Zamuel

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  1. Zamuel

    -Fly

    Is there any way to protect against or resist -fly? The only thing that sounds possible is stacking your own Fly/Hover with someone else's Group Fly since I've never heard of any shields/enhancements/set bonuses with it.
  2. The Safeguard/Mayhem temps seem like the best idea since they already exist in the game and I see the fewest balancing issues.
  3. Zamuel

    Thunderous Blast

    On an Elec/Elec, would it be commone practice to slot Thunderous Blast solely for damage or half and half for the damage and end drain/-recovery?
  4. Zamuel

    Spirit Tree

    Ah. Wasn't so much of meaning the tree but rather wondering if any procs affected teammates. I think Performance Shifter: Chance for +Endurance is the sole example and that fluctuates based on what it's slotted in (sometimes affects enemies instead).
  5. Zamuel

    Spirit Tree

    As an extention to that, are there any powers where the proc actually aids your teammates?
  6. Zamuel

    Spirit Tree

    Do the various healing procs work in it? If so, do they work for just the Dominator/Controller or does it benefit the whole team?
  7. Still planning to do this. Got a little sidetracked so I'm forcing a date on myself.
  8. That sounds interesting. I wonder if instead of going to a Gladiator match in the Arena, you could capture a Heavy or pillbox in RV and get the icons that way.
  9. Any way to recolor the macro buttons past the default grey?
  10. Would make sense. Pets add to Vigilance so I could see them adding to Assassination.
  11. Quote:
    Originally Posted by Castle View Post
    The only way I'd be comfortable increasing the drop rates is if we could make then Bind on Pickup, tech which we don't currently have.
    One suggestion (which I'll probably need to officially take to the real Suggestion Forums) is to both have a mild drop rate scalar applied to PvP Reputation and to have more PvP IOs. Specifically, have PvP IO sets that are more comparable to uncommon sets instead of purple sets and have these drop more often. Easy, if weaker, drops would seem to be a better way to entice more players than the current ones and would hopefully be more plentiful on the market.
  12. Quote:
    Originally Posted by TrueMetal View Post
    I like Nemesis ... He's the Archvillain, all the other wannabe's are just toys to him, as shown in Viridian's arc.
    I think Nemesis would have a much greater effect if either he was used much less OR if we got to see all his machinations culminate into something.
  13. Quote:
    • Swift adds 1.95mph fly speed at level 50; with 3 even-level SOs, it adds 3.81mph.
    • Swift adds 5.01mph run speed at level 50; with 3 even-level SOs, it adds 9.77mph.
    *arches eyebrow* That's odd (annoying) that Swift doesn't benefit flight as much as it benefits running. Especially, since running also gets a boost from Sprint.

    However, I didn't know Group Fly was immune to suppression. The to-hit debuff still sucks but I'm...intrigued.
  14. Adding onto this, is there any known reason why Detention Field and Sonic Cage can't have their magnitude increased like Dimension Shift and Black Hole?
  15. Quote:
    Originally Posted by Lazarus View Post
    ...I'd rather not have dependence on a inherent that only works when you're not doing your job well enough.
    While Vigilance could possibly stand a few tweaks, what the detractors tend not to note is that a sizable amount of the buff is simply from having more people on the team so large teams (which is where most Defenders shine anyways) give the Defender a bigger benefit. A much lesser known thing is that the Vigilance buff applies to pets. This includes Traps Defender getting a buff off of simply dropping an Acid Mortar, Dark Miasma summoning Dark Servant, and a Plant Controller using Carrion Creepers, especially since each Thorn Vine is counted as a separate pet.

    To the original question, none of mine have Stamina but I'm eyeing Health with a little envy.
  16. Quote:
    Originally Posted by twelfth View Post
    Okay, I'm gonna do a modification and combination of Ransim and Raithnor_Mal's suggestions into what I'm calling Combat Manipulation:

    Combat Manipulation is about going into a combat situation and being well prepared to take on what comes your way by manipulating the opponent or the situation to your advantage. It has its basis in martial arts, but adapts minor tool usage, and some street saavy to make the user a force to be reckoned with even if they actually use very little direct force.

    1 - Bola Snare: Minor DMG(Smash), Foe Immobilize or Slow, -DEF

    2 - Storm Kick: Melee, Moderate DMG (Smash)

    4 - Combat Senses: Toggle AOE Debuff/Self Buff(Moderate Foe -To Hit; slight self +Regen)

    10 - Knuckle Duster: Melee, High DMG(Smash), Foe KnockUp

    16 - Tiger's Eye: Self +DMG, +To-Hit

    20 - Blinding- or Sleeping Powder: Ranged (Cone), Foe Confuse or Sleep (not sure on this), -To-Hit, -Perception.

    28 - Roomsweeper: PBAoE, Moderate DMG(Smash), Foe Knockdown.

    35 - Spirit Shout: PBAoE Terrorize, minor DMG (Psi)

    38 - Personal Best: Click, +75% EndRdx +75% Regen, +Recharge


    My concern with the prior posts is that most of the suggestions have been OMG BLAPPER damage-oriented, when most of the Blaster sets are not geared toward hella tons of damage*. Rather, secondaries are usually best described as alternate strategies to your Primary Blast set. It's about versatility and mitigation, in general (work with me here). So. You have the above.

    * Yeah, I know Fire Manip is about damage, and EM feels like it is while in play, but go with me here

    Here's the thinking I have behind these:


    T1: Ranged Immobilize. Unfortunately it might need a new animation, but 5 of 6 of the secondaries have a Ranged Immobilize. That's really what this should be. Keeps enemies controlled at a distance. I added in a -DEF component for what I imagine is actually a minimal damage effect. Alternatively it could be a respectable slow power with same -DEF. Surprising we haven't seen bolas in the game yet, they're pretty standard Utility-Belt items.

    Alternatively, a "Boomerang" stun, which could use a very slight change to the Throwing Knives animation.

    T2: Melee Damage. I think Storm Kick is basically on the money here. Maybe rename it to something not obviously a clone of MA (perhaps using MA-Alt animation).

    T3: This is basically an inverted Rise to the Challenge. In most sets, this is a Toggle with some utility. In some cases this is Damage, others not. I think RttC is a great power and would be easily placed in here, plus it plays into the idea of this powerset being about "controlling the combat". Inverting the emphasis on -To Hit and +Regen makes it a bit more consistent with Blaster rather than standard melee types.

    T4: Damage, with some secondary soft control. Nothing more to say here. Crane Kick is the inspiration here, but since I see this as being a bit more punchy, I think Knock Up is a decent mitigation. Maybe Dial down Damage and crank up Recharge so you're offsetting the fact that Knock Up does not push enemies away.

    T5: THIS IS WHERE YOU PUT BUILD UP. All sets except Devices and Energy Manip put it at 16. This is obviously where the devs want BU, don't mess with it. Devices doesn't have BU, and EM's focus is self-buffs rather than enemy debuffs.

    T6: More mitigation here. I couldn't decide whether this should be a confuse or a sleep. If its a confuse, it sorta seems odd to make it -ToHit (cause then the mobs couldn't hit each other), but -Perception seems okay on other sides. The -ToHit should synergize with Combat Senses. If this is a sleep, the debuffs should persist even if they are attacked.

    T7 - This is just a non-MA specific version of Dragon's Tail. If we were going for new animations, I'd totally go for a Spinning Clothesline effect, but Dragon's Tail is good enough. Alt animation could be that mid-air spin and ground punch thing that I can't remember the name to.

    T8 - The T8 is really what I was having a hard time with. What is slotted here varies from secondary to secondary. I decided to go with another moderate control. There's not much resistance to Terrorize, and adding some minor Psi damage seems to make sense in regard to demoralizing enemies. Not sure on the animation here, but between the Howl animation or Psychic Shockwave or something like that, there's something existing that will serve.

    T9 - Pulling this from Raithnor Mal's suggestion: "Similar to Energize from Electric Armor without the heal", renamed from "Second Wind" above, add recharge instead of heal to make it a reasonable T9 power. For balance purposes this might end crash or have a hefty recharge. Animation wise I anticipate the MotG/Strength of Will FistPump or something like that.


    Anyway. Up for discussion.
    Really liking this and your reasonings behind it. Was thinking of a few changes though:
    • Change Combat Senses from Moderate Foe -To Hit; slight self +Regen to Moderate Foe -To Hit; slight self +Speed and Recharge for every foe in range. Essentially an alternate for Against All Odds. I think it has a better vibe with the move name since you're gaining more of a boost as more people are attacking you and would explicitly make you move and attack faster. This would help Dual Pistols preserve that Equilibrium vibe while being nice in it's own right.
    • Instead of Blinding or Sleeping Powder add "Chaotic Brawling", a PBAOE confuse click. I think a confuse would be more thematic than a sleep as far as the fight being so furious that enemies accidentally hit each other. This and the PBAOE knockdown would be good setups for Hail of Bullets.
    • Replace Spirit Shout with a Power Boost clone. It would be something to help out Swap Ammo and would flow well with other primaries.
    • Rename Combat Manipulation as Combat Training
  17. I didn't want to spill the beans since I plan on posting it in a quirky/in-character manner but it would be a Strike Force challenge open to any server. The prize would be a miniscule 100 million infamy split amongst the winning team and I'd deliver it to them by taking advantage of the free server transfers. I'd more or less be relying on player integrity since I'd be going off of screenshots of the end of SF time/deaths completion screen but I figure most wouldn't cheat since they'd probably be able to make more inf on their own anyways.

    The second idea is my convoluted "PvP TF/SF" but that's still being worked on and I have a thread for it in Victory forum.
  18. Dhahabu Kingdom and the Indelible Curse of Hate has received some changes in the final missions. Part of it is enemy buffing while another part is thematic changes to select customs. I'd like to see what people's opinion of these will be, especially on teams. I don't think either will be that big of a deal solo unless you're running with x9 spawns.
  19. The first idea is in-game.

    Are there any restrictions to what's posted in Player Events? I have a separate thing that might make more sense to go there but I don't know if it's limited SGs/VGs/PERC/PvPEC/charities.
  20. What section should I use if I wanted to present a friendly challenge to the rest of the playerbase? I'm thinking City Life - CoH & CoV General Discussions will be best but I'm not sure.
  21. My only Blaster is Elec/Elec but I've been curious about the [World of Confusion] power from Mental Manipulation. However, I've heard that it sucks. I'm wondering why and then in a secondary nature wondering in "what if" mode what needs fixing.
  22. Quote:
    Originally Posted by PennyPA View Post
    Will try something different for the end.
    There is no try, only do...

    Quote:
    [If successful, I want to try that all scrapper MITF I see posted on another server. Never enough scrappers!]
    You know, that team from this server that did the all Stalker ITF a few months ago should probably try again to see if they can Master run it.
  23. I'd love to see this. There's so many options that could be done if this were added.
  24. Interesting. I'll have to run these at some point. BTW, are they repeatable if you've beaten them once?
  25. Quote:
    Originally Posted by Zamuel View Post
    Funny thing is that if we were allowed to add screen shake and/or fire visual effects to powers, you could make a tolerable knockoff with the I16 alternate animation they gave Martial Arts AS.
    My toons are pretty merit dry but I think I've figured it out how to pull it off with what we already have in the game:
    • Fist of Annihilation animation on AS
    • 2 Air Bursts slotted in Caltrops or another Targeted AoE power
    • Kinetic Combat: Knockdown Bonus proc in AS

    FoA animation for the Falcon Punch motion. Kinetic Combat proc for the chance to knockdown. Air Burst set bonus boosts KB so it changes from simple KD to full on KB. Should be nicely viseral if it kills them and should offer moderate control if it doesn't.

    I plan on trying this when I get the sets...