HighRoller

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  1. My idea would look kind of like this:

    CHI MANIPULATION
    Punch (like SS) (mod dmg, knockdown)
    Thunder Kick (minor dmg, disorient)
    Cobra Strike - very light damage, big disorient
    Focus Chi = +dam, +hit
    Conserve Power
    Stealth
    Scare/Intimidate - ranged fear
    Dragon's Tail - PBAoE, mod dmg, knockdown
    Invoke Panic Plus - PBAoE fear
  2. Quote:
    Originally Posted by Rigel_Kent View Post
    Is there any concept or gameplay reason you couldn't go another AT with Trick Arrow instead? Blasters aren't always the best idea for concept. Or gameplay.
    Mostly, not wanting to shoot nets and glue at people. That's perfect for some concepts, like Frankenstyle, my former Vahzilok experiment comedy action guy. It's not so hot for my samurai-themed deadly archer. One approach I considered was taking TA and only taking snare arrow and flash arrow, but that's a pretty gutted power set. Another idea was going Empathy/Archery and defining Empathy as a non-powered leadership ability, using Maneuvers from Leadership to shift the build into more of a buffer. However, I realized I would much prefer having a different level 1 melee attack, Build Up, and so forth. I want to play the concept very aggressively. That led me to reflect on my dissatisfaction with EM for Natural blasters, which are fairly close mechanically but just don't scratch the right itch.

    You know what's kind of weird? (Tangent alert) TA isn't much of a debuffing set. If anything, it looks more like a Blaster Secondary baby-control set.
  3. Quote:
    Originally Posted by Diggis View Post
    Really? Because one power caused knock back and another makes it go further? Wow, you really dislike knockback.

    I found the KB in Power Thrust very useful at low levels as mitigation. A KB'd foe isn't causing damage, and as I'm ranged and they are currently targeted they aren't causing anyone any issues.
    I like Power Thrust and I like knockback. "Knock the guy across the room with a glowing punch" just doesn't scream Natural origin to me. Energy Manipulation is great for my towering robot with Energy Blast, or my dual pistol wielding vigilante who wears energized gauntlets. It's not so hot for a Natural Archery character, whom I would rather not assign Trick Arrow because they are supposed to be a deadly archer, not some wacky gadget-based character who shoots nets or oil slick arrows.

    Seriously, what is the natural choice for an Archery blaster? "I shoot arrows at bad guys, and also...

    ... "I can energize my fists. And I like shooting people with arrows. Because."
    ... "I have ranged elemental powers but no blasting attack. And I like bows."
    ... "I like to use advanced cloaking devices, grenades, and a robot targeting drone with my bow."
  4. Quote:
    Originally Posted by ClawsandEffect View Post
    Really? Where? It IS very glowy, but the "huge knockback" just isn't true.
    The first power, which you will take on your Secondary, no choice, hurls guys around the room. Since it constitutes a good bit of your damage potential the first few levels, it's not very convenient to just tuck it away to the back of your tray and forget about it.

    Power Boost "Greatly boosts the secondary effects of your powers. Your powers effects like Heals, Defense Buffs, Endurance Drains, Disorients, Holds, Immobilizes, Knockbacks and more, are all improved. The effects of Power Boost lasts a short while, and only the next couple of attacks will be boosted." ... In practical terms, it's a power that causes people to throw people even further with Power Thrust.

    Although most of the attack powers Disorient, EM is a pretty poor choice if you don't like throwing people around the room.
  5. You can boost defense, say through Maneuvers or Stealth, but primarily, I rely on popping Break Frees like a junkie. I tend to make lots of them using inspiration combination.
  6. Quote:
    Originally Posted by B_Nix View Post
    So combine the best parts of EM and Devices? I don't see how that makes a better "natural" blaster as I don't see devices as a natural set but rather a tech set. If you want a pure natural set do martial arts, and you don't get a cloaking device because that's tech.
    It wouldn't be a cloaking device, it would be stealth. The cloaking device is a precedent.

    Quote:
    Originally Posted by ArchGemini
    I am waiting for a Martial Arts seconday, although they would have to come up with something to use for the ranged T1 immobilize.
    What about something like Scare from Mental Manipulation?
  7. Quote:
    Originally Posted by PleaseRecycle View Post
    It kind of seems like you were describing energy manipulation there. Not precisely, but it covers most of the bases. Indeed, what's wrong with EM for a natural blaster? Just minimize the effects on the punches and they're fairly plausible apart from total focus, while any self buff can be explained in the same way an inspiration can. Heck, I'd actually say EM is a better natural set than devices.
    Energy Manipulation is very glowy. Also, it has huge knockback effects. It also encourages a kind of in-your-face style that seems at odds with a Natural blaster fighting giant demons and robots. If you could just turn off the glowy, EM is probably what I would use as a default for the time being. Ideally, though, I think a stealth power (similar to Device's cloaking device) would be good, along with a greater emphasis on knockdown and disorients than flying KB. Mixing in a fear effect would be thematic, as with Mental Manipulation. It would be kind of mix-and-match, sort of a "Willpower" of Blaster Secondaries.
  8. Drop Acc, Damage, and End on your favorite attack, and learn to shoot while pressing the A and D keys.
  9. This has been particularly an issue for me when I've been rolling Archery and Dual Pistols blasters. There just really isn't a good option for a Natural training-based character. I was thinking of something that combines some of the utility Devices with some of the melee attacks from other Secondary power sets to build a set geared toward characters who are more equipment or training-based, like the many enemies who can fight in hand to hand. The powers could include:

    - A few strong melee attacks, punches and kicks, probably including stun and knockback effects, perhaps based on the Fighting pool
    - A Stealth effect
    - Build Up and Aim effects
    - A cone fear power
    - Conserve energy, or something like it
  10. This sounds very similar to what I'm experiencing. It looks like lag, but my ping times are good, and rendering works fine in most zones. Outbreak and Breakout kill me, though, plus the Lord of Winter zone.


    http://boards.cityofheroes.com/showthread.php?p=3408308
  11. I've had a trouble ticket open since October. I'm running XP on a Lenovo box, with an ASUS ENGT240 (Geforce 240). I get weird crazy lag, jump graphics, mapserver disconnect in Outbreak, Breakout, and (I discovered) the Lord of Winter's realm, but the game plays pretty well otherwise. Is anyone experiencing this?
  12. Quote:
    Originally Posted by Master Zaprobo View Post
    I have already /bug'd one of these but I'd like some corroboration from the general populace.

    Mission Failed from Release Captive Objective
    On a timed mission (30 mins) within one of my arcs, the mission will fail when the NPC saved (designed with powers as used elsewhere in the arc) during the Release Captive objective exits the map. Didn't have time to test last night, but I theorise that this may not happen on non-timed missions.
    My tests suggest this happens any time you do a timed mission with a rescue, whether the rescued person is a custom or standard character, Person or statted. The only workaround I am aware of is to take off the timer.
  13. If you combine a hat with the full mask option, you have hair.

    The Reaper mouth covering mask dissolves into any sort of jacket from the rear.
  14. Ice is my favorite controller set. I use it to slow enemies to almost nothing. I reserve Ice Slick to fire off if bad guys break out. When paired with an Earth, I usually drop Ice Slick right behind quicksand, and it makes it almost impossible for mobs to close. Ice/Kinetics is pretty sick, because their attack rate drops to almost nothing.
  15. If you set a time limit on an AE mission, and you include rescues, whenever a rescued person goes through a door, the mission fails.
  16. Name: Super Cats Action Pack
    Leader: Commander Aslan
    Purpose: Themed SG

    The Super Cats is a cartoon-inspired SG of (duh) cats.

    Recruitment thread:

    http://boards.cityofheroes.com/showf...=0#Post6244087
  17. HighRoller

    Blaster role

    This suggestion may be too radical, but I've often thought blaster primaries should come with a slight -move and -acc debuff for the target, representing the comic book image of a blaster fending off attackers with firepower. It would also be a nice team thing. This would basically help keep distance between blasters and their foes, and also keep them from getting pasted when they do stand still and take a shot. This would help blasters be blasters.

    I love blasters, but Fu Manchu doesn't have to do as much planning ahead as a blaster, and the debt is just driving me nuts.
  18. HighRoller

    Blaster Damage

    The basic problem with the 500/400 split is that Blasters have no hit points, AND they have no defenses. If anything, the advantage should go to Blasters. Scrappers do not take more of a risk than blasters, but a good deal less, and can often escape from a hairy situation. Once a blaster gets into the yellow, he's often finished.