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Posts
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I'm thinking more along the lines of the Malta Auto Turrets.
And, Trip Mine does get Knockback, too, you know.
On Trip Mine, like I said in the other post, it's mainly there as a power that can be used to ignite the burn patch in Napalm with it's Fire damage. Do you know of anything else that wouldn't be too over the top?
As for the Targeting Drone, it was mainly for synergy with the assault set, as it improves Sniper Rifle.
I may change it out for Smoke Grenade, but people were complaining the set was too grenade heavy before. -
Quote:1. It's mainly to provide a little synergy with the assault set, since it's supposed to boost Sniper Rifle. Maybe I'll replace it with Smoke Grenade...That's an interesting take on the idea. There are a few powers I tihnk would be problematic:
Munitions Control:
1. Targeting Drone: A self buff is a bit out of place in a control set. It would probably work but it seems a bit odd.
2. Trip Mine: What ArcticFahx said
3. Gun Drone: Gun Drone is much to weak to make a proper control set pet. I think it would need to be changed so much that ti would really need a new name. Not a huge issue though.
2. ArticFox, I mainly wanted Trip Mine as it's one of the abilities that can ignite a burn patch, with it's Fire damage type. Have anything that's not too over the top that can match it?
3. Eh. Maybe Auto Turret from the Malta group?
Quote:Assault Rifle Assault:
1. Heavy Burst: I'd say put Ignite in instead. AR's stick is that it's single target damage sucks outside of using Ignite and Ignite requires control to use making it a good match
2. M30 Grenade: Assault sets have Cone AoEs and PBAoEs but don't have Targeted AoEs for some reason, so I'd say replace it with Buckshot. It's a similar damage power but a cone instead (and maybe move it up a bit).
3. Full Auto: This is WAY to good for an Assault Set, I suggest replacing it with Flamethrower. This gives the set two cone attacks which fits with the theme of the original AR having strong AoE compared to other blast sets.
As for Full Auto, tone down the strength a little, it'll work fine. -
Here's a new iteration of my previous suggestion for a Controller/Dominator powerset, Munitions Control, and Munitions Assault for Dominators
Munitions Control
Level 1: Acidic Web Grenade - You fire a modified web grenade from your assault rifle, immobilizing the target and dealing moderate damage over time and reducing the targets resistance to damage for a short while.
Recharge: Fast, Ranged, Foe: Moderate DoT(Toxic), Immobilize, -Fly, -Res(All)
Level 1: Paralytic Dart - You fire a modified round from your assault rifle containing a small dart filled with a paralytic poison made to hold enemies for a short while.
Recharge: Moderate, Ranged, Foe: Moderate DoT(Toxic), Hold
Level 2: Napalm - You fire a container of specially customized Napalm at an area, rendering any enemy caught in it to be slowed, with a possibility of immobilization for the duration, as well as having reduced defenses towards Fire. In addition, the Napalm can also be ignited with fire and/or energy to deal extra damage.
Level 6: Recharge: Moderate, Ranged (Targeted AoE), Foe: Immobilize, -SPD, -Jump, -Def(Fire), Special(Moderate DoT(Fire) when Ignited)
Level 8: Smoke Grenade - The Smoke Grenade envelops all those in the affected area in a cloud of smoke. Most villains will not be able to see past normal melee range, although some may have better Perception. If the villains are attacked, they will be alerted to your presence, but will suffer a penalty to Accuracy.
Recharge: Slow, Ranged (Targeted AoE), Foe -Perception, -To-Hit
Level 10: Sleep Grenade - You launch a Sleep Grenade from beneath the barrel of your Assault Rifle. This small blast does minor smashing damage but affects all foes within the blast radius.
Recharge: Slow, Ranged (Targeted AoE), Minor DMG(Smash), Foe Sleep
Level 12: Flashbang Grenade - These military issue non-lethal grenades explode with a concussive force that leaves all affected targets very vulnerable. Their accuracy and defense will be reduced, and they may be disoriented for several seconds.
Recharge: Slow, Ranged (Targeted AoE), Foe -Acc, -Def(All), Disorient
Level 18: Tear Gas - A Tear Gas grenade leaves foes in the affected area choking and helpless
Recharge: Very Long, Ranged (Targeted AoE), Foe -Hold
Level 26: Trip Mine - You can place a Trip Mine on the ground. Any foes that pass near the Trip Mine will cause it to explode, severely damaging all nearby foes and sending them flying. The Trip Mine is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trip Mine will detonate. Setting a mine is delicate work, and if you are interrupted, you will fail.
Recharge: Slow, Place Mine: PBAoE, Superior DMG(Lethal/Fire), Foe Knockback
Level 32: Call Backup - You can call a backup soldier to give you a hand in defeating foes, this soldier is exceptionally well trained armored and is immune to Disorient, Sleep, Confuse, Attack Rate, and -ToHit Debuffs and resistant to Smashing and Lethal damage
Powers
Rifle Butt: Melee, Single Target, Moderate Damage(Smashing), Disorient
Burst: Ranged, Single Target, Moderate DoT(Lethal), -Def
Heavy Burst: Ranged, Cone, High DoT(Lethal), -Def
Slug: Ranged, Single Target, High Damage(Lethal) -Def
Resistances: Auto: Self +Res(Smashing, Lethal), +Res(Sleep, Confuse, Disorient, -Recharge, -ToHit)
Recharge: Very Long, Summon Specialist: Ranged, Heavy DMG(Lethal)
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Munitions Assault
Level 1: Burst - Quickly fires a Burst of rounds at a single target at long range. Damage is average, but the firing rate is fast. Can also reduce the target's Defense.
Recharge: Fast, Ranged, Moderate DoT(Lethal), Foe -DEF
Level 2: Pummel - You can smash your opponents in close combat.
Recharge: Fast, Melee, Minor Damage (Smashing), Foe: Disorient
Level 4: Slug - Fires a single Slug at a targeted foe. Firing a single Slug is slower than firing a Burst, but it deals more damage, has longer range, and can knock down foes.
Recharge: Moderate, Ranged, High DMG(Lethal), Foe Knockback
Level 10: Bayonet - Your weapon includes a bayonet attachment which you can use to stab at your enemies for lethal damage.
Recharge: Medium, Melee, Moderate Damage over Time (Lethal/Smashing)
Level 16: Surveillance - When this power is activated, you focus your senses to analyze your target's defensive capabilities and discover their weaknesses. By sharing your knowledge of the target's weaknesses with your teammates, you effectively reduce their defense and resistance to damage.
Recharge: Slow, Ranged, Foe: -Res{All) -Def(All)
Level 20: Heavy Burst - Fires a Heavy Burst of rounds at a single target at long range.
Recharge: Medium, Ranged (Cone), High Damage over Time (Lethal), Foe: -Defense
Level 28: M30 Grenade - Launches a Grenade at long range from beneath the barrel of your Assault Rifle. This explosion affects all within the blast radius, and can knock them back.
Recharge: Slow, Ranged (Targeted AoE), Moderate DMG(Lethal/Smash), Foe Knockback
Level 35: Sniper Rifle - The Sniper Rifle is a powerful piece of hardware. It is very accurate and has a very long range. The impressive round can knock down its target. Like most sniper attacks, you must take your time to aim, as this attack can be interrupted.
Recharge: Slow, Sniper, Extreme DMG(Lethal), Foe Knockback
Level 38: Flamethrower - Spews forth a cone of flames from underneath the barrel of your Assault Rifle, setting foes on fire. Very accurate and very deadly at medium range.
Recharge: Slow, Ranged (Cone), Exrtreme DoT(Fire)
Please leave a comment for support if you like.
Or a critique if you don't. -
Here's a new iteration of my previous suggestion for a Controller/Dominator powerset, Munitions Control, and Munitions Assault for Dominators
Munitions Control
Level 1: Acidic Web Grenade - You fire a modified web grenade from your assault rifle, immobilizing the target and dealing moderate damage over time and reducing the targets resistance to damage for a short while.
Recharge: Fast, Ranged, Foe: Moderate DoT(Toxic), Immobilize, -Fly, -Res(All)
Level 1: Paralytic Dart - You fire a modified round from your assault rifle containing a small dart filled with a paralytic poison made to hold enemies for a short while.
Recharge: Moderate, Ranged, Foe: Moderate DoT(Toxic), Hold
Level 2: Napalm - You fire a container of specially customized Napalm at an area, rendering any enemy caught in it to be slowed, with a possibility of immobilization for the duration, as well as having reduced defenses towards Fire. In addition, the Napalm can also be ignited with fire and/or energy to deal extra damage.
Level 6: Recharge: Moderate, Ranged (Targeted AoE), Foe: Immobilize, -SPD, -Jump, -Def(Fire), Special(Moderate DoT(Fire) when Ignited)
Level 8: Smoke Grenade - The Smoke Grenade envelops all those in the affected area in a cloud of smoke. Most villains will not be able to see past normal melee range, although some may have better Perception. If the villains are attacked, they will be alerted to your presence, but will suffer a penalty to Accuracy.
Recharge: Slow, Ranged (Targeted AoE), Foe -Perception, -To-Hit
Level 10: Sleep Grenade - You launch a Sleep Grenade from beneath the barrel of your Assault Rifle. This small blast does minor smashing damage but affects all foes within the blast radius.
Recharge: Slow, Ranged (Targeted AoE), Minor DMG(Smash), Foe Sleep
Level 12: Flashbang Grenade - These military issue non-lethal grenades explode with a concussive force that leaves all affected targets very vulnerable. Their accuracy and defense will be reduced, and they may be disoriented for several seconds.
Recharge: Slow, Ranged (Targeted AoE), Foe -Acc, -Def(All), Disorient
Level 18: Tear Gas - A Tear Gas grenade leaves foes in the affected area choking and helpless
Recharge: Very Long, Ranged (Targeted AoE), Foe -Hold
Level 26: Sonic Mine - You can place a Sonic Mine on the ground. Any foes near the Sonic Mine will hear a loud screeching sound, drawing all nearby foes to attack it. When the Sonic Mine is destroyed, it will emit an even louder sound and a bright flash, stunning the enemies for a few moments.
Recharge: Slow, Place Mine: PBAoE, Minor DMG(Smashing/Energy), Foe Taunt, Disorient, -Res
Level 32: Call Backup - You can call a backup soldier to give you a hand in defeating foes, this soldier is exceptionally well trained armored and is immune to Disorient, Sleep, Confuse, Attack Rate, and -ToHit Debuffs and resistant to Smashing and Lethal damage
Powers
Rifle Butt: Melee, Single Target, Moderate Damage(Smashing), Disorient
Burst: Ranged, Single Target, Moderate DoT(Lethal), -Def
Heavy Burst: Ranged, Cone, High DoT(Lethal), -Def
Slug: Ranged, Single Target, High Damage(Lethal) -Def
Resistances: Auto: Self +Res(Smashing, Lethal), +Res(Sleep, Confuse, Disorient, -Recharge, -ToHit)
Recharge: Very Long, Summon Specialist: Ranged, Heavy DMG(Lethal)
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Munitions Assault
Level 1: Burst - Quickly fires a Burst of rounds at a single target at long range. Damage is average, but the firing rate is fast. Can also reduce the target's Defense.
Recharge: Fast, Ranged, Moderate DoT(Lethal), Foe -DEF
Level 2: Pummel - You can smash your opponents in close combat.
Recharge: Fast, Melee, Minor Damage (Smashing), Foe: Disorient
Level 4: Slug - Fires a single Slug at a targeted foe. Firing a single Slug is slower than firing a Burst, but it deals more damage, has longer range, and can knock down foes.
Recharge: Moderate, Ranged, High DMG(Lethal), Foe Knockback
Level 10: Bayonet - Your weapon includes a bayonet attachment which you can use to stab at your enemies for lethal damage.
Recharge: Medium, Melee, Moderate Damage over Time (Lethal/Smashing)
Level 16: Surveillance - When this power is activated, you focus your senses to analyze your target's defensive capabilities and discover their weaknesses. By sharing your knowledge of the target's weaknesses with your teammates, you effectively reduce their defense and resistance to damage.
Recharge: Slow, Ranged, Foe: -Res{All) -Def(All)
Level 20: Heavy Burst - Fires a Heavy Burst of rounds at a single target at long range.
Recharge: Medium, Ranged (Cone), High Damage over Time (Lethal), Foe: -Defense
Level 28: M30 Grenade - Launches a Grenade at long range from beneath the barrel of your Assault Rifle. This explosion affects all within the blast radius, and can knock them back.
Recharge: Slow, Ranged (Targeted AoE), Moderate DMG(Lethal/Smash), Foe Knockback
Level 35: Sniper Rifle - The Sniper Rifle is a powerful piece of hardware. It is very accurate and has a very long range. The impressive round can knock down its target. Like most sniper attacks, you must take your time to aim, as this attack can be interrupted.
Recharge: Slow, Sniper, Extreme DMG(Lethal), Foe Knockback
Level 38: Flamethrower - Spews forth a cone of flames from underneath the barrel of your Assault Rifle, setting foes on fire. Very accurate and very deadly at medium range.
Recharge: Slow, Ranged (Cone), Exrtreme DoT(Fire)
Please leave a comment for support if you like.
Or a critique if you don't. -
...Blasters do get Stealth in /Devices
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Don't forget Controllers with non-suppressing stealth.
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Yeah, that's the thing, they don't need to do drastic things like lock power customization behind a purchase--that could potentially do more harm than good, what they can (and generally do) is put extra options in a booster.
So... shaddap about them locking this behind a pricetag. -
Actually, IIRC, it's worth more money to get the rolls than just buy expensive recipes directly.
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Quote:Very nice reasoning you have there.ok.... NO. what part of that word do you not understand? there is absolutely no reason to mix merits in with tickets at all. merits have nothing to do with AE and should stay that way. and your silly little conversion rate would never fly. stop fighting a losing battle.
AE Tickets shouldn't be able to buy Merit Rewards because AE Tickets shouldn't be able to buy Merit Rewards. -
Eh, personally I think they should make Power Pools and Ancillary/Patron Power Pools able to be color customized and maybe have 1 extra animation on some powers for free, with extra options available as a Booster. (Maybe another Ninja themed booster that gives SJ/SS the Ninja Run animation among other things)
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Quote:Seconded.Extra options? Hell Yes
Paying in a booster for stuff that should be in the game as a regular update? Hell No
And that's where people like Lothic are foolish.
It's not 'entitled' to expect the basic options to be made available (like they did with power customization already and other systems)
We're willing to pay extra, but it has to be for extra.
After all, if our $15 a month doesn't pay for access to the basic content and all the basic systems, what does it pay for? -
Just... stop going to work. Play your controller. When your boss calls tell them you've taken yourself hostage and you won't be released until you get your next ten paychecks in advance. Then it's a win-win.
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It's because it's the new thing those people have found to complain about.
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Now, costume options like an arm or shoulder cannon would be good booster pack fodder.
But I can see there would be serious problems with some sets (A Sword and Board Scrapper taking arm cannons, anyone?)
I'm sure they can make workarounds for it, though. -
Quote:That... actually looks neat. Though I'm not sure about Speed Boost.Okay, my take since these wouldn't require a ton of work*:
Flight: Quantum Flight
TP: Assemble the Team
Leaping: Footstomp
Speed: Shield Charge
Conceal: Smoke Grenade
Leadership: Surveillance
Medicine: Speed Boost
Presence: Rise to the Challenge
No, they aren't new. It seems strange to me that people would expect new pool powers to do things you can't find anywhere else. Most Power Pool powers are just lessened copies of stuff specific sets get anyway.
*All based on existing powers. Please assume all have appropriately balanced numbers. -
Quote:Oh, please. Don't give me that. The Dev team is smarter than to open up a can of worms as stupid as that.With the economy the way it is people have to get the "silver spoon" out of our mouths and realize we are still pretty lucky to get -anything- new for free any more. We can't keep expecting to think we are entitled to having everything given to us without having to pay extra for at least some of it. To believe we "deserve" it is wishfully naive.
A Booster Pack wouldn't be the entire Power Pool customization options.
A Booster Pack would be extra options for Power Customization.
Similar to what they're adding for i19, but probably on a smaller scale. -
My story is pretty simple.
I don't read comics, I don't particularly like comics, or most MMOs, for that matter. I ignored CoH for the most part, even CoV.
But one day, shortly after CoV was released, a friend of mine who played CoH/V quite a bit asked me to try it and had a free trial code for CoV.
I figured why not and gave it a shot. Was hooked after I tried the Mastermind AT, love classes like that in games. And I've been playin CoV/H off and on for years. Though I like Red side alot more than blue (primarily because MMs weren't available blue side >_>) I eventually did make a good assortment of ATs on both sides.
The game's fun, what can I say? -
Ill/Storm gives is a combo that can give MMs a run for the money in the pet department, Ill/Kin, though, runs into that problem. You can't buff illusions, so the biggest move in Kinetic's arsenal, Fulcrum Shift, takes a big hit.
Plus, Rad gives AM, Rech is the Illusionists best friend. -
Removing aggro from one enemy in a group isn't going to do much.
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I'm still against giving Concealment a placate power, mainly because it would be completely and utterly useless to anyone whose not a bane spider/stalker.
Make it a weaker variant of the bane/spider hidden effect--where you do slightly more damage while attacking while stealthed, or something to that effect.
Edit: Charge would certainly be possible... because it already exists as Shield Charge =P -
Eh, the GMs are paid to do that.
And besides, like I mentioned before.
We can name our own pets, if we're an MM, we can name our own SGs, we can name the individual ranks in the SGs, we can create entire missions, writing the text and dialogue for them all.
If 'additional work to censor stupid stuff' was really a factor, do you really think they'd give us half of that? -
Like I said. Remove the current title system altogether and just let players type one in.
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Well, having Air Superiority would let me keep a full attack chain even while exemplared below 36, but I see your point.
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With the halloween event coming to an end soon and i19 right around the corner, I figured I'd go ahead and make up a post i19 build for my ill/rad/primal controllwe (who's rapidly approaching 50 in preparation for the event)
Here's what I got. 212.5% total recharge. (right now it's at 150% total recharge, I'm buying a new set or two every day ever since I hit 40)
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Spectral Wounds- (A) Decimation - Chance of Build Up
- (3) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (5) Decimation - Accuracy/Endurance/Recharge
- (5) Decimation - Accuracy/Damage/Recharge
- (7) Devastation - Accuracy/Damage/Endurance/Recharge
- (A) Doctored Wounds - Heal
- (7) Doctored Wounds - Recharge
- (9) Doctored Wounds - Endurance/Recharge
- (9) Doctored Wounds - Heal/Endurance
- (11) Doctored Wounds - Heal/Endurance/Recharge
- (A) Basilisk's Gaze - Accuracy/Hold
- (11) Basilisk's Gaze - Accuracy/Recharge
- (13) Basilisk's Gaze - Recharge/Hold
- (13) Basilisk's Gaze - Endurance/Recharge/Hold
- (15) Thunderstrike - Accuracy/Damage
- (15) Thunderstrike - Accuracy/Damage/Recharge
- (A) Efficacy Adaptor - EndMod/Endurance
- (17) Efficacy Adaptor - EndMod/Accuracy
- (17) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (19) Efficacy Adaptor - Accuracy/Recharge
- (19) Efficacy Adaptor - EndMod/Recharge
- (21) Efficacy Adaptor - EndMod
- (A) Dark Watcher's Despair - To Hit Debuff
- (21) Dark Watcher's Despair - To Hit Debuff/Recharge
- (23) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (23) Dark Watcher's Despair - Recharge/Endurance
- (46) Achilles' Heel - Chance for Res Debuff
- (A) Coercive Persuasion - Contagious Confusion
- (25) Coercive Persuasion - Confused/Endurance
- (25) Coercive Persuasion - Confused/Recharge
- (27) Coercive Persuasion - Accuracy/Confused/Recharge
- (27) Coercive Persuasion - Accuracy/Recharge
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Luck of the Gambler - Recharge Speed
- (29) Red Fortune - Defense
- (29) Red Fortune - Endurance
- (31) Red Fortune - Defense/Endurance
- (31) Red Fortune - Defense/Recharge
- (31) Red Fortune - Defense/Endurance/Recharge
- (A) Expedient Reinforcement - Accuracy/Recharge
- (33) Expedient Reinforcement - Accuracy/Damage
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge
- (33) Expedient Reinforcement - Endurance/Damage/Recharge
- (45) Call to Arms - Endurance/Damage/Recharge
- (46) Call to Arms - Accuracy/Damage/Recharge
- (A) Accuracy IO
- (A) Recharge Reduction IO
- (34) Recharge Reduction IO
- (A) HamiO:Nucleolus Exposure
- (A) Glimpse of the Abyss - Accuracy/Recharge
- (34) Glimpse of the Abyss - Endurance/Fear
- (34) Glimpse of the Abyss - Accuracy/Endurance
- (36) Glimpse of the Abyss - Fear/Range
- (36) Glimpse of the Abyss - Accuracy/Fear/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (A) Expedient Reinforcement - Accuracy/Recharge
- (36) Expedient Reinforcement - Accuracy/Damage
- (37) Expedient Reinforcement - Resist Bonus Aura for Pets
- (37) Expedient Reinforcement - Accuracy/Damage/Recharge
- (A) Basilisk's Gaze - Accuracy/Hold
- (37) Basilisk's Gaze - Accuracy/Recharge
- (39) Basilisk's Gaze - Recharge/Hold
- (40) Basilisk's Gaze - Endurance/Recharge/Hold
- (40) Lockdown - Recharge/Hold
- (A) Basilisk's Gaze - Accuracy/Hold
- (39) Basilisk's Gaze - Accuracy/Recharge
- (39) Basilisk's Gaze - Recharge/Hold
- (40) Basilisk's Gaze - Endurance/Recharge/Hold
- (43) Lockdown - Recharge/Hold
- (A) Kinetic Crash - Damage/Knockback
- (42) Kinetic Crash - Recharge/Knockback
- (42) Kinetic Crash - Recharge/Endurance
- (42) Kinetic Crash - Accuracy/Knockback
- (43) Kinetic Crash - Accuracy/Damage/Knockback
- (43) Kinetic Crash - Damage/Endurance/Knockback
- (A) Positron's Blast - Accuracy/Damage
- (45) Detonation - Accuracy/Damage
- (A) Impervious Skin - Resistance/Endurance
- (48) Impervious Skin - Resistance/Recharge
- (48) Impervious Skin - Endurance/Recharge
- (48) Impervious Skin - Resistance/Endurance/Recharge
- (50) Impervious Skin - Status Resistance
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Fitness is just going to have 2 added slots in stamina, for just 3 standard end mod IOs. -