_Archalion_

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  1. [ QUOTE ]
    TO be fair, this is appreciated.

    However, it doesn't even come close to addressing Ice Tanker concerns.

    1) Why is Wet Ice no longer giving any DEF?
    2) Why is Energy Absorption no longer giving any DEF?

    Between those, you've completely crippled Ice tankers. I can barely manage my own missions, let alone tank for a decent team unless I'm loaded up with FBubbles and SBubbles.

    3) Why has the Permafrost issue not been addressed (on the same vein, Temp Protection)? No power should be useless. Permafrost is. Replace it with something better. Ideally, dropping it, moving everything above down a slot, and giving us a useful L32 power would be best. That way, Ice Tankers can get their 'signature' power (Energy Aborption) at 18 like Fiery Aura does with Burn and Invulnerability does with Invicibility.

    4) Why is Icicles do damnably expensive? It's easily the most expensive Aura, for no adequately explained reason. For Fnord's sake, be consistent! And why doesn't it do cold damage instead of the oft-resisted Lethal?

    5) If tanker powersets are supposed to be (roughly) 133% of the scrapper, shouldn't Ice Tankers have far higher DEF?


    Honestly, your fix is like putting a bandaid on a scratched finger while ignoring a sucking chest wound.

    [/ QUOTE ]
    /signed
  2. I would like to make a few suggestions

    A) Remove Entangling Arrow for:
    Morphine Arrow:
    You shoot an arrow with a small dose of morphine causing minor damage and healing a moderate amount of hit points to an ally
    (Ally: Heal, Minor Dmg)

    This will give the set a atleast one power that can make the set more desireable for teaming. A team sometimes requires a healer and having a debuffer is more of a luxuary. This power would cause about 3-4 damage and heal about the same ammount O2 boost heals.

    B) Remove EMP arrrow for:
    Demise Arrow:
    You shot an arrow with a an arrow with the most potent combination of poisons. This poison massively cripples the motor skills of the victim for some time.
    (Foe: Massive Acc debuff, Def debuff, Dmg debuff. Recharge Very Long)

    This power would give the set a more original 9th power. It also fits the set perfectly. The archer has a small amount ( very long recharge) of a very potent arrow. Makes it look like you finally reached the deadliest arrow of all.

    C)I agree with everyone that says that this set is not fit for a blaster secondary, but I have made a few adjustments to make a whole new blaster secondary. Personally, I think that a new archer type secondary for blasters is needed. The only set that kind of fits is devices but then again the powers on there are all mostly machines not fitting some concept characters.


    Support Arrow

    1)Entangling Arrow - (imob, -recharge, -jump,-fly)
    Same Description as defender version.

    2) Punching Arrow - (minor dmg, foe knock back)
    You shoot out a small arrow with a round solid head that knocks opponents back as well as dealing minor damage.

    3) Sedative Arrow - (minor dmg, foe sleep)
    Injects the foe with a sedative toxin that causes him to sleep.

    4) Build Up - (+acc +dmg)
    Same description as other sets.

    5) FLash Arrow (foe - perception, -acc,same effect as defender version)
    Same description as defender version.

    6) Illuminated Arrow (foe -def, -stealth, minor dmg)
    You send forth an illuminated arrow that illuminates the target allowing a clearer shot.

    7) Smoke Bomb Arrow (self -aggro, +stealth, cant attack)
    You shoot an smoke bomb arrowhead to the ground unleashing a massive curtain of smoke. All villians that you had aggroed on you will lose the aggro. This power also gives you stealth for a short time. The smoke doesnt allow you to attack anything until its gone.

    8)Sapper Arrow (foe -end, self +end, minor dmg)
    You send forth an metallic arrow attached to a metal chord that impales your opponent. Then an electric charge is released through the arrow that drains the energy from your foe and transfers it back to you along the chord.

    9) Boxing Glove Arrow (foe knockback, disorient, high dmg)
    You pull out a massive Boxing Glove Arrow and shoot it towards an opponent. The arrow travels with great power and knockbacks your opponent upon impact. The strength of the hit is also strong enough to stun your opponent.
  3. Level 50 Ice/Ice Blaster Here.

    This is probably the most creative fix in the game in I5. As I play with my Sonic/Energy blaster I have to say at low levels this is functional when soloing. When in teams I find that I have to specifically ask to be healed.

    I have to say defiance is extremely disfunctional at the high levels as I go down to fast for the bar to grow. In missions I find my self at 40% and then at 0% in an average of 3 hits. The only way to avoid this is using a huge amount of of purple inspirations and ofcourse in a mission this can only be done once. I would rather get healed than try to get my defiance bar up.