JayboH

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  1. Yeah, I think playing with the numbers a little is already mandatory - I just didn't want the heal to be any weaker than other AOE heals, with the mechanic I mentioned. You can get around the 'needing an ally' requirement to be sure, but it takes a little thought and positioning. Hmm... I assume there is no way around making Power Boost ineffective.

    I suppose Shield Orb would have to be weaker, because not making it affect yourself could cause problems. People have a hard time with Poison and Trick Arrow as it is due to lack of mitigation in earlier levels. I think that's the main point.
  2. Quote:
    Originally Posted by Tater Todd View Post
    This set could work easily with different themes so there's no worry. you could be a Wizard using magical artifacts, Or a Medium/Summoner using the power of spirits, Alien Technology, Alien being made out of energy, different personalities with different abilities....I could go on! No worries!
    Yeah totally - works for every origin easily.

    What the dev feedback was questioning is what buff/debuff theme would it be focused on?
  3. Quote:
    Originally Posted by Arcanaville View Post
    You'll want to make sure the projectile velocity for this power is very high: delayed healing could be frustrating for players.
    Yes - although people have gotten around this with Alkaloid and Temporal Mending, both of which take a little too long to apply the initial heal.

    Quote:
    Originally Posted by Arcanaville View Post
    Technical note: the second half is redundant: 25% resistance to damage is 25% resistance to resistance debuffs. The two are synonymous.

    If I understand correctly, Shield Orb affects the caster. If that's the case, it sounds problematic to allow a defender to get 39% resistance to all, on top of having a heal as strong as healing aura, even with the mechanical limitation (its also a mechanical limitation that is irrelevant to high level controllers and any level masterminds). That's higher than average scrapper survivability at SOs slotting.
    I don't think that's a problem - it hasn't been in the past at all when it comes to things like Farsight, for example. We also need to consider the difference in HP. I assume you are talking about the difference in ATs, which is why I stated that numbers were for Defenders, and obviously changes would be necessary for other ATs, like we already do with everything else.


    Quote:
    Originally Posted by Arcanaville View Post
    This seems to be a relatively weak power: cutting recovery in half, particularly near the beginning of the fight, won't provide significant damage mitigation until much later in the fight. I would suggest stealing some additional mechanics from Distortion Field. Instead of debuffing recovery in half, I would cut maxend by half, and then instead of chance for hold have a chance for drain. Cutting maxend in half not only cuts recovery effectively in half, it also essentially doubles the cost of attacks. And a proccing random drain would mean that some of the critters will drain out even quicker. This would be more effective and also seems to fit the name of the power better.
    Ok, sounds good - I will update it.


    Quote:
    Originally Posted by Arcanaville View Post
    The chance for both stun and hold have to be small, because disorient can set up containment for controllers: its not a plug-in replacement for the puking animation by itself.
    Yes, like Trap's Poison Trap, which is what I intended.


    Quote:
    Originally Posted by Arcanaville View Post
    There's nothing wrong with this power, but something makes me want to suggest there's a lost opportunity here. If you're going to create a stationary buffing pet, perhaps the pet to emulate isn't spirit tree but spectral terror. The spectral terror has a fear aura, but it also has an attack that blasts fear around while foes are in range. I wonder if it would be more interesting to reverse that, and make the recovery orb have a recovery aura and give it a single target buff blast that randomly fired buffs at players. Maybe something like a 15 second +regen/+recovery buff that it just fired at players. That would be something that doesn't exist in the game currently.
    I was originally thinking it should just work exactly like a Circle of Thorns crystal. I wanted Time to have a power that could challenge SB without the run speed component, but that didn't happen - Chrono Shift's recovery buff isn't really noticeable even when fully slotted. I also updated this orb right before you finished this post, I think.

    Quote:
    Originally Posted by Arcanaville View Post
    Oil Slick Arrow is also a knockdown patch. Are you advocating that effect as well? Taunting *into* a KB patch might be too much for a buff/debuff set.
    Absolutely not, I like it just the way it is - a timed explosion after a taunt aura just like Omega Maneuver, only that it does energy damage over time if it hits, to similar damage numbers of Oil Slick. This does mean that you have to consider enhancing Acc/Rech/Dam which is intentional.


    Quote:
    Originally Posted by Arcanaville View Post
    I don't see an issue with this power if it only affects allies. If it also affected the caster, you'd be stacking 8% defense on top of 39% resistance on top of a rapidly cycling heal. For reference, the combination of 8% defense and 39% resistance is about 49% total damage mitigation. Any higher than this, and you'd be making a slightly above average tanker primary.
    Well, yes, you might have a point, but again, refer to Farsight for comparisons. I can certainly adjust everything, but I am a little stubborn to changes on Rage and Recovery Orbs. I would be happy to hear any ideas though!
  4. Yeah actually I agree - people disregard Voltaic Sentinel, and the thing is, without it the set is below par.
  5. JayboH

    Time/?

    Actually, is fire still king of damage when compared to Sonic?
  6. JayboH

    Which Kin?

    Quote:
    Originally Posted by Draeth Darkstar View Post
    I would (almost) never roll a Kinetics Defender over a Corruptor. Corruptors have higher base damages, a higher damage cap, and Scourge. A Kinetics Corruptor can still damage cap themselves solo, even with their slightly lower buff modifiers, meaning they will be doing *way* more damage than a Defender, who's solo damage buff from Vigilance is meaningless to a Kin.

    Corruptor damage scale of 0.75 * 5.0 (damage cap of +400%) = 3.75. I've read that testing indicates over the long-term that Scourge is about a 17% increase in total damage dealt on average. Factoring that in, you've got a total damage scale of 4.3875.

    Defender damage scale of 0.65 * 4.0 (damage cap of +300%) = 2.6. That's a big, big difference.

    The only time I'd ever go Defender over Corruptor for Kinetics would be to do Kin/Sonic, foregoing personal damage to instead be the best team damage amplifier in the game.
    You've just convinced me to reroll a level 30 Kin/Fire defender that I have. The only thing I will miss is the small difference in Leadership buffs.
  7. Ok, got some nice comments from one of the devs regarding it. The Rage Orb was met with high approval in particular, and would need to balance the set around it to make it work.

    The main concern is theme. Most sets they design are really, really good at one thing specifically. This set was intentionally an amalgamation. The dev feedback I got was that the Energy theme is great, since the closest we have to that is Time, but what kind of buffs/debuffs would define the set - that is, when you think of Kinetics, first thing that pops into everyone's head is unlimited endurance and Fulcrum. When you hear Empathy you know lots of healing is available along with some good buffs, etc.

    EDIT: updated Recovery Orb
  8. JayboH

    Which Kin?

    Quote:
    Originally Posted by Miladys_Knight View Post
    2) Fire/Kin controller - There's good reason that this was the ultimate farming build for a loooong time. It's flashy. It's relatively safe. It's extremely powerful. The only issue is that it's slow to level solo unless you slot the hold, single target Immob, and a Pool attack for damage. Proccing out Fire Cages is helpful too.


    Did you even read the OP?

    Quote:
    Originally Posted by magikwand View Post
    Out of the options you mentioned, I would probably roll fire/kin troller.
    ARGH
  9. Yeah I am at tier 3, it isn't noticeable, but I figure why not - Spectral does the same damage as Preemptive and Reactive (without the -res of course.)

    You might be right about end mods - but does SB make pets have unlimited end? If so, then it should be enhanceable. It would kinda suck if pets can only have end reduction enhanceable. I mostly wanted it for recharge and defense.
  10. Ok, got some nice comments from one of the devs regarding it. The Rage Orb was met with high approval in particular, and would need to balance the set around it to make it work.

    The main concern is theme. Most sets they design are really, really good at one thing specifically. This set was intentionally an amalgamation. The dev feedback I got was that the Energy theme is great, since the closest we have to that is Time, but what kind of buffs/debuffs would define the set - that is, when you think of Kinetics, first thing that pops into everyone's head is unlimited endurance and Fulcrum. When you hear Empathy you know lots of healing is available along with some good buffs, etc.

    EDIT: updated Recovery Orb
  11. Quote:
    Originally Posted by Eldagore View Post
    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.
    Thank you VERY much for taking the time to read and comment. I took your suggestion but altered it a little differently: I weakened the damage buff of Power Orb to 10%. I wanted a decent -resist in the earlier levels to make the set flow a little better.
  12. Oh that last bit is an awesome idea. I would make it just a single power that is quick recharging and requires a tohit check.

    Thing is, I could see this working better in a control set - actually, how about this:

    A single-target moderately recharging power that requires a tohit check, that marks a target to have an energy orb damage aura around itself, that allows targetted aoe sets?

    EDIT: I added it in at the bottom as an idea, giving you credit.
  13. No, I didn't intend for it to affect the caster without ally targets - you can heal yourself off a vet buff pet though. That sonic pet idea is pretty cool, but what about it's own health and so on? Would it be invincible but not perma?
  14. Quote:
    Originally Posted by Mad Grim View Post
    Yes, yes, it should be an MM set.

    But yes, yes, it is OP. It basically takes the greatest powers from a bunch of other sets and makes them cooler. I guess you could make the recharge and end costs high, but there is a fine line there between OP and Unplayable.
    Yeah tell me about it. As mentioned, I am leaving the recharge/end cost portion up to the experts.

    I definitely tried to go with only Defender numbers and gave it very little defense/to hit debuff possibilities. I also wanted to make sure you had to run into risk to use some of the powers, and that buffs wouldn't get applied unless enough teammates were gathered.
  15. Quote:
    Originally Posted by Dz131 View Post
    Maybe this should be a MM set
    Yeah it would be. This is a buff/debuff set for MM/Corr/Defender/Controller.

    Numbers are all for Defenders though, to show the best version.

    I realize I am missing lots of numbers, particularly recharge and end cost - but I will leave that up to the experts.
  16. Quote:
    Originally Posted by Greyhame View Post
    Interesting ideas. Healing orb is a neat concept and Rage orb sounds cool - I'd love to see Time Bomb replaced with something useful like that. How wedded to the location-based (like traps/spirit tree/beacon) focus are you? I'd love to see something using this concept that was more enemy/ally/self targeted.

    But OP? Oh hell yes. Shield Orb is better than both of a Sonic defender's ally buffs combined. Its better than scrapper armors that only provide resistance to a few damage types. The last power is basically controller manuvers+assault+tactics all rolled into one toggle, but with better defense.
    Let me address this a bit - I am also looking for thoughts on changes so I will update as necessary.

    I really, really think that location based abilities are necessary. We need to have some risk added to the set, just like many other sets have. This is also partly due to theme. I also don't want a spammed SB clone that grants perma end buffs - I think with enough recharge you might have it up every other group, kind of like how Triage/Spirit are now.

    Shield Orb - no, not really. See, it grants 5% more resist than the individual sonic resonance shields, but does not contain the 15% additional resist that sonic resonance gets from it's dispersion bubble, and instead the set has a heal. There is also very very little defense in this set. I can certainly adjust everything though so please everyone provide feedback.

    I think the 32 power being a Leadership toggle is cool and a unique way to top off the set, as Rage Orb is the defining power, kinda like how Oil Slick is for TA. I also made sure that it is a smaller area compared to Leadership/Hybrid Support.
  17. No, I actually didn't buff any powers, so I am not sure you read it.

    I wanted an amalgamation of several powers, all behind an energy orb theme. This can apply to all of the origins easily.
  18. You mean Soul, not Mind.
  19. JayboH

    So.. BS or KM?

    BS has Parry/Divine Avalanche, so yeah, it gives really good mitigation.
  20. JayboH

    staff forms?

    Quote:
    Originally Posted by Dizzy_Dazzler View Post
    Forms are wonderful but was nice if Body was like a follow up with 3 stacks 30% damage on brutes and 37.5% on scrapper. Or something like 15% per stack on scrapper (45% 3 stacks) and brute 12% per stack (36% 3 stacks)
    I could see that, due to lack of Build Up. It's really not much different than Follow Up for Claws.
  21. What I could do, is craft what I have on my Thugs/Traps in Mids and post that, since Thugs and Robots can basically be slotted identically.
  22. Traps is all about the recharge. Hasten is mandatory. Building for defense should be easy and a priority for this combo.

    To answer your question, yes Poison Trap is fantastic and is a key power in the set.
  23. JayboH

    staff forms?

    Yeah I don't even have the set yet but tested it a bunch on beta. Soul was instantly my favorite while leveling.
  24. JayboH

    So.. BS or KM?

    KM stalkers are amazing, especially with the ATO, now that Stalkers got their major overhaul.
  25. Kinda concerned about using anything but Soul form with the end drain + recovery numbers those builds have.