JayboH

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  1. How about if it activates immediately guaranteed? I could see that working pretty well while still sticking with the idea.

    If you misjudge the aoe it is your fault as the caster that way.

    Actually, all this talk makes me wonder if I should have Power Orb grant a movement speed increase only for the caster. That might not be a bad idea with the nature of the set.

    Cosmic Orbs - yeah, totally - still fits every single theme... until we get to Natural. Energy Orbs can be seen as focused chi for Natural, but still, it's not a big stretch.

    EDIT: updated Healing Orb with some of those ideas - leave comments for each other's ideas too
  2. Quote:
    Originally Posted by Draeth Darkstar View Post
    While the Bruiser has some "Brutesque" powers, he is not, mechanically speaking, actually a Brute AT.

    You can see the damage scales for Mastermind pets here: http://wiki.cohtitan.com/wiki/Damage_Scale#Damage_Scale

    SBA is procced by pet attacks. It has a chance to fire once per target attacked by every ability of the pet it's slotted in, but can't stack with itself. It is usually strongest in Tier 3 pets because they have higher damage scales, are equivalent to you in level rather than -1 or -2, and usually have the most and largest AoE powers, giving them more chances for the proc to fire.

    Edit: Sorry I hadn't answered your first question yet from your thread in the MM forum - I don't check the AT forums as frequently as this one. Agge got you taken care of, though

    Edit2: The MM ATO Aura works the same way as the other 4, for reference.
    Ah ok, I will prob leave the MM set in him though, I don't see a reason to slot him with something else. If I do make a Soulbound set I will redo that - I guess putting the MM set in Thugs.
  3. Interesting, like a heal orb pet that would follow each teammate?

    EDIT: I updated the OP to show the Tera video so it isn't lost in the shuffle.
  4. Cool, ok, so I need to slot all 4 of those pet uniques in Gang War which grants me 4 auras around my position regardless if I never even use the power, and if I was going to purple a pet, the low level thugs are probably best, as I figured the ATO set belongs in the Bruiser.
  5. Also, how does the Soulbound Allegiance proc work - is it just continuously checking every 10 seconds or something?

    If so, I would assume it would be better in Thugs vs Bruiser, since the Bruiser is a brute and wouldn't get much out of build up.
  6. So Call to Arms and Expedient are not?

    Does this mean you have to have one pet alive from the gang war for it to be active, and is it around that particular pet?

    EDIT: nvm, I see that those are global also

    SO the best idea is to put all these into gang war really
  7. Leo-
    Again the only problem with that is I can see it being an issue for tankers/brutes that are nearly immobilized when covered by a huge spawn, being unable to get to one when needed. The idea is cool but I dunno - it certainly would be unique. It would have to be a large amount of healing if you ask me, to compensate for the mechanic, kinda like how Twilight Grasp and Transfusion are stronger than Healing Aura.

    Tannim222-
    I like this - probably without the shrinking part. Maybe make it a toggle, but recharge is the question here. Detoggle, and it explodes into a large strong heal? If it had no recharge it could be abused really badly, so let's keep going with this idea but mess with it a little. I am assuming you meant the buffer can click something to activate the stronger heal, not the ones hurt, for the same reasons stated.
  8. If I slot the various unique pet buffs for defense/resist in this, do I need to have gang war actually out for the bonuses to work? If so, does it only require one punk for it to be active? etc.
  9. Cool, yeah, but I need to ask, all those bonuses in Gang War - I assume that is only if you have at least one out and alive to get all those?

    EDIT: nvm, got it, the answer is no
  10. No, not the healing, and yeah, the click idea wouldn't work which is why I said that. I kinda like the heal orb idea the way I listed it, but I am always open to suggestions - my idea is a thrown orb that causes a teammate to basically use heal aura upon hit.

    The pulses idea are for the other orbs, not the healing one.

    Your Poison Trap idea would be a way to recreate the video but it wouldn't work very well for CoH. I keep seeing tankers completely covered in mobs that can't even move being unable to heal.
  11. JayboH

    Player's Summit

    Thrown Weapons blast set? That sounds incredibly interesting and something that we could always use.
  12. Quote:
    Originally Posted by Nethergoat View Post
    I was around for combat attributes and the beginnings of the Incarnate stuff, but haven't messed around with it much. Planning on checking out the 'new' Dark Astoria with the Goat one of these days.
    As of the next issue you will be able to unlock and slot from Alpha up to Hybrid.
  13. Quote:
    Originally Posted by Draeth Darkstar View Post
    Assuming you're looking for minimal changes I'd go with something like this
    Now that looks pretty good, all the way around. Is there anything you would do different if you had this combo, and avoided purples? I mean, you can change the whole thing if you want.

    Also, wouldn't you build a bots/traps the same way or no?

    Trip mine doesn't really get use in my situation, as I don't want SS for toe-bombing and I hadn't realized until too late that you can't put interrupt in it. That seems like an obvious omission to me, by the way. Does Power Boost transfer to traps pets?
  14. Just watched a whole bunch of Tera videos and noticed the Mystic class has an interesting skill I haven't seen in other MMOs.

    This wouldn't work the same way in CoH very well but it is similar to some of what I am trying to do with this set. Mystics can actually craft a health orb that stays stationary on the ground that friendlies can run to and hit a button for a nice big boost. Location-based stationary buffs are a concept I really like, that this set would also take advantage of.

    Energy orbs, location-based effects

    As described, the activation mechanic would be different in CoH - we would prob have to go with pulses - in this title you can hit the F key when near them to collect them. At first I show myself getting damaged, and then show that you cannot stack the effects. I do it again, and use one to show how much healing it does. This is just concept ideas, I don't mean to replicate anything beyond droppable orbs that are location-based.
  15. JayboH

    Player's Summit

    Quote:
    Originally Posted by Agent White View Post
    Radiation Armor won the 'create a powerset' spot.
    Would like to have known what the alternatives were.
  16. The second build is nicer - although for me I would skip torrent and eyes and just slot the heck out of physical perfection - you lose acc bonuses but acc isn't an issue for most people that high up.
  17. Makes sense, the ramping isn't necessary since it will likely be up about every spawn. I updated it - should match Rad Emission's numbers regarding the amount anyway - gave you credit.

    Love that it is thematic to the power too.
  18. Energy Orbs, not runes, because Energy Orbs can fit into all the origins. Runes are... magic only.

    There is only one shield power in the set, just like Time, and it is PBAOE just like Time. It doesn't step on the toes of FF/Sonic - not FF since it is resist, and not Sonic as it is considerably weaker.

    If you think Energy Orbs isn't a good pitch because of more bubbles, you must hate Time, because it uses a similar mechanic. Actually the same could be said of the RA powers in empathy - I don't know if you are just misinterpreting the descriptions but it sounds like it. The only bubble graphics are the large debuff orbs.

    This isn't a fully realized set, naturally, but I wanted a stepping off point to see if we could make a nice set that would appeal to those looking for alternatives.

    I think adding -regen to Drain Orb is a great idea. I have been careful about adding things to make sure the set isn't too OP. Let me do that and give you credit. How much -regen would work here?
  19. It's all soft control like Fearsome Stare is on Dark Miasma, and freezing rain/sleet regarding kd. I was actually encouraged by the devs I spoke with to go either in an end management or regen direction.

    I will be happy to look at any ideas you have as well - I know you like numbers too but I contacted Arcanaville for some of that.
  20. Quote:
    Originally Posted by LineNoise View Post
    I have a comprehensive Lore analysis in the works, hoping to publish the results Sunday.
    Many of us can't wait, and the results should be PMed to Hawk too, if anything stands out.
  21. Quote:
    Originally Posted by Reppu View Post
    Looks a lot better now that a lot of powers got powered down and tweaked to be a bit clearer. Nothing I can see glares at me being 'over the top', although I don't think I'm a fan of it having an Endurance Drain mechanic in any capacity, be it Max or Otherwise.
    It has two abilities that work together to drain end - not sure if you realize how effective electric control is in that regard. It requires that you toe bomb on purpose to achieve this, by design. I appreciate the compliments, some of that goes to those that helped. I worked for quite a few hours on this even though I know it isn't finished. I was just trying to come up with some ideas that might spark creativity.
  22. SM isn't exactly easy on the blue bar either, so keep that in mind. I recently got a few compliments on my SM/DA video on my Youtube page for running every toggle minus the stealth while barely draining my end bar, but that's because I dedicated much of the character to that, instead of recharge.

    I may rework him sometime to fit in more recharge now that my endurance is under control. Your combo is probably better than SM/DA though.
  23. Several powers have stacking limits so that sounds easy enough.