-
Posts
388 -
Joined
-
I'd recommend "Rising Stars" from Top Cow. It's a 24-issue series, a pretty decent run and a relatively unique story. The plot sorta fell apart towards the end, but still... worth the read in my experience.
-
Quote:I don't know if they're still available in the AE, but a while back, I made an "interesting" mission and tested it solo.Will of the Earth
Evil, evil object.
Basically, it has a chance of spawning enemies based on the number of enemies hit by an auto-hit pulse. Difficulty settings don't much matter, since they are spawned via the powers system rather than the standard spawn system.
There are tactics you can use to minimize its effects, and, due to the nature of it's powers, Masterminds, Dominators and Controllers are at a bit of a disadvantage.
1) Outdoor mission with random Giant Monsters (Lattice, Granite, w/e) spawned as bosses (not required to complete the mission).
2) Set the GM's surrounding mob to a custom mob... of ONLY Will of the Earth.
3) Testing this solo, it was an interesting, if challenging encounter...
4) Running this with my 8-man ST lagged us so badly a few of us were DC'd in the process, JUST from the WoE spawns. Granted, this may have been because one of our tanks decided to aggro more than one GM spawn at a time... >.>
WoE's are fun, imho -
My biggest concerns at the moment are the fact it's being fast-tracked and, well... the casting. I'm concerned about fast-tracking because, unless they're going extremely-character driven and skimping out on the fighting... this movie is practically REQUIRED to be special effects-heavy. Fast-tracked special effects, especially when the effects are doled out to multiple different studios, make the consistency of the effects really suffer. Wolverine is a prime example of the effects being ALL over the place.
As to the casting... Prof X and Beast especially give me worries. I mean, I love James MacAvoy, but... really? I'm actually getting pretty similar vibes from The Last Airbender casting. Each name that popped up just made me more confused and concerned. Hopefully the other of the original five at least look the part (Nicholas Hoult is also good-ish, but... he's a freakin' BRITISH BEANPOLE).
<ahem>
Also, should this maybe be in the culture forum for all to see? -
Hmmm... I think I like the concept. I assume though that the APPs would be locked depending on the AT though? Wouldn't make much sense for a PB to have Gravity Mastery, or vice versa.
-
Quote:And this is why we like you and why I like this game/community.Hey, guys. Just wanted to thank everyone for casting a vote and for helping us get a better picture of what the playerbase is thinking. Here's my takeaway from reading the 22+ pages of thoughts on the topic: Arguments on both sides were compelling to the point where a third option, perhaps involving the menu setup, seems like the best way to satisfy all parties. This is NOT a promise of future action, but it's the view I'll express on your behalf.
So yay--everyone wins.We'll make every effort to create new pieces that give you all better options in areas that might be lacking. And don't worry, Option 2 folks--nothing will be removed from the system.
If anyone would like to comment further about specific costume pieces, please don't hesitate to post in the All Things Art thread.
Cheers,
Noble Savage -
Quote:This pretty much sums up the reasoning for my vote as well... option #1.--snip--
Conclusions
Option 1.
Yeah, as much as I made an argument for Option 2, there is a reason why most of the old low-rez pieces must go away: Because others have to look at them.
Take, e.g., the competitor's creator which has taken an art style of human anatomy which I find sickening with it's shrunken cranial tops and jaws, over-pronounced brows, and slouching stance. I can use their sliders to correct all that on my toon. But the moment I go into the game, I'm sickened by seeing the uncorrected style on every other toon and critter around me.
If CoH is going to advance and be considered a modern game and not some six year old relic, it has to eject the old low-rez pieces.
But to that end, there are some rules of advancement that I recommend be followed to ameliorate the pain of change:
1. Start with complete sets. For example, the Steampunk pieces are horrendously low-rez. They should be updated and presented as a complete set... it will feel as if we have indeed received a brand new set.
2. Complete uncompleted sets: Steampunk is missing options, like Steampunk boots. Finish the set. Updating the look while leaving the gaps in the set will feel like salt in the wounds of all those who've been clamoring for the set to be completed for years.
3. Don't change the design. As mentioned above, the snowflake design got upgraded, and at the same time, redesigned. Don't do that! If the artist really, really wants to change the design, then add, don't change. Up-rez the old design and *add in* the new design.
4. Matching skins. See what I posted above. If you're going to up-rez the Steampunk set, then it would be nice to see a rusted skin, a shiny metal skin, and a UM reflective metal skin: Costume creator 2.0! Do something like that and no player crying over losing the old low-rez version will be heard over the ewwing and ahhing of the crowds over the new options.
5. Fix missing and broken pieces. I don't know how it can be justified for the Dev team to spend time up-rezzing pieces and not fixing what's been broken for a long time - a very long time. Really, I hate to be rough with you, David, but you've been pointed to a really broken part of the costume system and under your watch it hasn't been fixed yet. I regard that as a failure on your part and the other Devs involved. When are you going to fix the cape problem outlined here?
6. Join the Patch Notes process. It seems that the costume art department is immune to the patch notes process. When the Gladiator Shoulder piece was up-rezzed, there were no Patch Notes. In fact, except for when new costume *sets* are added, we're never informed of changes in the costume creator. Pieces go purposefully missing? No notes. Pieces not part of a set get added? No notes. Pieces that were broken get fixed? No notes. It makes me wonder if the costume department is in the same country as the rest of the Studio, let alone the same building. Getting back to the OP... it will reduce a lot of the anxiety and nerdrage of up-rezzing legacy pieces if you actually let us know which pieces have been up-rezzed when it happens rather than having to hunt through all the menus. -
-
Either my search-fu is weak, or there just isn't anything in recent history regarding Windows 7 compatibility. Either way, I didn't see anything that immediately jumped out as having matched my issue. Any help y'all can provide would be most appreciated.
Thanks!
---System information gathered by CoH Helper version 0.2.0.2---
DxDiag gathered at August 26, 2010 18:15 (-07:00)
Operating System: Windows 7 Professional 32-bit (6.1, Build 7600) (7600.win7_gdr.100618-1621)
System Manufacturer: Unknow
System Model: Unknow
BIOS: Phoenix - AwardBIOS v6.00PG
Central Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 6000+ (2 CPUs), ~3.1GHz
Memory: 4096MB
.Net Memory Report: 1374MB out of 3071MB available
Page File: 4207MB (1934MB currently in use)
C Drive: (WDC WD2500JD-55HBB0 ATA Device) 82585MB out of 238472MB (34%) free
G Drive: (Seagate FreeAgentDesktop USB Device) 46453MB out of 238472MB (19%) free
D Drive: (ASUS CRW-5232AX ATA Device) zero-size drive
E Drive: (SAMSUNG CDRW/DVD SM-316B ATA Device) zero-size drive
Windows directory location: C:\Windows
DirectX: DirectX 11
DirectX Diag version: 6.01.7600.16385 (32-bit version)
Display Notes: No problems found.
No problems found.
Sound Notes: No problems found.
No problems found.
Input Notes: No problems found.
Monitor:
Monitor's Max Resolution: (blank)
Video Device Name: NVIDIA GeForce GTX 260 (Microsoft Corporation - WDDM v1.1)
Manufacturer / Chip: NVIDIA / GeForce GTX 260
Video Memory: 2161 MB
Driver Version: 8.15.11.8593
Driver Date: 7/13/2009 6:16:11 PM
Driver Language: English
Monitor:
Monitor's Max Resolution: (blank)
Video Device Name: NVIDIA GeForce GTX 260 (Microsoft Corporation - WDDM v1.1)
Manufacturer / Chip: NVIDIA / GeForce GTX 260
Video Memory: 2161 MB
Driver Version: 8.15.11.8593
Driver Date: 7/13/2009 6:16:11 PM
Driver Language: English
Sound Device Description: Speakers (Realtek High Definition Audio)
Driver File: RTKVHDA.sys
Driver Version: 6.00.0001.6167
Driver Date: 7/28/2010 3:23:36 PM
Sound Device Description: Realtek Digital Output (Realtek High Definition Audio)
Driver File: RTKVHDA.sys
Driver Version: 6.00.0001.6167
Driver Date: 7/28/2010 3:23:36 PM
WMI Information
Motherboard Manufacturer: JETWAY
Motherboard Model: (empty)
Motherboard Product: HA07
Motherboard Version:
BIOS Manufacturer: Phoenix Technologies, LTD
BIOS Name: Phoenix - AwardBIOS v6.00PG
BIOS Version: RS780 - 42302e31
BIOS Release: 20080725000000.000000+000
Registry Information for Current User
Resolution: 1024x2147483647
3D Resolution: 1024x2147483647 (Not using renderscale)
Full Screen: No
Maximized: No
Screen Position: Unknown, Unknown
Refresh Rate: UnknownHz
Vertical Sync Enabled: No
Physics Quality: Unknown (2147483647)
Maximum Particles: 50000
Max Particle Fill? 10.000
Physics Card Enabled: No
Anti-aliasing: Unknown (2147483647)
Anisotropic Filtering: Unknown (2147483647)
Texture LOD Bias: Unknown (2147483647)
Water Effects: Unknown (2147483647)
Bloom: 1.000 (turned off)
Depth of Field Enabled: No
Desaturation Effects (Sepia) Enabled: No
Shader Detail: Unknown (2147483647)
World Texture Level: Unknown (2147483647)
Character Texture Level: Unknown (2147483647)
World Detail Level (Vis_Scale): 1.000
Entity Detail Level: 1.000
Shadows Enabled: No
Shadow Mode: Unknown (2147483647)
Shadow Map Shader: Unknown (2147483647)
Environmental Reflections: Unknonwn (2147483647)
Advanced Occlusion Settings: No
Ambient Occlusion: Off
Occlusion Strength: Unknonwn (2147483647)
Blur: Unknonwn (2147483647)
Ambient Resolution: Unknonwn (2147483647)
Gamma Correction: 1.000
Geometry Buffers (VBOs) Enabled: No
Suppression of FX When Camera Close Enabled: No
Close Suppression Range: 3.000
Show Advertisements: Yes
Audio Mode: Performance
3D Audio: No
FX Sound Volume: 1.000
Music Sound Volume: 0.600
Show Advanced Graphics Options: No
Overall Graphics Quality: 0.500
Reverse Mouse Buttons: No
Save Login Username: Yes
Transfer Rate: 481650 bytes/second
Current Game Version: 1850.201007290124.21T2
Installation Directory: C:\Program Files\City of Heroes
Mod files in the Data directory
No modifications found
Edit1: <sigh> Updating video card drivers now... thought they were up to date :/ Hopefully that's all it is. -
I'm guessing the devs won't set out to do anything that will allow a player to "shortcut" content. Personally, I think the only thing we really need to balance out the epic sets system would be Heroic PPPs.
My 2 cents. -
Kheldian Powers: All - I know color customization doesn't make sense to keep things in-theme, but alternate animations (human forms) would go a LONG way to make them feel more personalized.
Ice Armor: Effects/Toggles - While I'm sure some really like the legacy toggle look, the effects for Ice's toggles look VERY little like ice right now. Perhaps something that takes into consideration reflections in Ultra Mode?
Forcefield: Effects - A more honeycomb/faceted look to the fields. -
Aberrant Summoning
- Neutrino Bolt - A very quick, but low damage attack. Neutrino Blast can reduce the target's Defense.
- Primal Aberrations - You summon minions that have been twisted with a genetic curse that has granted them exceptional physical attributes.
- X-Ray Beam - You can emit a beam of X-Ray energy from your eyes, dealing moderate Energy damage. This attack can bypass some defenses and can reduce the target's defense.
- Mutagen - Mutagen will permanently layer your Aberrant Henchmen with more advanced, specialized mutations. The powers gained are unique and dependent upon each Aberration. This power only works on your Henchmen and you can only Mutate any given Aberration once.
-Primal Aberrations:
-Elemental Aberrations:
-Psionic Aberration: - Neutron Bomb - This devastating attack lobs an explosive sphere of deadly radiation, damaging the target and all nearby foes. Neutron Bomb can bypass some of a target's defenses and reduce the target's Defense.
- Elemental Aberrations - You summon minions that have been twisted with a genetic curse that has granted them exceptional attributes that give them control over the elements.
- Tentacles - You summon a subterranean creature to a targeted location. The creature will produce a large Tentacle from under each live and defeated foe in the area and start attacking your enemies. Tentacles do minimal damage, but they can knock down your enemies, spray venom and its poisonous barbs can slow your foes.
- Psionic Aberrant -
- Genetic Accelerant -
-Primal Aberrations:
-Elemental Aberrations:
-Psionic Aberration: You summon a mutated aberration that have been so radically mutated it has gained significant mental abilities.
- Transfusion
- Siphon Power
- Repel
- Siphon Speed
- Increase Density
- Inertial Dampening
- Transference
- Release Potential
- Fulcrum Shift
--still in progress--
Sadly, work calls... more tonight!
--still in progress-- -
So... we've just seen the rise of four new powersets, each filling a unique niche or game mechanic. My question, of course, is "now what?" What is in store for future sets? What niches/themes still need to be filled? In my mind, there a few glaring "holes" that would I'd love to see filled (some day). I'm going to avoid the mire of dark control/blast/manipulation/assault entirely (though that's another hole that would be awesome if filled in).
My thoughts are these:
A tech-based control set, a tech-based assault set, a mutation-based MM primary and kinetics for MM support. Here are what I envision these sets looking like. Nitpick away!
Device Control (Dominator/Controller Primary)- Web Grenade - Upon Impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can immobilize most targets. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is slowed. The web can bring down flying entities and halts jumping.
- Taser - The Taser is a short-range stun-gun. The prongs launched from your weapon release a high-voltage, low-amperage electrical charge that can Disorient most opponents with minimal damage.
- Web Mine - You place a small device that blends in with it's surroundings, waiting for enemy movement. Once the trap has been sprung, the web mine will launch multiple Web Envelopes over time. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping.
- Nanite Swarm - The nanite swarm, composed of tiny, simplistic machines, can be released and targeted to attack your foe. The swarm will deal moderate toxic/energy damage over time, choking your foe into a standstill. If the foe is defeated while they are still active, they will use the enemy's remains to propagate and attack another nearby foe. Left with no one else to attack, they will follow you briefly before succumbing to their short life-cycle.
- Airburst - You toss a short-fuse grenade above the heads of your enemies. The resulting explosion will deal moderate smashing damage and knock down even the most powerful of foes. Some weaker foes may even be stunned for a time.
- Distress Beacon - You have crafted a device that is able to trick the emergency teleport system. Any foe that approaches the device will be flagged as "near-death" and the emergency teleport system will attempt to transport said foes away. However, the beacon will jam the transmission, causing the foes to be caught in limbo for a brief time. The limbo state will cause moderate lethal damage over time. In addition, all foes trapped in this limbo state will have their resistance to energy damage severely reduced.
- Control Drone - A piece of very delicate machinery, you launch a tiny drone at one of your foes, which attaches itself undetected at the base of the skull. Once there, the drone will emit frequent bursts of disruptive shocks to the brain, confusing and enraging your foe into attacking his allies. After a time, the drone will self-destruct, causing your foe serious damage.
- Psionic Buoy - You use your personal teleporation system to summon a bomb in the midst of your enemies. Crafted after an Arachnos Omega Bomb, the beacon immediately sends out a short range psionic signal and hypnotic light display to draw the attention of those nearby, causing them to approach the device. Then it detonates, causing moderate damage to all enemies in a wide radius and stunning even the most powerful of foes.
- A.S.A.P. (Automated Scout and Assault Prototype) - Your greatest achievement, the A.S.A.P. is a one-of-a-kind automaton. Equipped with state of the art cloaking technology and powerful electrical weaponry, this robot can provide cover-fire, be the perfect scout... or assassin. Equipped with: Hide, Assassin's Shock, Lightning Bolt, Shocking Grasp, Charged Brawl and Smoke Flash.
Assault Weapons (Dominator Secondary)- Single Shot - A quick single shot from the Assault Rifle. Extremely accurate.
- Pummel - You can smash your opponents in close combat with the butt of your rifle.
- 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.
- Dragon's Tail - This low spinning kick deals moderate damage, but has a chance to hit all enemies in melee range. Successful hits will trip and knock down your opponents.
- Targeting Drone - When this small device is activated, the small Targeting Drone hovers around your head and emits targeting laser sights. The lasers can dramatically improve your chance to hit and increase your Perception, allowing you to better see stealthy foes. Targeting Drone also grants you resistance to powers that DeBuff your chance to hit. Targeting Drone is a toggle power and must be activated and deactivated manually. Like all toggle powers, while active Targeting Drone drains endurance.
- Caltrops - You toss a handful of Caltrops at a targeted location and spread the tiny metal spikes over a large area. Any villains that pass over the Caltrops will be forced to move at a slower rate. They will also take some trivial Lethal damage over time.
- Exploding Shuriken - This small throwing star is rigged to explode on impact.
- Gun Drone - You can summon a Gun Drone. The Drone has an extremely fast firing rate and is equipped with a customized tracking system. Once locked on, the Drone will continue to unload a volley of lead into the target until it is destroyed. The Drone is armored, but can be destroyed.
- LRM Rocket - The LRM Rocket 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, so this attack can be interrupted.
-
My first impressions are actually quite favorable on a Dominator. Combined with /Stone, there's a very nice variety and feel for a melee-centric character.
As for Controllers, I feel it would pair well with /Cold, /Rad, or /TA. Definitely a fun set, even if it's a little control/damage light.
I will say though, Static Field is THE best I've ever seen a sleep power. The reapplication of the sleep, as well as the small end buff to all players within the field is rather nice. -
-
While I know there are a whole host of things in the game that could stand tweaks/updates/changes, there are three specific game mechanics as a whole that (in my opinion) could really use a looking at. They are Phases, Sleeps and Snipes. Here are my current ideas to improve these underwhelming game mechanics, though I'd love to hear other ideas.
Sleeps
The Problem: Most sleeps in typical, team-based gameplay provide little to no control, as teammates/AoEs typically wake NPCs instantly.
Potential Solutions:- Add an initial, unenhanceable hold component to sleeps, providing a very small window of FULL control, followed by the typical soft control of the sleep. The hold would be the same mag as the sleep and would only apply if the sleep itself hit.
- Add a chance to reapply the sleep every few seconds or so, for a limited number of iterations. This would somewhat negate the instant cancellation of the control. Functionally very similar to the way fear currently works
- Add a short-duration -range effect to all NPCs slept. This would allow some level of safety when combined with AoE immobs (perhaps).
Snipes
The Problem: Snipes in general provide very little in team-based gameplay, as most targets are usually defeated by other players by the time the snipe animates and hits.
Potential Solutions:- Add a -resistance effect to the target, allowing for easier defeat from follow-up attacks
- Add a chance for an AoE Fear based on the target, should the target not be defeated. Functionally similar to the Stalker AS effect. The Fear would not aggro.
- Add a brief buff to the player, increasing their ranged defense and movement/recharge speed. Conceptually an adrenaline boost for the sniper to reposition for the next shot.
Phases/Cages
The Problem: Very few players understand the concept of phases. Even those that do often find phases to be a hindrance to gameplay, rather than a benefit.
Potential Solutions:- Cause all phases to become low-magnitude holds when used against foes that have been immobilized by the player.
- Make phased NPCs untargetable. Make every NPC caged/shifted a "beacon" of +recovery while phased.
- Make phased NPCs untargetable. Cause all NPCs effected to be stunned after the phase wears off (unenhanceable).
-
Wow... those swords... those tails... LOVE.
-
Quote:The power [Secondary Mutation] is a click that randomly activates an auto power from the list above. The mutation lasts for 20 minutes, not sure on the recharge. It is basically a self-applied [Mystic Fortune].So are these auto powers, click powers, what are the duration, recharge? Inquiring minds want to know.
I can't hit the test server till the weekend
<shrug> I've had access to the Alpha and Omega auras since the i17 beta test. Do others not? -
Quote:Actually, there are three different glow sources going on here. The costume itself (green stripes on the skin), Secondary Mutation (the blue glow around her feet) and the Omega aura (the part that leaves the trail behind as she's running). Both costume sets do have tintable glows, but they do not leave a trail of any kind.A very cool pic Genesis Man, was curious if that glow was part of the costume or was it a prestige sprint? Also, if the costume does glow on it's own like that, is it considered a combat or standard aura or does each individual piece have it's own particular glow?
-
Secondary Mutation [all versions]
Operating System (Vista, XP, OS X version): XP
User Client (Mac/PC/Linux): PC
Server: Test
Zone: All
Character name: Genesis Man, Ice Wind Razor, Zagzagel1, Noah Harker
Time: 12:28 AM (est)
Location: Any
Archetype: Tested on a multiple ATs including a tank, blaster, defender and dominator.
Critter Type: n/a
Level: 50
Bug Description: Power can stack once. Requires the character to log out while the first buff is still in place but the power is recharged. Does not stack a third time. -
Just dropping in to share the list of mutations I've come up with thusfar. I've not seen ANY negative mutations.
Mutation: Pain Tolerance
- End Disc -56.51%
- +Regen .54%/sec (6.34 hp/sec)
- Stun, Sleep, Immob, Hold, Terror Res -33.33% duration
- +5% Def(All) - Typed
- +30% rech
- +15% Movement
- +3.3% Acc
- +60% Perception
- +3% Def(All) - Positional
-
Here are some more pics, as well as a starting list for all the different secondary mutations. Thusfar I'm not seeing ANY negative mutations.
Mutation: Pain Tolerance
- End Disc -56.51%
- +Regen .54%/sec (6.34 hp/sec)
- Stun, Sleep, Immob, Hold, Terror Res -33.33% duration
- +5% Def(All) - Typed
- +30% rech
- +15% Movement
- +3.3% Acc
- +60% Perception
- +3% Def(All) - Positional
-
Working on pics now. Organic Armor is unbelievably cool... well, all of this booster is...
-
I tend to run with a Bleach-RP group. One of the characters I play (Peacebringer) I actually completely ignore the story of the AT. Instead, I play in human/dwarf, using Dwarf mode as his Resurrección form. Part of his abilities are the complete regeneration of his body... which I visualize with a bony, zombie-like costume change when I am forced to use [Restore Essence].
-
Thanks! I really wanted to conceptualize a set that filled a variety of support roles without really stepping on the toes of any other sets. I REALLY want the power [Reversion Pulse] in the game, as I see it as being an interesting "safety net" for a team on the brink of defeat. I wanted to see the other powers be strong enough to be of use (and not make RP the sole reason to play the set), without doing anything better than another set that accomplishes the same tasks. Now if only Castle (or some other dev-god) would look at this and go, "By jove! I must make this set become reality!" Heh...
-
I've always thought that time control/manipulation would be an effect that would fit very well with this game... but have always wondered exactly what AT this would best fit. Control? Support? Then of course there's always the question of... what makes THIS set unique? Here's what I was thinking:
(Tier 1) Tachyon Burst - Fires a beam of accelerated tachyons into a foes body, stripping them of much of their resistance and causing them minor energy damage.
(Ranged -Res, Minor Nrg Dmg; Recharge: Fast)
(Tier 2) Jitter - By throwing off your foes' perception of time, you decrease a great amount of their accuracy and damage output. Be warned, the attack will cause your foes to become enraged for a short time after the effects of the power has worn off.
(Taunt, -To Hit, -Dmg, Delayed +Dmg; Recharge: Moderate)
(Tier 3) Ionic Trap - Your control over the intricate fabric of time allows you to fold a single foe between the beats of time. Your opponent will be held in place and be unable to recover endurance or regenerate his health. (Mag 3 Hold, -Recov, -Regen; Recharge: Long)
(Tier 4) Doppler Shift - By shifting you and your teammates' perception of time, you greatly increase your collective accuracy and perception. Your allies will also experience a moderate increase to their damage output.
(Toggle, +Acc, +Perception, +Dmg)
(Tier 5) Path Delay - Surrounding your body with a space/time distortion, you greatly increase you and your teammates' defense to ranged attacks, as well as moderately increasing melee and AoE defenses.
(Toggle, +Def(Ranged, Melee, AoE))
(Tier 6) Accelerate Frequencies - Activating this power increases the frequency you and your allies can effectively utilize energies at your disposal. It will also greatly boost damage dealt by Energy attacks.
(PBAoE, Ally +Rech, +Recov, +Nrg Dmg; Recharge: Long)
(Tier 7) Temporal Isolation - By wrapping an ally in a field of temporal isolation, you are able to provide him some resistance to all types of damage, as well as some protection from and resistance to status and slow effects.
(Ranged Ally +Res(All, Hold, Sleep, Disorient, Fear, Immobilize, Slow); Recharge: Moderate)
(Tier 8) Reversion Pulse* - Though the test of time is strong upon the body, your control over time is stronger. You can create a pocket of space that will revert the passage of time. This will cause your allies' wounds to disappear and energies to be restored. It will even restore life to those that have fallen in battle. (Ranged Location AoE, Ally +Heal, +End, Rez; Recharge: Very Long)
(Tier 9) Time Transfer** - With intense concentration, you are able to shift the passage of time away from your foes, slowing their regeneration to a crawl. For every foe affected, your nearby allies will have their own regeneration boosted.
(-Regen, -Movement, Ally +Regen; Recharge: Long)
*This is essentially a pseudo-pet designed to "tick" a heal, +end and resurrection. The ticks would be about 10 seconds apart. The field would remain for 30 seconds and last even after the caster falls (potentially resurrecting the caster).
**This would operate exactly as Fulcrum Shift does, manipulating regeneration instead of damage.
I see the set as basically offering moderate buffs and debuffs across the board, best suited as ranged support... while still being a viable set for those that wish to play solo or on small teams. What do y'all think? Is the set playable/fun/balanced? Obviously there are no numbers associated with the buffs/debuffs, but I assume that the numbers would be relatively low due to it's wide variety of effects. A jack-of-all-trades buffer if you will.