Eldagore

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  1. Stone/electric brute. Most fun a brute can have, every attack looks like smash, sounds like smash, one power is even called smash. Smash with fists!! Guy falls down? Smash him into the ground with smash hammer!! Guy standing there, trying to hit you? Smash him into the air with even bigger smash hammer!! Stomp on the ground and make a line of smash that hits foes so hard they fall down and get dazed!

    I mean, Super strength is a performer, and footstomp is pretty smashy in its own right. But One shotting guys with siesmic smash, two handed smashdown in 1.5 seconds? Thats brute style right there.

    I will concede that earlier builds before the animation changes were more fun, by quite a lot mostly because you could unload on a hard target in mere seconds(of course your poor endo bar paid for it) and old fury made stone melee truly a monster.

    IMO, they should up the base dmg on tremor so the long animation correlates to the dmg delivered. As it is, you expect buildings to collapse, cars to explode, enemy spawns 12 blocks away to fall down when your avatar finally lands that massive crushing strike, but end up dissapointed when it only does like 40% of a minions health(at mid level fury even) I do not think that would "break" Stone melee- the changes to the mallets more then negate what a new change to tremor would bring to the set overall.
  2. MA is a solid middle of the pack performer. A few things to consider-
    MA "feels" like it takes a lot of endurance to use. I think It really isnt unbalanced, but the set lends itself to non stop attacking, the moves all really blend together well. A few powers are real shiners, like storm kick, but really the whole set is pretty well rounded and you can pretty much pick the attacks you like and you will succeed.

    The general consensus is MA is not a set to be IO'd into a crazy farm build or the like. This hardly means it sucks, it just doesnt have that x factor a few other sets have that allow for crazyness. This is not a bad thing if you are just playing the character for fun, and not with a goal of l33t ub3rzst in mind.


    A few things you shoud decide when considering build direction-

    Solo, or lots of teams? Solo, I would say you really should lean towards an armor set that can either help with recovery, or isnt endo intensive. Willpower works, regen works really well(quick recovery, and only one toggle, plus no redraw) I have seen good builds for dark armor, and SR even, but those will require more attention to the blue bar. I have an old MA/regen I like to get out once in a while, and IMO that character isnt super powerful, but he is non stop and really a hoot.

    IO slotting if you go that route should also consider teaming or solo. Recovery really is that important- if you dont have enough blue bar to be a non stop rampaging bruce lee, then you are missing out on a good bit of the fun of the set. Teaming can many times alleviate endo issues. A few interesting things IO's can do-

    Thunder kick- a lot of players feel this is one power to skip, and if you team a lot you probably would want to unless you really like the animation as it isnt needed for a chain later on. However, it is fast, and I personally love the animation of kick to face. Pro tip- if you solo, and knockback doesnt bother you, slot a stupefy chance of KB in it. i did, and love it. Kicking a guy in the face with a snap kick, and then seeing him flying backwards ragdoll over the top of his pal behind him is priceless. Crane kick a guy into a wall, and then thunderkick him in the guts as he gets up, and see him ragdoll end over end into the wall again. it really is a hoot. Cobra strike can be amusing too with this- bruce lee punch the guy in the gut and he flies backwards.

    crane kick- another oft skipped power do to longer animation and some people hate the KB. I love it. Kick guys into walls, use it as a finisher- I grin every time I send a defeated ragdoll across the room. Oh, and even if you decide to skip it anyway, make an alternate build with it. Wanna know the best thing in the game? Use crane kick to finish off a devouring earth rock monster. LOL, you kick it right in the chest and it EXPLODES into rubble. Now that is a super power FINISH HIM move in a game about super powers.

    I think Arcana has a good pic there of the tier 9. In the Pretty and Strong spectrum, Eagles Claw ranks up there pretty close to the top.


    Really slotting wise, thats the jist of it. If you solo, I recomend embracing the KB and slotting procs and just kick guys faces in all directions. Teaming, you might want to skip those powers and procs like a lot of people do so you dont scatter spawns with every kick for your team.

    I recomend a MA/regen scrapper. Non stop face kickery. Willpower if you hate regen. Invuln, dark- good if you are a pro at the recovery/endo reduction stuff, probably a bit easier to work in a team as they are a tad more stable in a fight and tend to work nicely with the reactive nature of team support.
  3. Quote:
    Originally Posted by Arcanaville View Post
    I think you're going to want to refamiliarize yourself with how much damage Rain of Arrows does. And I'm going to want you to not compare base damage to damage capped damage.

    Blizzard does more damage than any other tier 9 by design, because it delivers that damage over time. Inferno does bonus damage above the base due to Fire's ubiquitous DoT. But Inferno doesn't have a longer recharge than Nova or Thunderous Blast for having that DoT, just as no other fire attack pays for its DoT damage.

    A better comparison would be to Nova, which has no bonus DoT. Nova does 4.875 base damage on average, given the chance for each wave to trigger. Rain of Arrows does 3.6 on a normalized damage scale. On average, therefore, RoA does 74% of the damage of Nova, while recharging six times faster.


    Now, you think Nova is *supposed* to have the crash, because of its awesome damage? Well lets test that theory. If Nova was just any attack it would have an AoE factor of 4.75, and deal 4.875 average base damage. That implies it should cost about 120 points of endurance according to the damage/recharge/endurance formula.

    Nova actually costs 20.8 end to activate it, then crashes to zero, then suppresses recovery for 20 seconds. Since you can't activate it if you have less than 20.8 end, the average amount of end you could have upon activation is (100+20.8)/2 = 60.4. The average endurance burn of the power is thus about 60.4 endurance. Then, the cost of suppressing recovery for 20 seconds is the same as normal recovery for 20 seconds. Since stamina is now inherent, we'll presume 3-slot stamina on average, and normal recovery for 20 seconds is 100/60 * (1 + 0.25 * 1.95) * 20 = 49.6 endurance.

    Therefore, the net total endurance cost on average for Nova is 60.4 + 49.6 = 110.

    This assumes *none* of the damage Nova does is in any way bonus damage that doesn't count under the formula. Such as the boosted criticals of many Scrapper tier 9 attacks. And this is for the power that is probably most analogous to defensive set tier 9 powers, all of which are designed to be *better* than normal powers, not worse.

    What's more, normal powers' endurance costs can be slotted for endurance reduction. If Nova's calculated end cost is 120, then it ought to be possible to at least single-slot that cost down to 90 end. But its not. At best you can slot for end reduction and shift the initial cost downward, reducing the total cost by about 2.6 end to about 107.4. By the rules the game launched under, Nova's endurance cost is about 17.4 endurance too high. Another way of putting that is that the crash is about 1/3rd too long: it should be no more than 13 seconds long, not 20.

    And lets see what happens when you look at recharge. What should Nova's recharge be, if it followed the formula? Also easy to calculate: (4.875 * 4.75 - 0.36)/0.16 = 142.5.

    In other words, just for Nova to follow the formula - and it should do better than that - its crash should be cut by a third and its recharge should be cut *to* about a third its current value. That's just to break even with the rules the devs are supposed to follow.


    So the rationale for why the crashing nukes crash is apparently that Blasters are such dangerous high-performing characters that the devs had to take their most powerful attack and triple its recharge and increase its endurance cost, and do so in a way that made the most vulnerable archetype even more vulnerable for an extended period of time.

    I would like to see someone attempt to make this case objectively, as opposed to just matter-of-factly.
    This isnt objective like you want, but...

    The devs are scared of "too much dmg" like they are of "too much resist". I am with you, the current nukes are wrong. but man, they have been wrong for a long time. I usually lump stuff like this together and call it "still in time out from issue 3" . In this specific case, time out was applied because players were wiping plus 6 and 7 spawns, solo, on a blaster, with inferno and blizzard in brickstown and creys folly. Solo blasters one shotting spawns in hazard zones designed for full teams? ZOMG nukes are so broken!! Naughty!! Time out for you!!

    And then like 7 years later poor nukes are forgotten. On the bright side, if we wait a few more years, nukes will be old enough to jimmy the lock on the door and sneak outside and steal the devs car and get away by themselves.
  4. Just thinking about Arcana's little DPA experiment there- two things jump out. First, blasters DPA would increase. This may in itself be acceptable to the devs, or at least i do not think it would put them off immediatly as they could experiment to make the advantage relative to the other AT's.

    However, the other result of that little scenario would be the inherently higher DPS, brought about simply by matter of the mechanics. When you put those two things together, higher DPA and inherently higher DPS, IMO it throws a big red flag up to the devs.

    Looking at what they have decided is acceptable power creep, like massive recharge reduction, high acc bonuses, relatively high recovery and plus HP, and of course the abundance of def bonuses- it stands out that there is no way to make really noticable dmg bonuses stack up. IMO, that is the one thing they have drawn the line in the sand about(well, there is certainly no abundance of +res either, but the devs have been scared of resist since I2 when they were scrambling to figure out how to stop tankers from map herding)

    So, when we discuss blasters, and how they should do dmg, I think it is important to keep in mind the devs will be very reluctant to give them any kind of significant dmg increase. I think fixing snipes is probably on the table, and crashless nukes would probably be ok(provided the recharge doesnt change) but big changes to AT mods or even dmg formulas for the AT are probably out.
  5. Quote:
    Originally Posted by Nethergoat View Post
    Seems self evident- ranged damage.

    It's pretty much all they do well, unless we're talking some kind of radical re-imagining of the whole AT....at which point you might as well just leave them be and make a new AT.
    Hey, there's an idea!!

    http://boards.cityofheroes.com/showthread.php?t=278037

    But even with that, the blaster AT would need an adjustment. However, it would be OK for the blaster AT to be challenging to solo, and excell on teams(as it mostly is now) IF there were this new AT that was designed to solo well with ranged blast sets, and was moderatly useful on teams.

    This new AT would take the massive dilema of how to make blasters solo well and still be damage masters on teams and divide it.

    So, roles:

    New AT= for ranged blasting solo, with moderate usefulness to the team. Specifics can be discussed elswhere.

    Blasters= solo more difficult, very solid team performance with ranged dmg.


    How to do it:

    I actually like the idea of the suppressive fire thing someone mentioned in concept. In a way, the secondary effects do this already, but they fail in that they are too weak to notice. I would propose the blaster AT gets those secondary effects amplified. The effects should be made much more reliable in the case of things like KB in energy blast, and have the effects increased in potency, but reduced in duration as others have mentioned.

    It is important to mention that changes to these secondary effects would be for blaster AT only. So, for instance, energy blast gets its chance moved to 100% for seconary effect. It is likely that some of the powers would need to be altered to KD for playability on the team. Not all, but some. To hit debuffs, -def debuffs, slows, should be increased dramatically, with duration reduced. Supression-mild team utiliy through attacking, with the possibility of becoming significant if it is focused on- for instance during an EB fight, the effects of the ST attacks would be focused here and the short duration of effects nulified. Thus giving the blaster a "second" role of deminishing the foes abilities through attacking it. Not nearly as potent as dedicated AT's, but noticable over time. The effects potency could be varied between aoe and ST attacks also if concerns about "too much aoe debuff" come up.

    Solo wise, this gives the blaster At a marginal increase in survivability by making the effects more reliable themselves. Where other AT's have buff/debuff sets or control for this, the blaster has less dedicated but built in mitigation. This to me is the crux of it, blasters need reliability. Glass cannon is fine, but right now the frustration comes from not being able to know if your actions will prevent the glass from taking that hit- from your fate being in the hands of random numbr generators regardless of your actions. Other At's know when they use a dedicated power they are giving up dmg(mostly) for that survivability edge. Blasters' tiny amount of built in mitigation is totally out of the players hands in many cases.

    one other thing- I think the secondary melee attacks should be altered as well. They should get a much higher recharge. then, the blaster melee mod should be increased dramatically. Huge damage for the poor sucker that approaches you, but balanced because you cant make a melee attack chain(thats what melee AT's are for). This in turn then becomes part of a blasters range is defense motto, by quickly eliminating a foe that gets through your range so you can maintain that gap. It also IMO balances the risk- reward of putting your squishy self in harms way. It turns the odd "moar dmg" secondary into a type of "moar dmg is moar defense!" in a backdoor sort of way.

    Thats my take on the situation. I do not believe there is a way to make the blaster both a team and solo ranged dmg dealer without compromising balance. by splitting these two issues, it becomes much, much easier to tweak the AT into a satisfactory role and modify certain aspects of the blaster mods and powersets to fit the role better.
  6. Well, lets see. Did Hybrid:
    Give me a reason to use a crashing nuke?- nope
    Make my snipe a worthwhile power?- nope
    Give me enough damage to make the tradeoff of survivability worth it?-nope


    I could go on, but I am just restating what others have already said.
  7. ED wasnt for IO's really. I remembr jack posting somthing along the lines of "I never expected players to slot 6 of the same type of enhancment, and even totally ignore secondary effect enhancment" which is of course, totally rediculous for a designer to overlook.

    So, in a way, ED was more about forcing players to slot like Jack wanted them to all along. i think the "yeah we have a new system coming to allow you to get some power back!!" was a knee jerk reaction to the massive rage quit exodus from the game at the time. If the devs had some ideas about the IO system, it was not like what we got, and it wasnt seen as important because CoV was on the horizon.

    As for which was/is more powerful, its sort of a wash- however as a whole I would say Old school is still more potent. Some sets and combos back then were indeed major gimp, but a lot of them were powerful in ways they can not be now, like broadsword for scrappers, and the whole blaster AT. ED really smacked slower animating sets bad. The trade off back then was slower means you got more frontloaded dmg. but then the dmg got hacked, and there was no compensation for years for it. Blaster snipes are still broken. Some of the weopon sets finnally got mostly balanced out when BaBs reworked the built in redraw times from the animations. Claws got more passes for dmg balance. Energy melee got passes to normalize it, but in the process got a fun-ectomy. I still dont see the logic on the pass they gave stone melee, but it still performs well enough.

    Basically, its apples and oranges yet for a lot of things. My main used to be able to fight plus 12 DE creatures in Founders falls, provided they were the rock ones that took more dmg from smashing dmg. Remember when Jose Escalante used to have monsters fall off the cliff above him and start attacking you while you were reading his mission text? I used to stand and fight- it was a lot of fun. Long battle of attrition, but I could win, and the reward was massive because of the level difference. That got "fixed" which was obviously a needed change to get the game balance under control- but it is just something we wont ever see again.

    Some things were plain broken, like invincibility had a decimal place error on the def and to hit bonus it applied. Unfortunatly, the devs didnt find it until after they had totally hacked the resist numbers out of invuln. Then they found out invinc was checking and appliying the def/tohit buff 3 times a second instead of 3 times in 10 seconds(and it stacked-yeah, that was a lot of +def in a few seconds time when you were surrounded). Then they fixed that error, and left the rest of the changes in place for YEARS. In I2, without any kind of target caps or def caps in place, you could take an invuln and herd enough foes to the point you actually could not get hit. I got the little clockwork gear bagde by doing the one mission where there are little scrap piles in an office building that spawn them. I just stood there, and after a fistful of gears had spawned, I could not be hit anymore so I just waited until there were so many little clockworks in the room They were stacked up, and then through a few punches on "stacked" mobs and got the badge.

    Yes, it was broken. No, we cant do that anymore, nor should we be able to. Yeah, the gap between global def redux/ED and the power creep that started when IO's got released and expanded was too big, but hindsight is 20/20. I think the game is in a much better place then it was in I2. But I also miss a few of those epic battles, one on one with a big rock monster and winning, and getting a truly massive reward for the effort. (warhulks in Creys folly were good fights too) BUT there is little I would change back. IMO the worst thing that we have from back then yet is the terribly unfun movment penalty in rooted in stone armor. But thats a pretty minor quibble in the grand scheme of things. If they fixed that, and got blasters back on track I think a legitimate argument about power levels now vs then could be had. Until then, I say the scales are still tipped to The olden days.
  8. Quote:
    Originally Posted by Hopeling View Post
    Still the PPM version, although not by much (25% proc chance in Stamina, versus 20% for the crafted version). Come i24 they will be identical, although of course that's still a ways off.
    thanks for the response
  9. question: did anyone every conclusively figure out which is better on the performance shifter proc in stamina- store bought PPM or in game %chance every ten seconds?

    I know some dev said eventually they want to alter everything to be PPM, but I live in the NAO so I would like to know which is better. Last I looked in the store the descriptions dont tell you the PPM rate on the SBE, so I dont even know what the rate is on them.
  10. Good on SO's- SS/Nrg. SS doesnt need as much acc because of rage, nrg provides some rech and some endo tools. Good mix of ST and aoe, and you can focus slotting as you see fit because of fury and rage. I did a lot of rech and dmg when I had mine slotted with SO's. A lot of fun on a cheap build IMO.

    Good with IO's- Stone/elec. Slap in as much rech bonus as possible, and seismic smash everythings face in. Endo tools to keep going, mitigation built into the primary to lessen the need for slotting def bonuses. Or spend billions and get both rech and def. I can not play a non-rech intensive stone melee after this brute anymore. Seismic smash every like 4 seconds really is that much fun.

    Good in AE- I dunno, I dont really use AE. I hear a lot about claws/xxxx, where xxxx is a dmg aura set like dark or fire or elec. I do have a claws/elec brute, but I dont think it fits the criteria of "weak outside AE" from the OP. I played mine mostly through hero side missions, had a blast with him in croatoa gutting pumkin faces and witches. Focus on a witch that decides to try to fly away- watch the little slash fx fly through the air and chase her down, and then see it hit and do a knock back fx= priceless.
  11. I was reading through this thread, and a lot of what is being discussed about tank mages went through my head quite some time ago, so I came up with this:

    http://boards.cityofheroes.com/showthread.php?t=278037

    I think some of you have seen it already, but I think a few of you have had some time to stew on the blaster situation a bit more in the time between this post and that thread. While my suggestion is not really a fix for blasters themselves, it would fill a lot of holes in player's concept desires. It would also relieve pressure on the blaster AT in the sense that if a player can make a concept in this new AT, it isnt required that the blaster AT is manipulated to do it. With that, the fix for the blaster AT could be more focused on the traditional role of the blaster: do dmg, a lot, to a lot of foes, all the time. A glass cannon AT is fine so long as there is a "not glass cannon" AT to go alongside it.
  12. Quote:
    Originally Posted by Benchpresser View Post
    Honestly... I want Ice Melee and Ice Armor first... Brutes have enough AoE sets
    This. Please devs, please let us play that set on an AT that is designed to actually do dmg.
  13. Quote:
    Originally Posted by Local_Man View Post
    I have been on a few Super Teams and designed teams . . . Ill/Rad was great, a team of Fire/Dark corrupters was the second best, but nothing, NOTHING comes close to a full team of 8 Fire/Rad Controllers.

    8 x AM caps damage, recharge, Recovery. 8 x Choking Cloud means everything is held instantly. 8 x Hot Feet puts out a huge amount of damage, and all you have to do is pop AM whenever it is up and walk around together.

    That's what makes Fire/Rad so powerful . . . most of the time, you don't have to cast anything other than leave AM on Auto. Just run around as a group, and everything is quickly held and dies. AVs might last a few seconds, and may need an application of Char and then EF. Stacked CC + stacked Char is enough to hold the AVs.
    This is the answer, and has been for quite a long time. Last I checked, containment ignores the dmg cap for the AT. I was on one but only stuck with it till lvl 26 or so. I would imagine 8x imps would make the the team even more of a wandering team chat event, and then picking up say, fireball later even more so.

    You can break the game a lot of ways. fire/rad trollers just break it the most.
  14. Quote:
    Originally Posted by JKCarrier View Post
    The best part about this is, judging by history, the chances are pretty good that someone will hit the wrong button, and it'll be free Titan Weapons for everyone!
    Magic is Impressive. But now, Minsc leads!!! SWORDS FOR EVERYONE!!!(squeak squeak!)
  15. Confirmed: Free item to be (1) super pack.

    This will get people to use the market, AND expose them to super packs and the fun therein.

    I accept your offer of: (1) super pack.


    Or whatever else it is regardless. Awsome free stuff is awsome.
  16. Eldagore

    Whip Powerset

    Quote:
    Originally Posted by VKhaun View Post
    Where did you hear that?
    Pretty sure BaBs used to talk about it when it was newish yet.

    I agree on the dom assault set. Even if they just put a few fire blasts in with them, it would make a cool set.

    Chuck a blob of fire onto your foe as he runs toward you and then whip him in the face with flaming whip. Badass.
  17. Quote:
    Originally Posted by StratoNexus View Post
    I am always interested and continue to read the posts by those who have been making them. I know Fulmens and I have been reporting our progress in THB's thread.

    I switched off my scrapper and switched back to my blaster. With SOs I have bumped my difficulty up to +1 / x 2. It is not going well, but I am going to persevere a little to see if it is just that I have not played without IO crutches for so long or if I can't handle that level with this build (maybe I just had a bad day, I made a lot of mental as well as fat finger errors). I do remember I sometimes had trouble on Unyielding for the first few levels after SOs, so it may just be too early to have switched (for me).

    I am pretty sure Explosive Blast at 27 (once I get some slots) will also be a boon to the build. Without the +recovery IOs, I am really, really looking forward to 29 and Consume (I imagine from level 26 on I will have major end troubles due to using three AoEs too much). Do we get more inspiration slots at 25, I think so and I hope so, that may really help as well.

    At some point I am going to switch to common IOs on both characters. I am guessing that will be ~27 and I will start to slot level 30 IOs.
    Are you playing this character solo?

    I have a nrg/fire. Here is what I experianced:
    lvl 1-20, eh maybe 24- fun. Nrg blast was potent, torrent did fair dmg and helped keep me alive, fire sword made the foes that closed in pay dearly.

    24-33: not as fun, got a little harder. Explosive blast dmg was a let down for me, but it was ok for chaining with torrent. Started to notice I had a very limited amount of time to unload /fire attacks or i ate pavement.

    33-38: got the interesting aura powers from /fire. Got really annoyed as they got detoggled in like every freegin fight. Torrent+explosive blast dmg feels like just torrent did at like lvl 20. Without red inspirations or lots of build up and aim use, the aoe combo left A LOT of clean up. Started having to kite almost non stop in every fight to stay alive.

    38-42: starting to think this build might work out. Toggle auras are slotted, and are actually pretty potent stacked up. Takes a whole lot of break frees to use them though. Still, IO's might really help this character....

    42-45: I was wrong. IO's made my 3 main ranged attacks fire off seamlessly, and added a lot of def, and made some fights easy, but every third spawn or so things go wrong. Lucky hits, def failures, lucky stun gets in and detoggles me, etc. This is really turning into a horrible slog to stay alive. Ah well, I want to get LRM missle for this guy it fits his concept.....

    45-47.8 OMG this is such a slog. Character started this range of lvl forever ago, and has been parked there for months and months now. I think billions of influence would salvage him, but I dont want to spend that on a character that really isnt all that fun due to the inherent mechanics and shortcomings of the AT.


    Thats what I did with mine. He didnt die much from 1-20. Mind you, he didnt get IO's till the 30's because they werent around yet, and from 1-15 was before ED, so he has been through a lot of changes and respecs what with defiance 1.0, then 2.0, then IO's etc. Each change I adjusted tactics and builds etc(though like I mentioned I never spent a gazzilion INF on him) but each adjustment still left him lacking compared to other combos within the AT.

    3 things with this combo:
    1- ST dmg isnt really the forte of the set, but the aoe can be very tricky to use, especially between the powersets. Lots of inspiration use!
    2- I never played this character in a total war /fire aoe rampage style for very long even after adjusting him for each new change to the game over the years. it is devestating to the foes, but in turn it is also devestating to your character more oft then not. Lots of inspirations are key. or spend a lot of money on a def build. Did I mention soloing efficiently requires a crapload of inspiration use?
    3- a team, and sometimes even a really good/well complimenting partner can make a massive difference. my buddy played a mind/empath troller in the late 30's/early 40's with my blaster, and it was crazy. Still had some defeats, but the ability to push the character to the limits was more then worth it. I would say adding his buffs and control safety was worth at least 5x kill rate compared to solo, and that is conservative.

    Anyway, I am curious to see where you go with your build. I dare you to solo it with SO's to 50. j/k, i wouldnt wish that on anyone after what I went through up until the last few respecs. I think success for you will depend on what you feel is acceptable amount of inspiration use, and what your expectation of leveling speed is. This combo fell short for both of those areas for me.
  18. I agree. Clunky. Needs a rework. When I have characters concepts that would fit TP, I picture things like Fulgore from Killer instinct, a very brief animation that plants you just behind your foe so you catch them off gaurd and can land a can of whup on them.

    Really, I know it is "just a travel power" but IMO all the travel powers should have attack tactics that go with them. Flying super punch, TP stealth attacks, super speed/evasive pummeling, super jump surprise ground pounding AOE, you know COMIC BOOK STUFF!!

    To me, this is the biggest failing of "travel powers". While the sensation of flight is awsome of itself, its what heroes and villains in the movies and books do while flying or teleporting that makes you say "awsome". Entire comic characters were built around travel powers and attacks or other deeds, done with them.

    Imagine this:

    You have fly toggled on. This enables a power to use with fly. While fly is active, you can target an enemy and perform a "flying punch" that will launch you at the enemy, fist extended, and do heavy dmg. Recharge: long

    or

    You have TP. Target a foe, and a power is enabled. "TP attack" By clicking this power, it will "que up" with a orange circle. Clicking any one of your attack powers will then TP you to the spot directly on the other side of targeted foe, and perform the attack you selected. (yes this is sort of possible now, but the UI is dreadful and difficult to use and the long animation is killer to try to do it in combat) recharge: fast (dmg dealt mostly dependent on your normal attack powers anyway)


    These kind of things are possible now with the tech they have, though there would be some effort involved to get it in game.
  19. Once upon a time, the powers were rather good emergency buttons. Even for tanks- if someone on the team was getting piled on, and there were too many to taunt, or taunting didnt get the aggro, you could use handclap and it gave your team mate plenty of time to escape and recover or run far enough away to drop aggro. Granted this wasnt one of those things that happened all the time, bu it did happen, especially on very small teams like duo's or trio's.

    Unfortunatly, back then, there were very hardcore outspoken min max players, and I mean outspoken, that would RAGE when someone used knockback and messed up there tightly grouped AOE herd. As the game has basically evolved to accomodate that type of play- the limited use for handclap has pretty much dissolved into nothing.

    I would agree with others that no dmg= change it to knockdown. That is the only simple solution I see to fix it, as adding dmg would potentially overpower Super Strength by giving it two aoe powers. There are other things one could do, like make it a short wide cone attack, but that would mean a lot more work then simply changing the knockback magnitude.

    My 2 cents
  20. Put it in the super packs. Putting the T9 VIP costume stuff up for sale straight out in the market seems like a lazy cop out, and devalues the VIP part to much. At least with super packs, its still random chance meaning it takes at least a little effort or dedication(because of the risk involved for your money vs just selecting it in the market).

    Ideally, IMO, there would be some in game achivement needed to unlock it, like special mission arcs with a particular badge, at which point it would get unlocked in game at the tailor. But this method removes the potential for real money transaction so I just dont see it happening.
  21. I was reading JayBoh's thread abot orbs and already had a concept come to mind about a magician or wizard- and then thought about it and wondered if the image in my brain could be ported to other stuff.

    basically, i had imagined a classic wizard with his ornate, gnarled wood staff with a glowing gem on top, shooting JayBoh's new orbs at things from the staff...... and then I thought, why not other blast sets too?

    What if we had things like energy blast, electric blast, fireblast, animated as such that your character fired the projectiles from a wizard staff/techno spear or even some other item, like a set of guns(think energy blast coming out of something like the "heavy barrel" praetorian resistance guys have) or even things like wands, like the blackwand.

    I mean, how cool would it be to fire electric blasts out of the end of some pointy techno spear thing, or see short circuit come out from a staff held up over your wizard's head? or bust out that big ol dust cannon and fire off some REAL beam rifle blasts(like power burst)

    How much work would this take on animations? would it be basically all ground up work, or could the projectile start point of current animations just be altered to work with some of the existing things? I am not really familiar with how the animation work in this game is done. In my mind it would be as easy as taking a few of the "gun" animations for example, and then moving the projectile start point part of the animation to "fit" on the end of the gun barrel, and voila. I could be horribly mistaken though on this.

    I think it would add tons of new concepts to old sets, really spice up some of the classics.
  22. I dont see it as OP. You have some +res(emphasis on some) and a kind of aoe heal and some sort of tricky to use +regen. Those effects work well together for a team, makes incoming dmg slow down a little to allow for enough reaction time to use the heal power. Looks good to me there.

    Not sure about eh -res to enemies, combined with the plus dmg in that last power to team mates. -30% res and +15% dmg is a pretty big swing there. The slow power and stun power look fine. I might consider dropping the -res to 25%.

    Mostly I like it. it is a kind of animation/powerset that doesnt really exist and would fit tons of concepts, and offers a lot of powers that would be usable solo which is unlike a lot of existing sets. Thumbs up.
  23. Eldagore

    Eye of the Storm

    If you dont like it you should skip it. If it breaks immersion for you or makes you say "ug" watching it, you will have your fun level decreased, and that is a terrible thing to have happen.

    IMO, I like it better then innocuous strikes, stabbing feet like 10 times is rather blah to me. besides, what would be better? Whirling staff? BARF. Now there's an animation I cant stand. I am glad they went original for this pbaoe power.

    I can see how it doesnt fit some concepts though. I made up an armored giant character and gave him the laser spear or whatever its called. it looked pretty cool, but yeah the upside down spin part of that animation looked fairly out of place with that guy so I whipped up a normal size male concept instead.

    maybe we can get an alternative animation for that power. After the whirling one though. it would be a red letter day if they made a new animation for whirling X.
  24. Quote:
    Originally Posted by Nieromaru View Post
    So... Moon zone confirmed?
    yeah.... I dont recall anywhere in game you can see both the earth and moon in orbit. But that also means it cant be the moon..... giant meteor the shivans put into orbit? Thats my guess anyway. Maybe thats a new zone for 40-50 we get instead of revamped shadow shard.
  25. I vote energy/fire. Both sets tend to rely on some kind of synergy from the accompanying primary/secondary of a character to excel. Energy is a keep away set that benefits from self buffs, other keep away powers, hover, etc. /fire is a pbaoe set that relys on ST dmg coming from the primary to put down bosses, and also looks to the primary to offer some kind of controls so you dont get your face smashed- even if that "control" is really fast hard hitting ST dmg.

    So then we put them together. /fire offers nothing but build up for energy blast, though ring of fire is an ok attack with immob in it. energy blast does not offer any real reliable control for fire, and that control puts the foes out of the AOE of fire's attacks. hover blasting means you might as well not have a secondary. /fire reallyrelys on defense to function, a single mag one mez, for even an instant, will detoggle blazing aura and hot feet. Energy offers no ST holds, sleeps,etc to keep that mezzer at bay.

    There are a fw things you can try with the pairing, like Arcana mentioned, but really nothing works well, and your attempts will feel like they maybe 50% succeeded most of the time. I have had one of these since Issue 2. He is lvl 47, and I just dont play him because the current state of blasters mechanics leaves him grasping for straws when it comes to tactics or even surviving most any situation. nothing sucks more then trying to figure out how to leverage nrg torrent, explosive blast, pbaoe toggles and fire sword circle in the middle of a fight. you can figure out how to make them sort of work at the begining of a fight, but once you are in the fray, picking one to use without compromising the others gets really irritating.



    Of course, no pairing for a blaster will lack synergy if you spend enough money on rech and soft capping def. When you have plenty of time to maneuver and position because mobs cant hit you its a whole different game then trying to fight for your life on SO's. So, regardless of what you choose, your budget will determine the outcome.