-
Posts
205 -
Joined
-
Quote:Hmmmmm.... this might work, but how about mixing the two idea's and create a WAR. You can pick any natural set to include WP, Shield, SR and Ninjitsu for melee and the Natural weapons. Then do the same for the range characters with all natural sets. No healersOMG.... I just had a great idea (I think)! Why dont we make do instead of an all melee team lets do an all natural range weapon team and Call it "City of Halo." ...lol
Seriously, I think that would be a lot more fun than playing a toe to toe melee fights. You got dual pistol, assault rifle, beam rifle and archery and you can match it up with traps, devices, and trick arrow. You can even use Banes and Crabs Soldiers. You can also use aid self stealth, but no phase shift or hibernate. We can keep the same limitation with no set bonuses and cap off at level 22 26. It would be like a mix of CoH, Call of Duty, Halo and Unreal Tournament.
Rules:- No Travel Suppression - Characters will not have their travel speed decreased or ability to teleport disabled after they attack.
- No Travel Powers - Characters are limited in how fast they can run and how high they can jump. They cannot use Fly or Hover, or powers that mimic those effects. They cannot use Teleport, except for powers that Teleport your enemies. This rule does not affect the other effects of these powers (such as any defensive boosts), those will still activate when the power is toggled on.
- Graveyard Best map for a war
- No Inspirations Inspirations can prolong a fight and we will need a winner/loser
- No Set Bonuses Yes I said it No Set Bonuses. Before every match you will be check to see if you have set bonuses. It will be like using steroids and is not permitted. You will be allowed to use Regular Enhancements, Common IOs, Hydra Origin Enhancements, Crystal Titan Origin Enhancements, or Hamidon Origin Enhancements.
- No Temporary Powers - Disallows the use of any temporary powers players may have on their character.
- Teams - Will consist of 4 melee and 4 range characters or just range character (depends on how many players are interested. There will be three team. Two teams will have 8 players each and the third team will have only one.
- Objective- (Capture the King)The offensive team must defeat the King to win; however the defensive team has to be careful since they can kill the King as well.
- Theme - You can have any theme you want for each team. If you want to be a medieval team vs alien soldiers team then it is possible.
The picture below is the idea. Let me know what you think
-
-
So far from the e-mails I have been getting from other players about using all weapons and powersets is a bad idea and actually someone suggested that to limit it to MA, SJ and SS/WP to limit overpowering builds. I kinda like the idea since it is actually RPvP and not regular PvP. If this works and if this work and gets a following then later we can start the UMMC (Unlimited Meta Melee Championship) where all superpowers are allowed, but for now I do think we should keep it limited. What do you think?
Or we can just have two groups a Human group and a Superhuman group running at the same time? The superhuman fights will be the main event. -
Do you have to be a female character?
-
Hello everyone, I was wondering if this idea I posted on my server would work on this server. My server has little to no interest in PvP. If so then I will make a new characters here and join the PvP goodness.
My idea:
http://boards.cityofheroes.com/showp...3&postcount=15
P.S. You can eliminate the RP idea and just have it as a theme PvP for this server. That would be good for me since I suck at RPing...lol -
How about set bonuses at Middleweight to Super Heavyweight and keep the lower classes with out bonuses? This will have to be put into a vote if we get more followers. I was thinking of giving it the name of Ultimate Melee Championship (UMC). If this takes off I will see if we can get some support from the P.E.R.C. and dev's.
-
Quote:I like this idea a lot. Will all matches be a 1v1? Can we create a Dojo SG/VG and have team support before our matches? Can we use IO's as long as we Frankenslot and do not get set bonuses? You can even do a Pay Preview. Where you can set it as No Observers and you can pay a fee and enter the match and watch from the outside of the ring and cheer on your fighter.
I am going to make either a Staff/WP scrapper or a Dual Blade/WP brute.
Q: Will all matches be a 1v1?
A: Yes, all matches will be 1vs1
Q: Can we create a Dojo SG/VG and have team support before our matches?
A: Yes I would like if people get into character and this is a good way to start.
Q:Can we use IO's as long as we Frankenslot and do not get set bonuses?
A: I don't see a problem with that. One of the main reason people don't like to PvP is they do not want to put the money into a PvP build or just do not know hoe to make a PvP build. This will eliminate both problems and welcome new people to PvP.
Q: You can even do a Pay Preview. Where you can set it as No Observers and you can pay a fee and enter the match and watch from the outside of the ring and cheer on your fighter.
A: Great Idea, but it is too soon to tell. Only have 3 people interested.
If you are interested please send me a PM. -
With the popularity of MMA (Mixed Martial Arts) I have been seeing a lot of MMA costumes around paragon city. It got me thinking of an RPvP fight club. My idea was if anyone wants to join and had an extra character slot, make a Willpower Scrapper, Tanker, Stalker or Brute. You will have to use a Natural Weapon, such as a Battle Axe, Broad Sword, Claws, Dual Blades, Katana, Staff Fighting, Street Justice, Super Strength, Martial Arts, Titan Weapons, and War Mace. This will be more than likely a mix between Fight Club, Blood Sport and MMA. The reason I picked willpower as the armor is I believe it will fit the RPvP theme. With training a fighter becomes tougher (Resist), faster (Defense), better stamina (Quick Recovery), and heals faster due to just being healthy (Fast Healing). We need to have a winner and a loser for every fight and I like the fact that this set does not have a heal except for Stalkers. For that reason Heal Decay and Diminishing Returns will be activated for the fights.
Rules:- No Travel Suppression - Characters will not have their travel speed decreased or ability to teleport disabled after they attack.
- No Travel Powers - Characters are limited in how fast they can run and how high they can jump. They cannot use Fly or Hover, or powers that mimic those effects. They cannot use Teleport, except for powers that Teleport your enemies. This rule does not affect the other effects of these powers (such as any defensive boosts), those will still activate when the power is toggled on.
- Cage Match – Since this game does not have an octagon we will do all matches in the cage.
- No Inspirations – Inspirations can prolong a fight and we will need a winner/loser
- No Set Bonuses – Yes I said it “No Set Bonuses.” Before every match you will be check to see if you have set bonuses. It will be like using steroids and is not permitted. You will be allowed to use Regular Enhancements, Common IO’s, Hydra Origin Enhancements, Crystal Titan Origin Enhancements, or Hamidon Origin Enhancements.
- No Temporary Powers - Disallows the use of any temporary powers players may have on their character.
- Rated Matches – All matches will be rated and a person with a lower rating can challenge anyone that has a higher rating.
Weight Class Range in Experience Levels- Strawweight 1 – 5
- Flyweight 6 – 11
- Bantamweight 12 – 13
- Featherweight 14 – 21
- Lightweight 22 – 26
- Welterweight 27 – 31
- Middleweight 32 – 37
- Cruiserweight 38 – 40
- Heavyweight 41 – 46
- Super Heavyweight 47 – 50
If you feel comfortable in a weight class you do not have to leave that class, even if you exceed the level cap. Some professional fighters stay their whole career in one weight class. From Middleweight to Super Heavyweight when you are able to use any APP/PPP you wish. It will be like your training helped you tap into your chi and unlocked a super ability; however you still will not be able to have set bonuses. I like the idea of no set bonuses because you do not have to spend a lot of influence to make these characters and it will help everyone play on even ground and this can be fun for everyone.
What we need is an event coordinator (Supplies the list of fights and roster), fight promoter (Supplies Photo Shop posters), Referee and Ring announcer. We could even go as far as having ring girls that holds up the score card to represent the rounds. They will be no prizes other than the badges earned and fun. We can hold the events on Sunday’s and call it “Super Brawl Sunday.” If people like this we can discuss having money prizes for the fighters in the future.
Is this a good idea or should I scrap it? -
So I made a character and got him to lvl 17 and was planning to join on Sunday since I never have plans on Sunday and then my wife told me otherwise. Sorry for missing the team. I will try to make it next week.
-
I have a question, what time zone are you in? I am in est and just trying to figure out when to be there. I also made a Dark/Shield Scrapper named Necromasher. If they are to many melee characters then I can reroll a Mind/Dark Dom.
-
Has the theme team started and what is the theme if it has?
I have had a lot of fun playing on a all VEAT team and would like to get on another team. I was thinking of doing an all elemental shield team(Tanker, Brute and Scrapper). With the use of Phalanx Fighting and Grant cover it will help the team out in over all defense kinda like the VEAT team with maneuvers. As for the elemental aspect I think your attack, shield graphics and APP/PPP powers should match. For example a Dark/ Shield (W/ Dark graphics) will get Soul Mastery and become the team debuffer, a Shield (w/ Fire Graphics)/Fire Melee will get Pyre Mastery, etc....
I have been a part of a few Tanker Tuesdays that other servers host and I think I will make a toon on this server if we start a Melee Monday with a shield team. -
Quote:Thank you for the info and I will make some changesFor a stalker in zone you really want to try and get your movement speeds as close to capped as possible and your travel powers are underslotted; you need to be able to chase people down and retreat fast to get back into hide. I would try and get at least an extra slot on both SS and SJ, ideally an extra 2 slots on both. I assume you're going to get health accolades on this stalker as they're selected when I turn accolades on so if that's the case Overload does not need slotting for Hit points, it will cap your hp with just accolades.
Personally I would put the 33% chance procs (Hecatomb and Glad strike) in Assassins Strike, as well as the hide proc but you did say this was for dueling to and by that I think you mean melee duels so the procs how they are might work better cause there is a few powers that will interupt AS that melee players use such as Waterspout... but for pure zone you should definately put the heca proc and hide proc in AS. After landing an AS you can open with a crit straight after, meaning you can two shot most squishies.
I would consider leviathan mastery as your epic over soul, sharks is great damage from hide for zone and you'll get waterspout as a debuff for melee duels and hibernate which would be nice seeing as you dont have phase shift. Shadowmeld is nice but without overload up EA just isn't that great and I think you will lack ranged damage without sharks or blaze mastery for zone pvp.
Other than that I think your build looks fine. Goodluck with whatever you choose
Morti. -
I already have everything except the Hecatombs. I have been hording IO's for a while waiting for something good to put them in.
-
If this build will not work, please let me know how to change it. Thanks for your help.
P.S. This is a Zone and Dueling build.
Code:Villain Plan by Mids' Villain Designer 1.954 http://www.cohplanner.com/ Click this DataLink to open the build! Dark Paw: Level 50 Magic Stalker Primary Power Set: Dark Melee Secondary Power Set: Energy Aura Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Concealment Ancillary Pool: Soul Mastery Villain Profile: Level 1: Smite
- (A) Hecatomb - Chance of Damage(Negative): Level 50
- (3) Hecatomb - Damage/Endurance: Level 50
- (11) Hecatomb - Damage/Recharge: Level 50
- (11) Hecatomb - Accuracy/Damage/Recharge: Level 50
- (13) Hecatomb - Accuracy/Recharge: Level 50
- (13) Gladiator's Strike - Chance for Smashing Damage: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (3) Kismet - Accuracy +6%: Level 30
- (A) Gladiator's Strike - Chance for Smashing Damage: Level 50
- (15) Gladiator's Strike - Accuracy/Damage/End/Rech: Level 50
- (15) Gladiator's Strike - Accuracy/Damage: Level 50
- (17) Gladiator's Strike - Accuracy/Endurance/Recharge: Level 50
- (17) Gladiator's Strike - Damage/Recharge: Level 50
- (19) Cloud Senses - Chance for Negative Energy Damage: Level 30
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (5) Luck of the Gambler - Defense: Level 50
- (5) Luck of the Gambler - Defense/Endurance: Level 50
- (7) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (7) Luck of the Gambler - Defense: Level 50
- (9) Luck of the Gambler - Defense/Endurance: Level 50
- (9) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (A) Gladiator's Strike - Chance for Smashing Damage: Level 50
- (19) Gladiator's Strike - Accuracy/Damage/End/Rech: Level 50
- (21) Gladiator's Strike - Accuracy/Damage: Level 50
- (21) Gladiator's Strike - Damage/Endurance/Recharge: Level 50
- (23) Gladiator's Strike - Accuracy/Endurance/Recharge: Level 50
- (23) Mako's Bite - Chance of Damage(Lethal): Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
- (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
- (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
- (A) Recharge Reduction IO: Level 50
- (27) Recharge Reduction IO: Level 50
- (A) HamiO:Microfilament Exposure
- (27) Celerity - +Stealth: Level 50
- (A) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 50
- (29) Touch of the Nictus - Healing: Level 50
- (29) Touch of the Nictus - Accuracy/Healing: Level 50
- (31) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 50
- (31) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 50
- (31) Hecatomb - Damage: Level 50
- (A) HamiO:Microfilament Exposure
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (36) Gift of the Ancients - Defense/Endurance: Level 40
- (50) Gift of the Ancients - Defense/Endurance/Recharge: Level 40
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (37) Gift of the Ancients - Defense/Endurance: Level 40
- (37) Gift of the Ancients - Defense/Endurance/Recharge: Level 40
- (A) HamiO:Lysosome Exposure
- (39) HamiO:Lysosome Exposure
- (A) Efficacy Adaptor - EndMod: Level 50
- (40) Efficacy Adaptor - EndMod/Recharge: Level 50
- (40) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
- (42) Efficacy Adaptor - Accuracy/Recharge: Level 50
- (42) Efficacy Adaptor - EndMod/Accuracy: Level 50
- (48) Efficacy Adaptor - EndMod/Endurance: Level 50
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
- (37) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
- (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
- (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
- (50) Rectified Reticle - Increased Perception: Level 20
- (A) Superior Stalker's Guile - Accuracy/Damage: Level 50
- (33) Superior Stalker's Guile - Damage/Recharge: Level 50
- (33) Superior Stalker's Guile - Accuracy/Damage/Recharge: Level 50
- (33) Superior Stalker's Guile - Damage/Endurance/Recharge: Level 50
- (34) Superior Stalker's Guile - Accuracy/Damage/Endurance/Recharge: Level 50
- (34) Superior Stalker's Guile - Recharge/Chance to Hide: Level 50
- (A) Panacea - Heal: Level 50
- (42) Panacea - Heal/Endurance: Level 50
- (43) Panacea - Endurance/Recharge: Level 50
- (43) Panacea - Hea/Recharge: Level 50
- (43) Panacea - Heal/Endurance/Recharge: Level 50
- (A) HamiO:Membrane Exposure
- (39) HamiO:Membrane Exposure
- (39) HamiO:Membrane Exposure
- (40) Miracle - Heal: Level 40
- (45) Miracle - Heal/Recharge: Level 40
- (45) Miracle - Heal/Endurance/Recharge: Level 40
- (A) Devastation - Accuracy/Damage/Endurance/Recharge: Level 50
- (45) Devastation - Accuracy/Damage/Recharge: Level 50
- (46) Devastation - Accuracy/Damage: Level 50
- (A) HamiO:Membrane Exposure
- (46) HamiO:Membrane Exposure
- (46) HamiO:Membrane Exposure
- (A) Recharge Reduction IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Run Speed IO: Level 50
- (A) Miracle - +Recovery: Level 40
- (36) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (A) Jumping IO: Level 50
- (A) Performance Shifter - EndMod: Level 50
- (34) Performance Shifter - EndMod/Accuracy: Level 50
- (36) Performance Shifter - EndMod/Recharge: Level 50
- (A) Empty
- (A) Empty
- (A) Empty
- 14% DamageBuff(Smashing)
- 14% DamageBuff(Lethal)
- 14% DamageBuff(Fire)
- 14% DamageBuff(Cold)
- 14% DamageBuff(Energy)
- 14% DamageBuff(Negative)
- 14% DamageBuff(Toxic)
- 14% DamageBuff(Psionic)
- 11.25% Defense(Smashing)
- 11.25% Defense(Lethal)
- 5.63% Defense(Melee)
- 6.75% Max End
- 5% Enhancement(Heal)
- 7.5% Enhancement(Range)
- 70% Enhancement(RechargeTime)
- 57% Enhancement(Accuracy)
- 15% FlySpeed
- 225.9 HP (18.76%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Confused) 15%
- MezResist(Held) 15%
- MezResist(Immobilize) 15%
- MezResist(Repel) 3000% (10% chance)
- MezResist(Sleep) 15%
- MezResist(Stun) 15%
- MezResist(Terrorized) 15%
- 20% Perception
- 22% (0.37 End/sec) Recovery
- 52% (2.61 HP/sec) Regeneration
- 7.88% Resistance(Smashing)
- 7.88% Resistance(Lethal)
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 15% RunSpeed
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
- 7.5% Enhancement(RechargeTime)
- 2.5% (0.04 End/sec) Recovery
- 2.25% Max End
- 13.55 HP (1.13%) HitPoints
- Status Resistance 5%
- 10% (0.5 HP/sec) Regeneration
- 13.55 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
- 10% (0.5 HP/sec) Regeneration
- 13.55 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
- 2.5% (0.04 End/sec) Recovery
- 2.25% Max End
- 13.55 HP (1.13%) HitPoints
- Status Resistance 5%
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 22.59 HP (1.88%) HitPoints
- 22.59 HP (1.88%) HitPoints
- 9% Enhancement(Accuracy)
- 5% Enhancement(Heal)
- 2.25% Max End
- 7.5% Enhancement(RechargeTime)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
- 2% (0.03 End/sec) Recovery
- 13.55 HP (1.13%) HitPoints
- 1.5% (0.03 End/sec) Recovery
- 10% (0.5 HP/sec) Regeneration
- 2.5% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 22.59 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 20% Perception
- 15% Enhancement(Accuracy)
- 5% Defense(Smashing,Lethal), 2.5% Defense(Melee)
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
- 2.52% Resistance(Smashing,Lethal)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Smashing,Lethal)
- 10% (0.5 HP/sec) Regeneration
- MezResist(Repel) 1000% (10% chance)
- 2.5% (0.04 End/sec) Recovery
- 22.59 HP (1.88%) HitPoints
- 12% (0.6 HP/sec) Regeneration
- 27.11 HP (2.25%) HitPoints
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 22.59 HP (1.88%) HitPoints
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1539;698;1396;HEX;| |78DA65944B6F125114C7EF0CD029142C94575BA02F68A1A550886ED485D1D2F4919| |2609AA87143C6F65A27259400D512DF7BDF26EE5CA9AD6EFC047E089F9F41373E96| |6E0C9ECEF953489984FCCEFDDFFF39F7CC9961F2BB39E7FBC5FB6784E29A2FE9B55| |A71ADAE97B664D596D7378D758B10A237A757B7C60AFA0D8D1683D82EE66549CAF4| |C11687A1D6464E5E95E59A4C2F946575B3513CBB53D585A3B0BD5D4AAF55A4DC709| |AE1AAD42B4679B3BFB5D890D5DA35A3E231D7CBE5EB46CDB862948C7A6368A162AC| |A75BB5D7B6774AC5BC5EABCB6A6390BA49D1AF6117B89A36915485C86A429D613AE| |26082E99C06131693E70E72153357117E8573FFD132A2895D3BB6A8AE02FFB13818| |65BAA7C01873E0876AE6CE53AE85EB5A2CA86BF5816E668F979923AF0D5E1BBC3DF| |0F6C2DB0BEF4DF26AE849434F03E8C9879E7C93CC007A0B6C09930B946BE773847D| |9CB55BA4F5713DB5EF35CF66F00DB8C79CA0035D98912BC979C36094F6FAB1D77F9| |AA059C4B09DF3EE506D0F7AF5F8B897B017F433470260109CE2DC20D5F572AEF0A2| |AE87343F9FA5FA31A7A89518D72864BAC8138427084F0C9E183C77A9AF21AEAD0C9| |DE4DA53E012ED85CCA7DEB4851E702FF187E023E6F463F00973EE29D34B674770BF| |91B7ACC5DEC183D9CEED33B3986DF6259112EFD1B9A3C81DFDC8B318FB047E06BF3| |0C7BF82DF98CB943BC1B9D68931D6A6C3CC990838028E3257286712E74D9EC20C8E| |30BECCF39A5D049798DFA94402EF4C629FDF83D93D66EA15F3AF5388243C49D44B1| |DA11A10228D679CC6FB749BFACA40CB40FBE9A0FF21DE5B25C5DAEFB6A6282BDC57| |F4023FEF5F9DFE04FBFFB4355579C6B31F7FC18C3E6786AC87DF9166B81D1F2C9B4| |D31D3A564BA946C9772BC4B39D1A5AC762905EBE1974728A66277D3F704BD9D7798| |5F2B33BED8115FEA882F77C4EDCB1FA41B85FAC1DB8EFF03403FEF85| |-------------------------------------------------------------------|
-
I am so happy with these changes. I liked playing */WP scrappers, but always wished they had a self heal instead of RttC. Now I will be playing */WP stalkers just for that reason. Stalkers will never replace scrappers, but I can see them being more useful on teams.
Are they lowering the cast time for Assassin Strike as well? -
I am surprised nobody mentioned Dark Miasma. It is my favorite Debuff set. Twilight recharges so fast and the heal has a nice -regen on target. It has great debufs besides the -regen, it has -dmg, -to hit, -resist, -spd, etc...
1. Twilight Grasp-Ranged, Foe -Regen, -DMG, -To-Hit, Team Heal
2. Tar Patch- Ranged (Location AoE), Foe -SPD, -Jump, -Fly, -Res(All)
3. Darkest Night- Toggle: Ranged (Targeted AoE), Foe -DMG, -To-Hit
4. Howling Twilight- Ranged (Targeted AoE), Minor DMG(Negative), Foe Disorient, -Regen, -Recharge, -SPD, Ally Rez
5. Shadow Fall- Toggle: PBAoE, Team Stealth, +DEF(All), +Res(Energy, Negative, Psionics, Fear)
6. Fearsome Stare- Ranged (Cone), Foe Fear, -To-Hit
7. Petrifying Gaze- Ranged, Foe Hold
8. Black Hole- Ranged (Targeted AoE), Foe Intangible
9. Dark Servant- Summon Dark Servant: Ranged, Debuff, Special -
I really like the changes to Dark for controllers, I dont play controller, but I might have to now. My first 50 was a dark/dark defender and it will be nice to play another dark toon a different way.
P.S. I am currently lvling a Dark/Dark blaster and I am in love with that set. -
Quote:I believe they will not give it both Powerboost and Soul Drain. It will be either one or the other and I would prefer Powerboost.My guess is that it may look something like this:
Dark Blast
Smite
Gloom
Shadow Maul
Umbral Torrent
Power Boost
Life Drain
Moonbeam
Soul Drain
But that's just me
PS I always thought it would be cool if Doms got Power Buildup. It will kill two birds with one stone. -
-
Quote:They only way I can see them doing this is if they changed Kheldians to be like VEATs and have two paths to choose from at lvl 24. One path can be the Triform path (Current powerset) and the Human Form second path with different powers.Insomnia is the bane of my existence, but I do tend to have my best ideas when im trying to sleep and my brain wont let me. Cant take full credit for it as it was mostly something someone else said in another thread a week or so ago that set my mind to wandering like this. Anyways, on to the idea that'll never happen.
So hear me out, what if we removed the forms?
Yes, yes, im a madman, and it'll never happen. Ive already told you that myself; but thats oversimplifying the already rather simple idea. Besides, we aren't actually "removing the forms", just changing them into something more like stances out of other MMO's. I mean, theres really not THAT much difference between a tanker with the pyro epic pool and a dwarf who can use Gleaming Blast. The dwarf just has a slightly better set of ranged abilities. A Nova who can radiant strike is just finally embracing his blapper roots, and blaster's have toggle shields in their epic pools too.
The nitty gritty of the idea is that Dwarf and Nova become toggles, just like they are now but you wouldn't get locked out of your human form powers. So Dwarf would provide status protection, +MaxHP, less resistance than it does now, but still a little. Nova would provide flight, tohit, and a damageboost. Same as they do now, just without the extra powers and lockout of everything but the extra powers.
Everything that would need to be changed to make this work already technically exists too. Dwarf and nova would just change our models like Granite does, so we'd keep those. We would just have all our human form powers while IN the forms to compensate for the loss of the 8 or 9 we're given automatically when taking the forms like we do now. They're mostly clones of abilities we already had in human form anyways. Our old nemesis slot starvation would vanish in an instant. You could also treat the forms like the swap ammo powers from dual pistols, adding or removing a flag from our basic attacks (Like gauntlet taunt from attacks while in dwarf, or extra energy damage while in nova).
It solves the want for "human form mez prot" since they're effectively sharing the human form powers. No more having to wonder about the possibility of toggle suppression in forms either since there'd be no need. Light form retains its usefulness, the forms stop being quite so useless.
It doesn't solve all the problems, but it'd definitely make a dent in a lot. We can probably list off the pro's of this idea for a couple pages.
The Con's though, there are a couple major ones I can think of. The first is we'd need some animation work. Mainly providing animations for melee powers in Nova. Personally, id go for a tail slap for radiant strike, and sorta swooping dive for incandescent strike. Dwarf is a little easier since its still a humanoid skeleton, but there'd probably need to be tweaks all the same.
The second is that this is a rather LARGE change. It kicks down the cottage and while the forms would still be the same general idea, it is a pretty heavy revamp of the kheldians as we'd know them. In my opinion for the better, but I obviously cant speak for everyone.
The third major Con is that there'd probably need to be a heavy eye kept towards balance. This one change in concept has given dwarves a respectable ranged attack chain, and Nova some pretty hefty resistance (Not that it doesnt already have it with Light form/eclipse) and healing. I dont THINK it would throw things TOO far out of whack, but im just an armchair developer, so all my ideas need a couple grains of salt with them.
That brings us to the FOURTH major con, and the biggest. It kinda sorta technically invalidates human form entirely. I mean, why be in human when you can be in dwarf and be alot sturdier with all your human powers like normal? Why be in human when you can blast harder in nova and still keep all your shields? This one I've not really got an answer for, its not an insurmountable problem, but its one where you'd have to figure out some way of making human (and dwarf to a lesser extent) worthwhile in comparison to Nova with Lightform/Eclipse.
Anyways, that's the insomnia and sleep addled mind at work. The idea is almost TOO simple, and that's probably its downfall. The forms have always been a major part of AT, but also a noose around our necks. They'd still serve the same purpose but restriction and "clunk" are lost in equal measure. No more double mire, no more double reconstruction clone, no more spamming our Nova AoE's then our human AoE's, no more port in, solar flare, drop to human, solar flare. It'd definitely streamline our Kheld's as we know them, but we'd lose some of our workaround's and "little tricks" we've gathered over the years. We'd gain some new ones though.
Ill leave the rest of this discussion up to you all though. -
Quote:Sorry... He was originally made to be a Traps/DP defender, but I switched him to a blaster.the only problem i see is the blue. I think soldiers are red? soliders/security/ect . blue's are the medics i think. other than that..awesome :3
Made some changes and made him human.