their own.
  5. Any contest where one can win, there is the possibility of 'losing.' Anyone participating does so with the base expectation that they think they *could* win, I would assume. What I really appreciated was the effort to make coming out worthwhile with the follow-up event. Most costume contests I attend I do so with SG friends, and we talk things over. There is no way in any contest that all of those from the SG could win, and it's uncommon for more than one to be lucky enough to place. Most of the time we chat during the contest, then comment on the choices, but let's be honest most contests end with a whimper. This one? There was a lot of debt, but no way it wasn't a BANG. It was unique, entertaining, and best of all, rewarding for those who didn't place with lots of juicy merits and badges. The zone worked very well for a large costume contest. Thank you for thinking of rewarding attendees for coming out, giving us a lot to do after the long lull, and finding ways to improve these contests.
  6. Since both mending myto and hami blasts turn off the ability to be healed, as well as bringing -regen, the best powers are anything that can bring +absorb, +hp,+regen. Heals are almost useless during the encounter. Fortitude is almost worthless in the raid due to most tanks who need a hami healer only taunting from range, so +tohit/+damage is pointless, and no defense/resistance works against hami damage. Only +HP/absorb gets around that stuff. On the other hand, adrenalin boost fully slotted for +regen is very good, as are both regeneration/recovery aura. Those are strong enough to not only overcome the -regen, but if the tank has Essence of Earth going, they mitigate any damage coming in. To have those up ASAP, build exclusively around +recharge bonuses. If you are building a dedicated hami healer, sorcery, medicine, and experimentation have pools you usually might overlook: Field medic is very handy to allow you to heal yourself Spirit ward is the only way you as an empath will have access to absorb on a tank Experimental Injection will let you stack even more +regeneration
  7. But that would take that...what's the word for it, you know, when you think about something someone else might be feeling, and share it with them? Or think about others and sympathetically feel for them and their situation? Dangit, I can't think of the word. 😉
  8. Nice! I would offer one suggestion: if you are leaning into the team empowering role, few sets match as nicely as the leadership pool, particularly on defenders. Defenders get the BEST numbers for the team buffs. While fully enhanced maneuvers is around ~%3.5 defense on other non-support characters, defenders it's ~5.5%...assault is even better, arguably one of the hardest buffs on defenders to pass up, handing a nice +18% damage. Stacking fully enhanced fortitude on all the team, then adding assault/maneuvers/tactics with one click and three toggles your team will be at: 29.5% defense to ALL, (when fully enhanced) +31.25% tohit (UNenhanced) +50% damage As long as you have decent recharge in fortitude, that's at all times. Not bad, and that's before some lucky fool gets adrenalin boost, and the team gets regen/recovery aura.
  9. Agreed in general. Clear mind is underutilized...the larger issue I think with mez protection is that it's not a true 'armor' in terms of duration, so it's a click-busy to keep it up most of the time, so even good empaths will keep it up only on those who need it...and it takes a lot more knowledge of the game (Including archetypes, enemies, and powersets) to know who needs it, and on whom it is unnecessary. Apart from requiring fellow players to call out when held, and that ain't ideal it's annoying, and usually worse for the team to be focused on clearing the mind of the team rather than contributing dmaage/buffs/debuffs/controls. And apart from real good reflexes, in a pickup group using it is almost pointless reactively; most mez will wear off or the character go down between the mez hitting>the victim typing"zzz/I'm held/Sunned!/They mezzed me"> empath register the chat>click CM on the right team member. Since ALL clear mind does is mez protection+perception, I would actually hope the devs would change from the dev approach "Mez protection shouldn't be easily permanent" to the more logical "if it can be perma, it has a fast recharge, but low duration, why not cut out busy work and make it more easy to keep up 24/7 ona t least a few targets" approach. As to defense, particularly as it applies to Fortitude: A lot of folks will build toward smashing/lethal/melee defense, or ranged, or even AoE...but if you are a non-defense set character, it will be difficult, if not impossible to have best denses on all damage types, all positions. Fortitude has one little difference: it's defense to ALL. That's +Defense to smashing/lethal/cold/fire/energy/negative/psy/melee/ranged/AoE. NO blaster, very few controllers/corrupters/ and only some defenders can even get close to soft capping more than a handful of those, and the most common 'mind control' holds from enemies only have the 'psy' tag, so no other defenses will work. This means that for even the uberbuilds, it will either cap out the defenses they were close to, or patch the hole they had, in any case keeping not just damage out, but controls they had little chance of avoiding otherwise. Why am I saying this? Empaths, keep ya team fortituded! It's on of the most pivotal ways to make their play and yours better! For mez! for damage reduction! For damage improvement! For hitting stuffs! Just Fort 'em all, all the time!
  10. True. It's most important to keep up on the non-bubbler/elec affinity/traps support, (They have mez protection, so it's less pivotal on them) and blasters to maintain dps. That said, fortitude IS mez protection in a way. This is part of why defense is the prime stat for so many vet players, particularly on squishier characters...if a mez power misses, it does nothing. All holds/ stuns/ sleeps/ immobilizes/ confuses have either a damage tag (Like psychic/dark) or positional tag (ranged/AoE) that fortitude will help make into a 'miss.' I was trying to keep to the broader game, for certain groups, particularly malta/rikti mez can be a major pain...then again, some folks then shrug and go back to fighting council/non-mezzing AE mobs all day.
  11. Used to post on the forums under the handle "Seldom" which I did rarely, but I do play a lot as my reincarnated Champion main. As I've been playing around Excelsior, it's been nice to see so many of the old, familiar names!
  12. Since the latest patch, an overlay saying "no dc" is present whenever I play CoH. Does anyone know what this is about? I tweaked the graphics, nothing got rid of it. I uninstalled all my mods, (vidiotmaps) no luck. I uninstalled/reinstalled the game. Again, no luck. Anyone have any ideas? update: this was a Nvidia configuration issue. I restored the NVidia default settings, and this resolved the overlay issue in CoH. If you ever see this issue, and have an NVidia graphics card, reset the 3d settings, and it should fix the issue.
  13. Empathy is still very good, but its worst powers are arguably its earliest- its heals, and to get to its highest potential you need excellent +recharge bonuses. Because many users focus on the most obvious, but least versatile powers (heals) the set does come off as lackluster. To most new user: "oh, focus on Heal aura/heal other/absorb pain/resurrect!" If you play with seasoned users, you won't need to heal as often, especially at high levels. Meanwhile, best powers: Fortitude: many only use this on the tank, if they use it at all. Most don't realize it's better than all leaderships toggle buffs combined, in one click. Its defense is the same as both forcefield single bubbles combined, then some. The damage buff is arguably its best portion, making it *wonderful* on high-base damage archetypes like blasters, dominators, scrappers, stalkers, who are rarely the obvious targets. The recharge was reduced since live, making this far easier to keep up 24/7 on a full team. Yet folks who do use this often use it reactively, keeping it up only on targets that take damage as a 'I hope this lets them stay alive while my heals recharge' rather than using it *preemptively* to keep any damage from getting through, and keeping the entire team hitting more often, at a 30% damage increase. (That's actually better than siphon power's damage buff, equivalent to a medium red inspire at all times) Adrenaline boost: As good recharge as 2x speed boosts, people see the heal on it and think this is something to save until somebody is almost dead, rather than focused on the highest recharge/biggest impact powers to keep those up all the time. If this power is not on cooldown, I would argue it's not doing its best work, but again folks think it's more of a heal you can use and forget for its duration. They alternatively use it to fill up blue, which is good, but many endgame characters use tons of bonuses/incarnate stuff to get past that. RA's: (Recovery/regeneration aura) While recovery Aura is the standout for early build that are panting for blue, it is often the darling with regeneration often an afterthought. Regeneration is far harder to find, and is far better with fortitude to patch any damage that does slip past the defense. Many again use these only when green/blue are low, and due to the recovery/healing over time, they are worst when folks are already low enough for toggles to drop/health to get spiked and they go down. These are best used proactively before the a big fight, (requiring game awareness) done *without* the 'gather' call (many seasoned players hate being held back, or being told where to be) and just fired off when most of the team is in range. These have ridiculously long recharges, so without *excellent* recharge bonuses, they aren't available reliably, leading them to the common "save them for the right moment" treatment that also means they are used even less often than they are available. TLDR: People think Empathy is reactive, and when your team is awesome there is little to react to. Folks don't realize the best powers are the buffs, for the "better than speed boost without running into walls" adrenalin boost, and the "you are forcefielded with big damage and decent accuracy" fortitude. Empathy is best used proactively. Then you can react even better, because less healing will be needed. Yes, on big teams there's then a lot of monitoring the buffs, and a lot of clicks, but that's what a buff set does.
  14. While not as comprehensive, there MAY be a simpler alternative: in settings, next to 'accept teleport prompt' add an 'accept group flight' toggle that is OFF by default for all characters. This would have a similar result, so that all users would have to 'opt in' to it. This would save folks a trip to Null, be easy to toggle on/off given any situation, and would fix the heart of the most common complaints that somebody else is forcing their character to fly.
  15. True, but some of those actually come with flight. Not saying flying banished pantheon aren't awesome, I have them with my group flight demon summoner. There are also the patron pets as well. I'm just admitting that this would make "Flight aura" by default a purely pet travel power, an edge case compared to the likes of superspeed/superjump/etc. Would many take it? I don't have the numbers, but this would be a way to give the power a place in the game, while removing the (ironically) biggest failing it has: forcing other players to fly.
  16. I will say again what I said elsewhere: the pet part of this is a step in the right direction. Given that all travel pools are being adjusted, I think this is the perfect time to make this "right." Observations: "Group Fly" is seen by many players as a 'Noob' power at best, and as a griefing/troll power at worst. In missions with friends I have to warn them when it is being turned on, in pick up groups its use is almost immediately greeted with at best polite requests to turn it off, at worst threats of being kicked for griefing. The latter is not entirely wrong, as Group fly has several detriments: 1. Group fly has no 'opt in,' forcing players to play according to the power another user is running. The Null the gull 'Just say no to group flight' is in a specific zone, and has to be turned on beforehand. Few know about it, so it's far from being default. 2. This power actively disables/blocks any powers that require the caster to be grounded. 3. The availability of inf-sold jetpacks greatly diminishes any 'need' for a sharable flight power for team-mates. 4. Many players are used to a horizontal control, not being comfortable with maneuvering in flight during fights when a team member goes airborne. There are, however, positives: This is the only way to grant summons flight. Flying summons can be kept out of aggro range much more easily Being able to fly summons and keep them out of aggro range help a lot when a summoner like a mastermind/controller would often have the dismiss/resummon later Being able to fly with summons in outdoor/multi-level maps can get them directly to a target with the summoner, avoiding 'run across the map/zig-zag around a hill/etc pathing problems running/jumping minions and summons often exhibit. For encounters like hamidon, this power is useful for players who did not get their jetpack, or their jetpack ran out Note: Almost all of the above are summon/pet/minion based. The final point is a gap easily filled by player preparedness or learning after the fact in a single encounter, but it should be acknowledged. Suggestion: Rename 'Group fly' to: 'Flight aura' to make the new behavior apparent (see next points) Default 'flight aura' to ONLY effect minions/summons/pets, and alter the text to call out that behavior Have a per-character setting option set to 'off' by default that lets that character share their flight aura with other players. This would mean that to get the current 'group fly' behavior the player would have to knowingly both get the power, then go into the settings, and set a side-setting. The few times when they need to share with other players, they can do so, then disable it afterwards Add in the character settings the null the gull 'disable group flight from affecting me' setting, so that in trolling circumstances they can 'opt out' but if there is a time they need it and it's offered, they don't have to go all the way to pocket D. Consider making this new 'flight aura' boost affected pet flight speed AND max flight speed so that the pets affected pets can keep up with a full-flight summoner. This would admittedly make the power a summoner/mastermind/pet niche power, but wanting flying pets without the downsides of aggravating teammates is a far more common use case than the current need for the power. The extra settings to share/disable receiving flight would allow those niche situations to let the players 'get back' the player-shared flight, as well as giving an easy way to opt out as well. The speed/max speed buff to pets would allow them to keep up with a flying summoner, as in the current incarnation of the infinite distance pet flight, they still cannot keep up, de-summoning, then respawning on the ground far below, attracting attention and requiring the summoner to constantly have to wait for flying summons to catch up. That's my 2 farthings, thanks for all the hard work!
  17. Glad to know others were thinking of this as well! As for pet flight: I was testing this with flight+hover+group flight on my mastermind on Brainstorm, she easily left her pets in the dust, to the point so far they had to 'respawn'... which they did far below in the ground. They then flew up to meet her, but eventually get left behind again. Since there is no possible way beyond things like speed boost to assist with pet flight speed, and using the rest of the flight pool already puts you far faster than just the 'group fly' speed the pets receive, I wonder if the group flight speed for pets could be a the cap since they can't keep up otherwise, and have other things tying them to their summons' location
  18. Thank you very much for this. I will admit this power only earns a place in my pet-centric builds, but even then it was a problem trying to keep them at a distance where they wouldn't fall out, then trail along below attracting unwanted aggro. That said, would you consider making an option that would limit group flight to a character and its summons, so as not to effect other players? Many powers do not work while flying, and many players are not comfortable controlling characters in flight, particularly during missions/combat. Flight on otherwise grounded pets is extremely useful for layered mission rooms to keep them from running through indirect pathing and getting lost, in certain raid like the Mothership and Hamidon, and in outdoor missions when trying to pass over certain areas without alerting undue attention. (Also for transporting pets across zones) If it were an option, it could then also be turned back on for the odd moment where non-flying teammates needed a lift, but wouldn't interfere when it didn't need to. I love what this power brings for pets, but as mentioned earlier is a sore spot foisted on team-members as a result, few of whom had nullified it via the gull. Additional ask: could group flight grant fast flight to pets? They often fall behind not just due to AI but also because they lack the +flyspeed of things like swift and enhancements
  19. Dreameater @Dream-eater Midnight Guardians Excelsior MIDNIGHTGUARDIANS-7892 Contributed to building the base: myself, the main architect. (@Dream-eater) Cool ideas from SG-mate @Dasher, props to him, as well as other SG-mates who gave feedback. (@Damaris & @Gothic Athena) The Midnight guardians are a conglomeration of many individuals who are arcane practitioners, the mystically gifted, or the mythically born. They aim to defeat extra-dimensional threats using any means necessary. Because of this, there are a wide range of arts reflected in their pocket dimensional base, all beneath the boughs of an ancient stone tree. Around the tree are many habitations, such as the Midnight Manor, in which many studies and experiments take place. Other residents are present, such as the magicians encamped beneath the sky. Finally, far beneath the stone and earth, among the roots of the tree are hidden darker secrets. Summonings happen, to harness lesser evils for power to face the many threats of the world. NOTE: The entry to the underground is hidden away! To enter, find the open door to in the Manor's first floor, behind the controls for the alchemy slime pool, or through the cliffside ruins behind the camp, then find your way through the tunnels. To exit the underground, use either the stairs up back to the manor, or the glowing ball by the face-fountain. The underground is for RP, so it's less practical and less labeled than the aboveground areas. If you do get lost, you can use the handy macro: /macroimage archetypeicon_warshade SG_MidnightGuardians(Arcane_Theme) enter_base_from_passcode MIDNIGHTGUARDIANS-7892
  20. Battle Tactics Archetypes: Controller, Corrupter, Defender, Mastermind As a master of the battle field, you come with both preparations and presence. Unique mechanic: Battle presence. As you continue to make tactical calls, any allies near your will gain confidence, boosting their courage. This toughens them up and gives them greater endurance. (Stacking Passive PBAoE: +resistance, +max endurance with each recent Battlecry) 1. Coordinate fire! Ranged, -Def/-Resistance (all) Battlecry When this power is activated, you focus your senses to analyze your target's defensive capabilities and discover their weaknesses. All allies will strike the target more easily, and do more damage. 2. Med Pac Targeted AoE heal You toss a medical pack to targeted ally, which as it deploys heals them and any nearby allies. 3. Toughen up! Ranged, ally +resistance +max Hp,+absorb Battlecry You target an ally that may be weakening, and give them a commanding shout. Your presence and encouragement will instill them with vitality, causing them to be able to withstand much more punishment for a while. 4. Defibrillator Ally revive You are prepared for the worst- when an ally goes down, you have an advanced device at hand to get them quickly back on their feat, and back into the battle! 5. Hold Your Ground! PBAoE Location, -KB, +Satus protection, +regeneration +endurance Battlecry You shout the order the take the ground on which you stand. The area where you stand is marked, and all who rally there will be given a surge of endurance, will be more difficult to manipulate, and will recover from their wounds faster. 6. Battle gear Location (summon) +damage/+defense You call in a drop of munitions and armor to a chosen location. Any Ally can grab supplies from it. After doing so, their defense and damage will both be improved. 7. Charge! PBAoE +Move speed +ToHit +Damage Battlecry You sound the charge giving you and all nearby allies a burst of speed, and a surge of power and accuracy to all of your attacks. 8. Stun grenade Small Targeted AoE +Stun (Mag 2) You lob an advanced concussion grenade at a foe and any nearby enemies, causing many to be disoriented for a short time. 9. Last Stand Location toggle (timed) +resistance +Absorb +Recovery +revive(AoE) +AoE Heal per resurrect Battlecry You make a final stand....all nearby allies will have greatly increased resistance to enemies' attacks, able to absorb far more damage, and will fight on tirelessly. Any fallen allies nearby will be revive, and any of the suddenly arisen allies' presence will give you and all nearby allies a burst of vigor and health. This will remain active for a time, but you and your allies will only be able to fight on for so long. Choose when and where to make your final stand carefully! Comment: This would be the natural style support set. While there are some armaments involved, most of the set is meant to use your character's presence and experience, choosing the right moment to pivot any battle with the right calls. Natural pairings: Mercenaries/Thugs (MM) Assault rifle/Dual pistols/Archery (Corr/Def) Mind control (Controller)
  21. Toxic Blast Archetypes: Blaster, Corrupter, Defender, Sentinel 1. Toxic burst Ranged, Light damage, (Toxic) -Damage You blast your foes with a quick burst of toxins. This quick blast has a minor lingering poison, weakening the damage of any affected foe. 2. Venomous stream Ranged, High DoT, (Toxic) -Damage You fire a thin stream of venomous liquid at your enemy, doing damage over time, and weakening the damage of your target 3. Contagion Targeted AoE, High DoT (Toxic) -Damage +chance to spread You fire a small targeted AoE of virulent chemical at a foe. Any nearby foes have a chance to pass along the chemical contagion. All foes poisoned by these chemicals will slowly take toxic damage over time, and while under these effects will do less damage. 4. Toxic Fumes Location AoE, minor Dot (toxic) chance of +hold (Mag 1) You breath out a cloud of noxious fumes, filling a small area in a lingering haze of toxins. Foes with weaker constitutions will have a chance of choking helplessly on the fumes, while slowly being poisoned. 5. Condensed Toxins self +special+empowered toxins While active, you receive a minor +special effect. While active, all -damage, -resistance, the duration of any DoT, and the contamination chance of all toxic blast powers will be boosted. 6. Acid Blast Ranged, Very High DoT, (Toxic) -Resistance You fire a burst of powerful acid at a foe, burning them with toxic chemicals, and eating away at any protection they may be wearing. 7. Parasitic tendril Ranged, Moderate Dot (Toxic) +Regeneration You extend a tether of parasitic mucous that poisons your enemy while siphoning its health back to you, causing your health to regenerate as the foe weakens 8. Acid Rain Location AoE, High Dot (toxic) -resistance You call down a shower of burning acid. Any enemies caught in the acrid downpour will be poisoned, and any protection they may have will begin to burn away. 9. Total Contamination Location AoE, Extreme DoT (toxic) -damage, chance of +hold (Mag 2)+chance to spread A geyser of virulent toxins bursts forth, leaving a giant pool of deadly contaminants. Any foes caught in it, or passing through it will be assaulted with hazardous gases and liquids. Some may choke on the toxins, while those who make it through the deadly hazard may still spread the pestilence to any they come in contact with. Commentary: While we have many debuff blast sets as well as DoT sets, this set would completely specialize in lingering and weakening effects. It would sacrifice much up-front damage and conventional aim for the ability to do slightly more damage but empower all the toxic properties of its toxins, even enhancing effects that could otherwise not be strengthened. Natural pairings: Poison (Def/Corr) Bio Armor (Sentinel) Plant Manipulation (Blaster)
  22. I would love to enter! I did the base for my SG, trying for both style and function. It is somewhat smaller in size, but with enough area and amenities for members to use it at once. So far, I am happy with how it turned out. Global: @Dream-eater Supergroup: Guardians Passcode: GUARDIANS-309 This base is FINISHED. Main features: Main entry (The Heroes' Hall) is for socializing, prep, recovery, tailoring, and training. Also a mission computer tucked away for when contacts aren't enough. Transport room features ready access to all zones, as well as a time crystal. As a hero base, the zones are hero focused, but if you look hard enough you just might find some sneaky Arachnos infiltrators and a portal to the rogue isles. Crafting and salvage access-all the salvage is organized, with a powerful reactor supplying energy for the most rare of power enhancements.
  23. I participated, on excelsior, and it seemed to go alright. I am grateful for the effort and participation from both organizers and other players Things that should not be "fixed:" It's always interesting to me who is chosen, but aesthetics have no right or wrong answer. Those holding a contest have their own likes and dislikes, so we get to see what the judges like most...but there shouldn't be any dismissal of the choices, because there is no 'best' objective answer, just those chosen as winners. What could be improved: I realize there was not much time, but if there could be some communication to those involved what the prizes were, as this was not relayed during the contest in-game For those who place, an email or private tell discussing what their placement was and what prizes were available (Only the server top five and top winner were announced)
  24. Nobody has mentioned fire/fire/fire dominators yet? All their attacks benefit from fiery embrace, you can do bonfire+rain of fire+fireball+firebreath+combustion while running hot feet. The AoE on is ridiculous. Robots/force-field is probably one of the (if not the) most survivable 'tankermind.' Almost to the point of boredom, but then you just start pushing the boundaries.
  25. A champion main here. I soloed a lot, but I main an Ill/emp named Persephone lee until CoV, when I switched to 'Dreameater' my dominator main. That and waaaaay to many alts.
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