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Posts
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Joined
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Ah, this topic again, is it that time of the month already?
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Cool.
I think Sonic should have a moderate recharge, where it takes a bit longer than Disruption Arrow. -
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Redraw isn't really the issue - the attacks take awhile to animate and apply. Redraw just adds a little to it, unfortunately.
I feel your pain - I have a lev 53 Beam/Poison. -
Good question, I never tried. I have a Posi set in it but in place of the proc I added a recharge IO.
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Quote:There haven't been any on the market in quite awhile.I'd really make a point of getting the Achilles proc into Acid Mortar, considering how good it is at applying it. That's all I really see that stands out to me - granted I'm going on my fourth day of alternating all-nighters at this point (finals suck).
As it stands, there is an 80% chance Acid Mortar will do 70 damage... and a 20% chance of doing 280 damage on the other end of the spectrum, 10 times in a row, plus the DoT, plus Spectral DoT, ignoring the 3 procs in Poison Trap.
It's pretty delicious.
EDIT: oh, didn't realize the purple procs do more than 70 damage, so it's even higher than that -
I guess the question is why these added combos and situational rez powers are needed or wanted.
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Can you provide us more info? Are you talking strictly about the confuse portion only? Remember this only affects damage powers, and it only lasts 4 seconds. You will see yellowish bubbles when they are affected by it, either the confuse or the damage.
They might just turn towards a fellow enemy and not attack during those 4 seconds. -
Speaking of which, that meme with the little girl that says 'I can count to potato' found out about it, and the mother is super upset.
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Updated the OP with several of your ideas, and gave credit.
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Quote:Ok, how would we balance all these additions to the mechanics, to make sure it isn't OP and to make sure it is balanced when compared to other sets?I've still been thinking about this set and wonder if there's a missed opportunity occuring here. I think that this set is excellent for playing around with combination effects (not melee style combos). Sort of like how certain Time Man. powers can build / increase an effect from another power.
But in the case with Orbs, using player centered buffs in combination with location based buffs combining to provide new buff effects. And with enemy target centered debuffs combining with location based debuffs for additional or new debuff effects.
One example would be like say Healing Orb, whether it's a healing pet like I suggested, or a heal that has some type of lingering buff effect. When the player enteres Recovery Orb they not only get the endurance recovery, but now regen recovery as well.
Or if the lingering buff is a some amount of Regen, then should the buffed character fall in battle while under the effect of Healig Orb while in Recovery Orb, the orb will proc a ressurection effect. The resurrection could have some type of effect added to it that prevents the same person from automatically being resurrected should they fall again within a certain time frame this could be on the same timer as other resurrection powers (3 min).
Another example would be an enemy under the effect of Sonic Orb entering into the Stun Orb area of effect and the combination now adds a defense debuff.
Also even if you should decide to stick with Energy Orbs for the set's name, I'd think about chaning the names of the powers.
Healing Orb to Vitality Orb
Drain Orb to Entropic Orb
Recovery Orb to Orb of Restoration
Sonic Orb to Disruptive Orb
Stun Orb to Orb of Instability
- I'd change this to power stating that it emmits waves of energy that creates a zone that shakes the ground, making it instable and difficult to tread, sometimes knock enemies down. The high instability may be so jarring as to disorient those caught within.
Rage Orb to Orb of Annihilation
- I'd also change this from taunting mobs, to it sending out "pet" orbs within a certain radius that encircle their targets, when the Annihilation Effect occurs, the primary orb explodes, which triggers each small orb to explode as well, even if the target has left the area of effect. Each pet annihilation orb explodes with a smaller area of effect.
The idea being the closer enemies are to the main orb, the more damage they take, while enemies that may be further away, will still take damage. The combined effect would be highly distructive.
I totally agree on Healing Orb - this is the one power I think we could play with the most - along with Freeze Orb.
All names are placeholders, by the way.
The end drain combo is designed for theme.
I like the Stun Orb idea - but is it too much soft control? We have huge slows, fear cones, and kd powers in buff/debuff sets - but yeah, maybe we could do this. I am going to make some updates to the OP that some people mentioned.
The Rage Orb is probably going to be left untouched - this is the one power that I got the most praise on from the developers. I was told that even though it is kind of the oddball in the set, it was liked so much that the set would be adjusted just to make Rage Orb work.
I also tried to make things a little more clear and easy to make it attractive to the devs, even though I realize that this set will likely never get made. -
PrincessDarkstar:
Yes, ultimately this would be up to Tunnel Rat and her team. What we need to keep in mind is that the dissipation might be essential for power comprehension - will it make sense to leave graphic orbs on the screen when you cannot spam certain powers, etc.
I totally agree on the Sonic Orb and Freeze Orb.
I think the Heal is the one power I think we could make the most changes to. We have to be careful with it though at the same time. -
Trying to decide if I should fill out recharge/end cost/range/radius for the rest of the set. I don't know if it would be worth it considering how unlikely this set would be to ever get made. :P
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This is what I ended up with, the only difference is that Trip Mine is replaced with Power Boost and I didn't feel like remaking the entire build from scratch in Mids. I really like the Acid Mortar and Poison Trap procs:
Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Super Punx: Level 50 Technology Mastermind
Primary Power Set: Thugs
Secondary Power Set: Traps
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Call Thugs -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(3), BldM'dt-Acc/Dmg/EndRdx:50(3), BldM'dt-Acc:50(5), BldM'dt-Dmg:50(5), BldM'dt-Acc/EndRdx:40(7)
Level 1: Web Grenade -- Enf'dOp-Acc/Rchg:50(A)
Level 2: Caltrops -- RechRdx-I:50(A)
Level 4: Triage Beacon -- Dct'dW-Heal/EndRdx:50(A), H'zdH-Heal/Rchg:40(7), Dct'dW-EndRdx/Rchg:50(9), Dct'dW-Heal/Rchg:50(9), Dct'dW-Heal:50(11), Dct'dW-Rchg:50(11)
Level 6: Equip Thugs -- EndRdx-I:50(A)
Level 8: Maneuvers -- GftotA-Def:40(A), Krma-Def/EndRdx:30(17), RedFtn-Def/EndRdx:50(17), RedFtn-Def:50(19)
Level 10: Acid Mortar -- JavVoll-Dam%:50(A), ShldBrk-Acc/Rchg:30(19), AnWeak-Acc/Rchg:50(21), ShldBrk-%Dam:30(21), LdyGrey-%Dam:50(23), Posi-Dam%:50(23)
Level 12: Call Enforcer -- BldM'dt-Acc/Dmg:50(A), DefBuff-I:50(27), BldM'dt-Dmg/EndRdx:50(25), BldM'dt-Acc/EndRdx:50(25), BldM'dt-Dmg:50(15), DefBuff-I:50(27)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Force Field Generator -- RedFtn-Def:50(A), RedFtn-Def/EndRdx:50(29), RedFtn-Def/Rchg:50(31), LkGmblr-Rchg+:50(31)
Level 18: Gang War -- RechRdx-I:50(A), SCotMastermind-Rchg/PetAoEDef:50(31), C'Arms-+Def(Pets):30(39), EdctM'r-PetDef:40(43), SvgnRt-PetResDam:50(45), ExRmnt-+Res(Pets):50(50)
Level 20: Poison Trap -- RechRdx-I:50(A), Lock-Rchg/Hold:50(33), NrncSD-Dam%:30(33), Lock-%Hold:50(33), G'Wdw-Dam%:50(34), UbrkCons-Dam%:50(34)
Level 22: Tactics -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(34), AdjTgt-ToHit/EndRdx/Rchg:50(36), AdjTgt-EndRdx/Rchg:50(36), AdjTgt-ToHit/EndRdx:50(36)
Level 24: Aid Other -- Dct'dW-Rchg:50(A), Dct'dW-Heal/EndRdx:50(37), Dct'dW-EndRdx/Rchg:50(37), Dct'dW-Heal/Rchg:50(37), Dct'dW-Heal/EndRdx/Rchg:50(39)
Level 26: Call Bruiser -- CotMastermind-Acc/Dmg:50(A), CotMastermind-Acc/Dmg/EndRdx/Rchg:50(29), CotMastermind-Dmg/EndRdx:50(39), CotMastermind-Acc/Dmg/Rchg:50(40), CotMastermind-Dmg/EndRdx/Rchg:50(40), S'bndAl-Build%:50(42)
Level 28: Seeker Drones -- Stpfy-Acc/Rchg:50(A), Stpfy-Stun/Rng:50(42), Stpfy-Acc/EndRdx:50(42), Stpfy-Acc/Stun/Rchg:50(43)
Level 30: Assault -- EndRdx-I:50(A), EndRdx-I:50(40)
Level 32: Upgrade Equipment -- EndRdx-I:50(A)
Level 35: Hasten -- RechRdx-I:50(A), RechRdx-I:50(43), RechRdx-I:50(50)
Level 38: Scorpion Shield -- LkGmblr-Rchg+:50(A), RedFtn-Def:50(45), RedFtn-Def/EndRdx:50(45), RedFtn-EndRdx/Rchg:50(46), RedFtn-Def/EndRdx/Rchg:50(46)
Level 41: Web Envelope -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(46), Enf'dOp-Acc/EndRdx:50(48), Enf'dOp-Acc/Immob/Rchg:50(48), Enf'dOp-Acc/Immob:50(50)
Level 44: Vengeance -- LkGmblr-Rchg+:50(A)
Level 47: Combat Jumping -- Krma-ResKB:30(A), LkGmblr-Rchg+:50(48)
Level 49: Trip Mine -- RechRdx-I:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Run-I:50(A)
Level 4: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(13)
Level 4: Hurdle -- Jump-I:50(A)
Level 4: Stamina -- EndMod-I:50(A), EndMod-I:50(13), P'Shift-End%:50(15)
Level 50: Agility Core Paragon
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Just wish there was a red version - I am nearly always playing a hero but the forums have always looked better in red.
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Quote:...and then you hit robots in a mission and BAM you dropArchery/Mental has stronger AOE damage than Fire/Mental with a crashless nuke that can be cycled 3 times a minute or less and a targeted AOE that can be cycled every 5 seconds or less, and the latter takes a Force Feedback +recharge proc to bring the nuke up more quickly. Fire has better single target damage than Archery but that hardly matters because Archery/Mental can solo GM's without pets/temps/inspirations anyways. I don't see the point in sacrificing AOE for better ST damage when you can down the hardest single targets in the game by yourself on the set with better AoE... Unless you just want a Fire/Mental for doing it more quickly.
Archery/Mental/Mu can solo GM's, solo just about every enemy group in the game on 54x8, farm as fast or faster than top tier melee sets, take alpha strikes for a team, regenerate over 100 HP per second permanently, debuff regen, sap endurance and debuff recovery, permanently confuse a group of level 54 minions and LT's, amongst other things. It's not a question of the "ultimate Blaster," it's a question of the ultimate character, period.
Right now I run a perma Drain Psyche, s/l Softcapped build on my Archery/Mental. I'm working on a positional defense build with much higher potential for survivability but I still have some kinks to work out. Here's the general idea of that build:
http://boards.cityofheroes.com/showp...&postcount=255 -
Quote:I went Mace Mastery for my Fire/Fire, and now I'm an absolute monster.
I can immobilize entire groups and jump in with Blazing Aura and Hot Feet running, and fire FSC and Combustion. I almost don't need my primary anymore
Oh god, you are going to make me end up pulling out my old fire/fire and respec her. -
Have you PMed Synapse and Hawk about this yet?
Kinda surprised at Drones being lower in AOE. Perma Fortitude on Seers is nice though.
Another thing I find weird, is that given how short Lore pets last, why some of them have leadership powers that they turn off every few seconds. They should be toggled on permanently IMO. -
My Thugs/Traps has very little issue with survivability - true, I have bodyguard mode, but if it wasn't for FFG I would have a much harder time.
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Everyone is going to see number 2 all the time the way it is, as it is the new login screen with issue 23. Because of this, I am voting number 1.
Also, hopefully next time we can vote for staying logged in longer between browsing sessions. >.< -
Endurance management is a big part of the set so far - there are 3 powers associated with it - Drain Orb, Stun Orb, and Recovery Orb.
So make it a bubble buff that grants heals - or grants regen? Hmm... I just wonder if this would be too OP, combined with Shield Orb. We also should try to avoid boredom in the same way that Force Fields are generally considered boring. When you have Recovery Orb, let's use powers a little more frequently - sure, you can use your attacks too, but no, the more and more I think about it, the less I like the idea of a buff that grants healing/regen in bubble/shield form. I want MMs to be active with their heals, for example, even if we go with a heal aura that is location-based.
I am not shutting down the idea at all - I am just giving my one and only opinion on it, and others can agree/disagree too.
If we change Healing Orb to another placeable trap mechanic, then maybe Power Orb should grant mid-level protection to just the caster for Disorient/Hold/Immobilize, where sleep and knockback is still a threat. -
What if we added -resist to Repulsion Bomb and made it last... 20 sec or so? Maybe lower the end cost to 12?