JayboH

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  1. Updated and still taking change ideas!

    My main concern is if it would be too OP. I wanted to also have a set that gives an alternative to certain powers across multiple sets. This is intentionally an amalgamation of abilities, and I've been told that might be a possible issue, as most sets they design nowadays have a single strength that the theme focuses on. I have since made it location-based like Traps/Trick Arrow, and has a combo end drain setup for enemies between two powers and a power that grants recovery to allies, contributing to the 'Energy' part of the name.

    ---



    Energy Orbs - buff/debuff set, using defender numbers. I haven't gone over recharge/endurance/range on stuff but I don't get paid to do it either, haha.

    Works sort of like Traps/Trick Arrow, with energy orbs, which can easily translate into magic/science/tech/mutant/natural (chi)

    Orbs themselves give interesting texture/effect possibilities and easier animation work for devs.


    --

    Healing orb -
    This orb is tossed towards a teammate and heals in an AOE around this teammate in a 20 ft radius for 12.5 hp. Uses toss animation of Alkaloid and
    standard effects of Healing Aura on hit. This is sort of unique, kind of like a reverse autohit twilight grasp. Travel time is faster than Alkaloid.

    Shield Orb -
    This orb is a PBAOE resistance shield, granting 15% resistance to all types except Psi but including Special for 2 min, hitting a 25 ft area around the caster. Uses Moment of Glory animation with a small globe on top that dissipates, granting similar shield effects of sonic shields/clarion perhaps?

    Drain Orb -
    This orb works much like Distortion Field for Time - throws a targetting reticle on the ground that creates a large orb which slows enemy movement by a huge amount and also cuts MAXEND in half. This can be copied from Time with different textures, even using the same sound fx.

    Power Orb -
    This is a buff toggle that boosts tohit/damage/defense for teammates - 10.5% tohit, 10% damage, 5% defense. Defense and tohit are enhanceable. A small orb spins around the midsection of those affected. Range is 30 ft.

    Sonic Orb -
    Throw a sonic orb towards an enemy, which emits a pulse that lowers enemy resistance in a 25 ft radius by 30%. This uses the grenade lobbing
    animation when thrown, and the usual sonic grenade/disruption arrow pulse animation/sound fx.

    Recovery Orb -
    Works exactly the same as Triage Beacon + Spirit Tree, but is a droppable orb that emits endurance recovery similar to Circle of Thorns crystals. This is a stationary object but cannot be used to block doorways. This has a moderate recharge, but you cannot have more than one out at a time - if you do, the previous one dissipates.

    Freeze Orb -
    Standard single target hold, with a minor slow effect for those who are resistant. Uses Freeze Ray animation only with an orb.

    Stun Orb -
    This works similar to Poison's Poison Trap in use/implementation, a droppable orb that must be triggered by an enemy, causing disorient instead of the puking animation, with pulses of end drain by 1.5 instead of the damage pulses from Poison's Poison Trap.

    Rage Orb -
    Works similar to the Omega Maneuver combined with Oil Slick. Use a targetting reticle to place an orb that taunts enemies towards it which explodes, causing energy damage over time similar to Oil Slick's.



    --NOW to some concerns:

    I did not put end cost/recharge/range/etc into this - I will leave that to the experts.

    The location-based Recovery, Drain, and Stun Orbs are intentional. I want some risk associated with the set as most sets do.

    --
    Tex had a great idea that I modified a little, but not sure if it would work for this set or would work better in a control set:
    Orb Aura -
    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.

    --
    Updated Drain Orb with Arcanaville's ideas.
    Updated order of powers.
    Updated Shield Orb to have a Psi weakness for Newchemicals.

    Everything here is changeable and would love feedback.
  2. Beam/Poison corruptor - very, very powerful against single targets, but it takes so long to do it all. Very nice against AVs.
  3. Updated and still taking change ideas!


    My main concern is if it would be too OP. I wanted to also have a set that gives an alternative to certain powers across multiple sets. This is intentionally an amalgamation of abilities, and I've been told that might be a possible issue, as most sets they design nowadays have a single strength that the theme focuses on. I have since made it location-based like Traps/Trick Arrow, and has a combo end drain setup for enemies between two powers and a power that grants recovery to allies, contributing to the 'Energy' part of the name.

    ---



    NEW Location-based video - this is NOT the implementation I want but it gives ideas on how objects can be dropped in the right positions and so on.

    Energy Orbs - buff/debuff set, using defender numbers. I haven't gone over recharge/endurance/range on stuff but I don't get paid to do it either, haha.

    Works sort of like Traps/Trick Arrow, with energy orbs, which can easily translate into magic/science/tech/mutant/natural (chi)

    Orbs themselves give interesting texture/effect possibilities and easier animation work for devs.



    --

    Healing orb -
    This orb is tossed towards a teammate and heals in an AOE around this teammate in a 20 ft radius for 12.5 hp. Uses toss animation of Alkaloid and
    standard effects of Healing Aura on hit. This is sort of unique, kind of like a reverse autohit twilight grasp. Travel time is faster than Alkaloid. OTHER IDEAS - another Poison Trap activation, that immediately heals in an AOE where it is dropped, or with player interaction if they get near it. This would need to be a decent heal pulse (not regen,) and you again could only have one out at a time. Leave comments on this one.

    Shield Orb -
    This orb is a PBAOE resistance shield, granting 15% resistance to all types except Psi but including Special for 2 min, hitting a 25 ft area around the caster. Uses Moment of Glory animation with a small globe on top that dissipates, granting similar shield effects of sonic shields/clarion perhaps? Maybe make this grant 25% resist to end drain only.

    Drain Orb -
    This orb works much like Distortion Field for Time - throws a targetting reticle on the ground that creates a large orb which slows enemy movement by a huge amount and also cuts MAXEND in half. Regen is debuffed by 500% for 30 sec. This can be copied from Time with different textures, even using the same sound fx.

    Power Orb -
    This is a buff toggle that boosts tohit/damage/defense for teammates - 10.5% tohit, 10% damage, 5% defense. Defense and tohit are enhanceable. A small orb spins around the midsection of those affected. Range is 40 ft.

    Sonic Orb -
    Throw a sonic orb towards an enemy, which emits a pulse that lowers enemy resistance in a 25 ft radius by 30%. This uses the grenade lobbing
    animation when thrown, and the usual sonic grenade/disruption arrow pulse animation/sound fx, with a lingering orb at the center.

    Recovery Orb -
    Works exactly the same as Triage Beacon + Spirit Tree, but is a droppable orb that emits endurance recovery similar to Circle of Thorns crystals. This is a stationary object but cannot be used to block doorways. This has a moderate recharge, but you cannot have more than one out at a time - if you do, the previous one dissipates. This is intentionally a recovery-only direct competitor to Speed Boost, only that it is location-based.

    Freeze Orb -
    Standard single target hold, with a minor slow effect for those who are resistant. Uses Freeze Ray animation only with an orb.

    Stun Orb -
    This works similar to Poison's Poison Trap in use/implementation, a droppable orb that must be triggered by an enemy, causing disorient instead of the puking animation, with pulses of end drain by 1.5 instead of the damage pulses from Poison's Poison Trap. Additional idea: 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 -
    Works similar to the Omega Maneuver combined with Oil Slick. Use a targetting reticle to place an orb that taunts enemies towards it which explodes after a few seconds, causing energy damage over time similar to Oil Slick's.





    --NOW to some concerns:

    I did not put end cost/recharge/range/etc into this - I will leave that to the experts.

    The location-based Recovery, Drain, and Stun Orbs are intentional. I want some risk associated with the set as most sets do.

    --
    Tex had a great idea that I modified a little, but not sure if it would work for this set or would work better in a control set:
    Orb Aura -
    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.

    --
    Updated Drain Orb with Arcanaville's ideas.
    Updated order of powers.
    Updated Shield Orb to have a Psi weakness for Newchemicals.
    Updated Drain Orb with Reppu's ideas.
    Updated Stun Orb with Tannim222's ideas.
    Updated Sonic Orb FX with PrincessDarkstar's ideas.
    Updated Heal Orb with several ideas.

    Everything here is changeable and would love feedback.
  4. JayboH

    staff forms?

    I think Soul gives 33% with 3 stacks, equivalent to an SO end reduction. This is the one to level with, especially for a brute.
  5. Which is fine, I just didn't want it to be something messed up with it only activating when firing the pet or something odd.
  6. Do they work correctly? Do they go off once every 10 sec? etc - like Posi set's chance for energy, etc
  7. Quote:
    Originally Posted by KillerShrike View Post
    Ice Arrow is just disappointing. What I would love to see is instead of a boring single target hold, if it instead put down a Ice blaster sized ice patch as a ranged drop. That would be awesome.
    This is still an awesome idea.

    Those complaining about Flash Arrow - you realize it is basically a modified Smoke power from Fire Control, right?
  8. Yeah I am level 53 now, I went with Spectral and haven't converted to villain yet to respec into Scorpion.

    Let's see, I went with Agility to get +rech and +def - I assume the end mod helps the pets too, but if left on dummies they still empty out after a bit.

    Went with Spectral for exotic damage and possible immobilization for burn patches.

    Went with Barrier.

    Went with Drones - thematic, aoe, added defense from the buffer drone, etc

    Tier 3 so far in all of it.

    OH - Seeker Drones do not proc anything, according to Arbiter Hawk. That's bugged. No procs work with Seekers, not Interface, not enhancement procs.
  9. ASing more than once in 10 seconds is pretty darn crazy to me anyway.
  10. Apparently Seeker Drones aren't proccing anything, according to the devs. I'm sure that will get fixed down the line.
  11. Just hit 50 with Thugs/Traps. I took him to 51, then got the Total Radial (tier 3) Spectral.

    I tested it on dummies, and ALL of the pets proc it - tested them individually. The brute procs it the least since he attacks slower than the others.

    It also procs with gang war all the time.

    This was just with watching the circle effects of Spectral Interface on the dummies.

    It goes off with Acid Mortar, Caltrops, Trip Mine, but I could NOT get it to ever proc with Seeker Drones.
  12. Quote:
    Originally Posted by Mad Grim View Post
    Everyone having reactive is the problem. Interface abilities only stack five times, so a league full of reactive means most people have wasted their interface slot.

    And yes, degenerative was recently fixed to not be useless, with i22 I believe.
    The link he posted states that it was after issue 22 though.
  13. Quote:
    Originally Posted by Xiang Shao View Post
    Degen Interface works fine for me.
    What primary?
  14. I thought when it was put into AS, that it went off every time you used it, regardless of the recharge you have.

    ...and yeah, using BU and Burst is good... but having it do double damage via crit on top of that is amazing
  15. Quote:
    Originally Posted by TRTerror View Post
    No. Back it up.
    What in planetside a game with three imbalanced factions has "real" skill.
    What? I honestly didn't understand the request.
  16. Quote:
    Originally Posted by Agent White View Post
    I dunno, did they finally fix the -max hp cap on it? I thought that's what made it pretty useless even if you could stack it.
    I assume you only mean AVs/Incarnate bosses having a cap unlike the entire rest of the game?
  17. Quote:
    Originally Posted by TRTerror View Post
    Define real skill. Is hyperventilating a real skill?
    Guess.
  18. Bears repeating:

    I love PvP..... in other game genres entirely.

    I like PvP that involves skill - unlike most MMO PVP.

    Most MMO PVP wins MOSTLY come down to who spent more time on a character. It's all about who spent the time and in-game money to make dice rolls better than the other guy's dice rolls.

    The only one I can think of that actually uses real skill is Planetside.
  19. Quote:
    Originally Posted by Darth_Khasei View Post
    KM/EA scrapper here. AWESOMESAUCE! That is all.
    This, only as a stalker. I have one around 40 that I am switching back to as soon as I finish my MM.

    Really amazing - feel like a total badass with this combo. Kinetic Melee/Energy Aura ftw.
  20. I think LOTS of people would like to see an updated list, LineNoise, so I can't wait.
  21. I love PvP..... in other game genres entirely.

    I like PvP that involves skill - unlike most MMO PVP.

    Most MMO PVP wins MOSTLY come down to who spent more time on a character. It's all about who spent the time and in-game money to make dice rolls better than the other guy's dice rolls.

    The only one I can think of that actually uses real skill is Planetside.
  22. I suppose degenerative makes the most sense on masterminds - they have a constant stream of damage coming in on enemies in order to take advantage of the -max hp.
  23. I don't agree regarding control mods, but recharge - yes. That would go well with their inherent, getting end discounts as people are getting low on health - and it would also help with their damage output too.

    Ehhhh regarding sonic attack - is it still top dog now that defenders have fire and beam rifle? Would like to see the numbers on that actually. I realize sonic helps team damage but still...
  24. Well I got him to 47 and spent about an hour and a half stealing money from other toons to buy stuff.

    I went a little different route but now that I have looked at it, I may respec one more time, convert him to villain, and work on the Mace epic, for Web Envelope and Scorpion Shield. Due to the constant burn patches from Thugs, mobs run all over the place and it is kind of a pain to constantly spam Web Grenade on every enemy.

    I also am at the mercy of the market at the moment - there are some recipes that the market is completely out of right now.

    I am already at the normal softcap - I have the ice epic for now with the shield (this is what I am thinking I should respec out of for Web/Scorp.) I need more slots to do what I want to. I don't think incarnate softcap is going to be realistic for me either - the only problem I can imagine having is during lambda crate runs. How do you hold up there?

    Also, does gang war benefit from interface damage procs?

    Noticed Luck of the Gamblers were on sale starting today too.