BrandX

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  1. Quote:
    Originally Posted by Tidbit Jr. View Post
    Eh, I'm a little uneasy about the defensive powers, especially Quickness, but at this point I'd rather see a "natural non-tech" secondary for Blasters than anything else for that same archetype...

    Also, inb4Saist!
    Quickness? that one I didn't see any real problem with. Because of the Slow Resist? I'd call it more of an offensive power, than a defensive power.

    And without an END REC power, without proper slotting, this set will burn through END faster. Those toggles, they're not cheap. They're more expensive than any of shield toggles fromt he ARMOR powersets.

    I put them at Tough/Weave levels of end drain, for that very reason.

    The Toggle that gives defense, I really don't see as a big boon, unless people build around it, like they do every other bit of defense. And I left it at Positional defense, so it couldn't stack with any of the Epic Shields that grant defense (Mace Shield and Ice Armor). It also fit along the lines of SR/Natural style.

    Focuses Mind...I knew going in that was an iffy one. I really don't think Stun/Sleep/Fear/Confuse are that big of a deal myself.

    Lower Mag Protection than Scrappers/Brutes/Stalkers, and they could always do away with the high mez resist of those other shields.

    Seeing as how a /Fire Dom can have Mez protection 100% of the time, be just as good if not better than a Blaster in the damage area, I don't see it as overpowered either.
  2. Quote:
    Originally Posted by BenRGamer View Post
    It'd be less that and more new missions with the enemy group in it could occasionally put them as allies against a bigger enemy, or for a paycheck.
    Skyraiders helping Longbow take down Arachnos for a big pay check!
  3. Quote:
    Originally Posted by Angelxman81 View Post
    Well, the devs have done it in the past with energy, fire manipulation, etc...
    They should do it again for something really worth it to fill a hole in the blaster secondaries for natural non tech based characters.
    A 5 melee kicks, an auto-buff power, caltrops, build up, a stealth power and done.
    Would be perfect for dual pistols and archery, would look kickass and is needed.
    Give this to us NAO
    I don't know if we need another set with caltrops myself.

    Stealth I think can just be gotten through the Concealment pool.

    I love the idea of Quickness for Blasters. It's a damage increase without actually increasing the damage.
  4. *contemplates showing up as a protestor* >_>;;

    Heh...hope it goes well
  5. Quote:
    Originally Posted by BenRGamer View Post
    ...am I the only person who does not like/has absolutely no interest in making a cat character?
    Actually. I'd say the majority of players have no desire in it. And if it came out, it would be popular for it's newness/novelty then dropped by almost everyone who even bothered to make one.

    The same goes for most of the asked for character models, like this one, and Huge Female.

    So, likely never going to be brought in, with as much work it would cause now, and later, with new costume pieces, powersets, and power customization.

    Now I won't "/umsign" it because people want it, but I can't really "/sign" it since I don't see it as ever happening.
  6. Quote:
    Originally Posted by OneWhoBinds View Post
    You are both forgetting something.

    The Devs do not see Manipulation sets as melee powers. They are supposed to be a set of powers that (a) give the Blaster some additional options, when enemies get too close, and (b) help the Blaster get back out of melee distance.

    Mental Manipulation is more of their 'Ideal Manipulation Set.' They certainly aren't going to create another melee heavy set.

    So... the question is... how would you create a 'Martial Arts' based manipulation set for Blasters, when you can only use 2, maybe 3 of the Martial Arts attacks? (And one of those has to be Dragon's Tail.)

    Also, I really, REALLY doubt that Blasters are going to get a Hard Control for their Tier 1 power in a manipulation set. Immobilize, KB, maybe a Sleep or Fear at best, and those are iffy.

    If you can create a set in line with the Devs' current "No more Blapper sets" attitude, then more power to you. I personally don't know how you would do it, without losing the core of what you want.
    Well, if they put in the chance for stun like Thunder Kick, that gives it some control aspect. And may be the way to go with it.

    Then put the hard control of Cobra Strike at a later tier.

    All the other melee powers have things to keep enemies away.

    Crane Kick has KB, EC has Stun, DT has the KD.
  7. Quote:
    Originally Posted by Sprite Fire View Post
    as someone with both i'll tell you the simple fact of it...

    invun on paper is stronger then wp.

    in practice WP seems to be 10X more durable.


    The reason? lvl.40+ content is stacked with Psy damage... arachnos... shadow-shard critters... ritki... carnies... You'll learn to hate Inv in the epic levels, in the end the only way i could cope was io'ing for max psy def/res and losing a little recharge and general def (not that it mattered much) to keep the invun tanker going.

    Throw in spending a fortune for io'ing a wp tanker properly and you'll never look back as even against damage types that mess it up, usually nothing can do enough damage, fast enough to even threaten a wp tanker. when you're recovering 200-250 or so hps/sec with softcapped s/l you'll realize that the only hole in WP is the crappy taunt.
    While I'll disagree with the on paper INVis stronger then WP. On paper, they're about the same imo.

    It's in actual play, I think you'll find WP the winner in survival.

    It took me awhile with my WP tanker to get the build, but with IOs factored in (Tough/Weave as well)...I find WP just better.

    WP can take alphas. They get enough resists, and easy to get lots of HP, to make alphas no problem.

    WP has such varied defenses, I find it works better against things like Rularuu and other such enemies.

    Now, yes, that INV tanker will handle Cims better, but the equally insanely built WP Tanker is laughing at them too.

    INV however, does have the advantage of a better aggro aura. And I hear people say "oh no one can pull aggro off a tanker who attacks", let me tell you, that's wrong.

    My Ice/Ice/Arctic tanker (with CE, Icicles and Taunt) had Romi's aggro taken by a Fire/Shield Scrapper. So, think about that when you think about aggro holding. WP does have the weaker taunt aura.

    All that said. You can't go wrong with either choice. Both are great sets. WP imo wins out mostly due to it being the better Tanker (in my experience) for fighting Rularuu because of the varied defenses (RTTC + Cap/Near Cap HP > Dull Pain ...imo).
  8. Quote:
    Originally Posted by RosaQuartz View Post
    Body Mastery is the name of an EPP.

    Perhaps this should be called "Chi Manipulation" to put it in line with the other Blaster secondary sets.

    Overall it looks OK, but I doubt mez protection would be allowed. I think this is probably more plausible:

    1. Thunder Kick
    2. Storm Kick
    3. "Old" Cobra Strike (100% stun chance, minor damage)
    4. Focus Chi
    5. Crane Kick
    6. Some sort of endurance buffing power
    7. High Pain Tolerance
    8. "Trained Body"
    9. Dragon's Tail
    Possibly. Though Fear and Confuse Protection don't really mean much, they're just in for the theme of it.

    Sleep I don't find to prevalent either, so really, it would just be the Stun Protection out of the three to be the possible "Hmmm...I don't know if we should allow this" power, but the Protection I suggest is lower than Stalkers/Scrappers so, it's easier for the enemies to stack to overcome.

    Looking over your list, I would put Cobra Strike as tier 1 still.

    I put Cobra Strike as Tier 1, as all the blaster secondaries had a mez effect power as their tier 1.

    Thunder Kick isn't just a mez power, but also a damage (whether or not the DPS of Thundre Kick is great in Martial Arts is not a problem) power. However, I was basically putting it as Old Cobra Strike, just as you did...I just put as Power Push with Mag 3 Stun, as that was simple enough imo.

    Neither one being much of a damage power.

    Also, I only went with Storm Kick over Thunder Kick, on my suggestion, because I prefere the animation. If they made both Thunder Kick and Storm Kick's animation an option (both havethe same animation time), they could easily pick one and offer both animations OR both animations under a new power name..."Lightning Kick" maybe?

    I think it better to keep the END Buffing power to Electric, EM, and Fire. Not all the secondaries have one, and they don't all need one, and I like the idea of END management being a draw for those other sets as well.
  9. Quote:
    Originally Posted by Mr. DJ View Post
    Sally Field bleaches/colors her hair, she's already in her 60's...

    I see no problem. Hell...in the 90's Spider-Man cartoon, Aunt May looked more like Grandma May...
    Not so sure about 616, but in the Ultimate Universe, Aunt May is a noticably older sister to Peter's mom (I'm assuming it's the same in 616).

    Sally Field, imo, fits the Ultimate version of Aunt May well. Figure Peter's mom was likely born when Aunt May was about 18-20, so when Peter's 15, Aunt May is around 60, depending how old Peter's mom was, when she delivered him.

    Also, I get the feeling Aunt May didn't live the easy life for whatever reason (stress, hardworking...if she was a hippie, could of been the drugs!) could make her look older, if not just simple genetics (some people just don't age well), so she could look older than she is.

    Obviously in 616 isn't the case per se, as I believe she's suppossed to be REALLY old in 616.
  10. Quote:
    Originally Posted by Bubbawheat View Post
    If you must. This was before I was into comics very much, and even then I knew it was pretty badly received. Here
    Those were ALL TERRIBLE!
  11. My attempt at a Martial Arts style Secondary for Blaster. My comments and thoughts below. Every single animation is already in the game, with the toggles easily getting basic animations.

    1) Cobra Strike
    *Same as Powerpush, replace KB with Mag 3 Stun*

    2) Storm Kick
    *Same as Scrappers*

    3) Crane Kick
    *Same as Scrappers*

    4) Focus Chi
    *Same as Build Up*

    5) Dragon's Tail
    *Same as Scrappers*

    6) Quick Reflexes
    *Same as Scrappers*

    7) Trained Body
    Toggle - End: .325/second
    Melee/Range/AOE Defense (5 - 7.5%), with Defense Debuff Resistance

    8) Focused Mind
    Toggle - End: .325/second
    Psi (22.5%), Sleep, Stun, Confuse & Fear Protection (Mag 6-9), +Perception

    9) Eagle's Claw
    *Same as Stalkers*


    Okay, thoughts on it...

    The attacks, I don't see as being particularly over powered for Blasters. So, I figure those shouldn't be a problem.

    Quickness:

    Utility power, some added speed and the slow resist. Nothing over powered really.

    Trained Body:

    Now this is where I figure I might see some "OMG! WHAT?!" But it has the end cost of Weave, and only provides Positional Defense. So, there wouldn't be any stacking with Defense Epic shields, as they're all Typed Defense. One could possibly argue easier to softcap Ranged Defense, but then, that's already happening (and not hard with ranged sets imo). Defense Debuff Resistance could go easy enough. I just figure someone would say "Defense is useless without the Debuff Resistance"

    What I wasn't sure was on the amount of defense. 5 - 7.5% sounds about right. 2 - 3.5% Just sounds to low to be worth the End Cost. I based the END Cost off of Weave, and as a secondary power, I figure it should give better returns.

    Focused Mind. Crabs (VEATS) get better Mag Protection and Mez Protection, so I think this would work out okay. Plus, I purposely left out Hold, Immobilize and KB Protection, all of which can be obtained through the SJ pool, so no stacking would be possible.

    Not to mention, there's Defiance.

    I can see some saying "I'll only take the Tier 1, 6, 7, and 8, and work IO set bonuses around everything and make the uber!" Well...doesn't that happen pretty much with the other Secondaries?

    Really, only Trained Body gave me a worry, because I'd see people defense stacking, but then I figure, people would find it easier to go the S/L Route, with the Epic shields giving more of a return.

    Maybe want to change Trained Body and Focused Mind around on the Tiers (or put Eagle's Claw earlier and those two later), if the thought is, a Defense Toggle would be that powerful. Defense is nice, and I've had a Ranged Softcapped Blaster, but I didn't think it made the Blaster as tough as a Scrapper or even a Stalker, so I don't think the Defense Toggle makes for any OPedness.

    Compared to the other secondaries...

    Fire grants more damage period.

    Energy will still have it's attractiveness with Energy Damage, a massive get away from me power, CP for End Management, Boost Range and Power Boost as well, have their benefits.

    Electricity has Energy Damage, Power Sink, and some nice attacks.

    Ice has it's benefits of slows, ice patch, AOE sleep (which is useful for solo).

    Mental just adds more solid damage with the love of Drain Psyche.

    Devices...well...I'd argue most think Devices is overshadowed by all the other Secondaries.

    Thoughts/Comments?
  12. Quote:
    Originally Posted by StrykerX View Post
    This is actually the set's biggest problem (at least for some people). It's fantastic for making an over the top gun fu character (now if only we had a secondary with martial arts attacks to pair it with) but some people want a realistic pistols set, like Malta Gunslingers use. After all, if a cop started tossing his gun around like that on the tactical course he'd be laughed off the range and sent for a psych evaluation... I'm sure a lot of people with police or cowboy characters hate the DP animations.
    Of course, if a cop just walked into a group of super powered villains, 75ft tall giant god-like creatures, they'd probably be dead, because you know...you're talking real world cops versus comic book universe cops.
  13. There is no PvP Etiquette. It just doesn't work.

    One second everyone in the zone is saying "anyone is free game"

    The next they're saying "you can't interrupt the duels" then cry and moan if someone does.

    First rule of Zone PvP. Do what YOU think should be done, and don't worry about what others do. Then smash buttons! And kill things.

    Or if you're like me...get killed! But then I PvP with a PvE build. One day I'll make a serious PvP build.
  14. Quote:
    Originally Posted by Fantomas View Post
    Disclaimer - Most of what I'm talking about is under the assumption of respecing a Lvl 50 toon and not wanting to change my slotting in Stamina primarily.

    I understand what you're saying. All I'm saying is that if I have a tight build already where end management is just barely hanging on and I add something else to drain yet more end, it would be nice to have some more slots to help balance things out.

    Or, it would be nice to put more than one slot in a power like Aid Self on a lvl 50 toon that has more HP so it would actually be effective without having to sacrifice slots in the existing build. From that point of view, it's not "exactly the same as the vast majority of people who have that particular power" because none of us have had access to more powers like this before. I realize that I don't HAVE to take any additional powers to drain anything.

    Hey, it's still a win for us and I'm not complaining...just thinking out loud here...we get to take some new, free stuff and that's always cool. I think I19 is gonna be great and I'm looking forward to messing around with my existing builds. There's a bunch of stuff in the power pools that I've never taken simply because there was no room.

    ...sure we be cooler with a few additional slots though...heh...
    Stealth/Invis/Phase Shift...three powers you don't need to add extra slots into, and shouldnt be running non stop.

    Combat Jumping can be added without any real worries to your END DRAIN as well, if you haven't taken it already.
  15. Quote:
    Originally Posted by Fantomas View Post
    I just finished digging around in the thread for clarification about the I19 changes for the Fitness pool trying to find an answer to my question...which I did not.

    I'd rather ask you guys. Sorry.

    So, if we're getting the Fitness pool...which means that we'll be able to choose more powers now...and nearly everyone (NEARLY) selects AND slots something from the Fitness pool...

    ...are we not going to receive additional slots? I can't make sense of that. I understand that they will work similar to how Sprint and Brawl work (inherent/slot) but...this just doesn't sit right with me since we'll have more powers and less (or the same depending on point of view) amount of slots to work with.

    Can someone clarify this please? I'm sure I'm just not finding the right info or somthing...

    What doesn't make sense?

    You have more powers, the same amount of slots as you've always had.

    That's called a buff! Just pick powers you don't need to invest slots into heavily.

    OR! You can find new ways to slot powers. Not all powers need 6 slots, even if you were slotting them 6 slots for set bonuses.

    Want an extra slot, always removing the procs from attacks.

    Frakenslotting, perhaps?
  16. Quote:
    Originally Posted by Jet_Boy View Post
    Personally, as a whole, I find it's pretty much on par with the other shooty powers, although since I don't min/max or number-crunch I'm sure I can be proved *technically* wrong on that.

    I think that some changes could be made to make the set a bit less middle-of-the-road though:

    * Up the effectiveness of the secondary effects. A little more knock-down/stun, a little more slow/-regen, a little more -def, and maybe a little better chance for Dot. Nothing game breaking, but bit more utility would go a long way to making this set stand out.

    * Trim the animation time just a tad and/or offer a less "gun-fu" set of animations.

    * I'd personally, would have liked an "aim," but here's an alternative:

    How-about an inate ability - once swap ammo is selected - that has a percentage to *suggest" the best ammo to use? Could be a little orange ring (ala DB combos) after you successfully "roll" the percentage chance?

    Just a thought
    The numbers have been run. It's not the worst, it's just not the best at anything.

    I think there's be a lot less complaints, if Hail of Bullets was put on the same Recharge as Full Auto or Rain of Arrows.

    All three have roughly the same animation.

    HoB and RoA have 20.8 End Cost for roughly the same damage.

    FA has a 15.6 End Cost for a little less damage.

    FA and RoA however have the same recharge of 60 seconds, while HoB is at 120 seconds.

    Others will also likely say RoA and FA have the advantage of range. Personally I like the PBAOE of HoB more (purely opinion not a which is best statement)

    If they ever decide to lower the recharge of HoB to match RoA and FA, I think a lot less people will complain.

    Though, another thing they could do, which would be different imo, is turn HoB's defense buff into a longer buff to make the set a more defensive set.

    Just thoughts. Even after either one of those thoughts, I'm sure people would still complain.

    Personally, I love the set.
  17. Quote:
    Originally Posted by Grey Pilgrim View Post
    Anyway, for the rest of the set, it's middle of the road. Does pretty well for AOE, too, actually. Not sure why people have issues with the set, as it's pretty darn good to me. I'm enjoying my Dual Pistols Blaster quite a bit.
    They have issues with it, because they all want an Armor Secondary to go along with Dual Pistols
  18. Quote:
    Originally Posted by Psyrene View Post
    Problem being with /rad is that everytime you get mezzed your toggles drop and bye bye go your debuffs and you have to retoggle them and then when you have them back on again, mez supression time is over and tada you are mezzed again and there they drop again.
    That's the problem I found with my RAD/
  19. ..now I fully admit to not being the best PvPer. I love to duel in arena and zone PvP. And even then, I just go in with my PvE built toons, and don't worry about winning or losing.

    However, I'd like to make a more dedicated PvP toon (outside of my Elec/Thermal Corr).

    Sooo, what are the good secondaries to go with on a Corr?

    I've been thinking of going Fire/Dark Corr (I have a concept for it), but would like to hear opinions on good Corr combos.
  20. Quote:
    Originally Posted by Deathseed View Post
    As the topic says, the reason I feel this way is for Two very good reasons..

    1> Long animation times.

    2> Low Damage vs other sets


    What do you think?
    I've played the set, and the numbers have been done...the damage isn't low compared to other sets, it's just in the middle.

    Also, the effects are just...well...at least on Blasters, not all that. And really, I haven't found the Slow effects to be anything worth using.

    The -DMG effects seems more useful on the Defender/Corrs that can stack additional -DMG.

    In a team setting, I found the set worked great Maybe not the best AOE, but it wasn't bad, and on the tough single targets, lethal rounds to stack on additional -Resist with Piercing Rounds for the whole team to take advantage.

    Not saying I wouldn't mind seeing a few tweaks to the set, but any of the tweaks I'd like to see, wouldn't make the set OMG UBER.
  21. Quote:
    Originally Posted by Silas View Post
    Yeah the endurance thing is a really good point. Therming itself can be pretty end heavy with maintaining all the buffs on a full team.
    Besides being busy, buffing the team, healing, you lack any real self protection outside of the AOE heal.

    It can make you feel extremely squishie, and since you're buffing the team with +Resist instead of +Defense, you're keeping an eye on their health, to keep them healed, as they will be hit (unless they have lots of Defense themselves).

    Thermal's make teams awesome, but it can be an aggrivating set (even if awesome) set to play.
  22. Quote:
    Originally Posted by _Malk_ View Post
    *shrug* Personally, I don't think we've needed to be buffed for a very long time. Makes me a minority, but meh.
    I don't know. I don't think defenders as a whole need any improvements.

    I've pretty much found the difference to be do I want the blasts faster or the buffs/debuffs faster.

    Corrs also have Fire Blast & Thermal as options, while Defenders have Psi Blast & Force Fields.

    Some sets could use tweaking, but as a whole, right there with you.
  23. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Then you cross over in to Custom. The Youthful option, as is, is terrifying. Giant head, huge eyes, tiny chin/mouth. The scariest faces to use it on are the Young Face (that looks 5 years old) for females and Disfigured for males.
    True, mine falls into custom, but it's still rather close to youthful (the back of the head just doesn't stick out as far).

    But with some of the right hair options, youthful itself doesn't look all that bad. And youthful I find helps with the younger look.
  24. Quote:
    Originally Posted by Nalrok_AthZim View Post
    The "Youthful" head shape option is an abomination. I feel like everyone who uses it is secretly an alien.
    Hmmm...I think it's odd when someone uses really tiny heads on huge bodies. o.O

    I use the "Youthful" head shape option a lot, then I move one slider down (head slider...right one) to the middle, if not a little below 50% and personally I think it looks okay.