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Quote:It depends what you consider the set's thematic role. Super Reflexes still 'dodges' better even with no endurance. Invulnerability still resists damage with no endurance. Dark Armor is basically END => Effect set, so that it can't do anything without endurance (even need 'souls' if you want to bring yourself back to life) seems thematic.Are there any sets that can claim to be able to fulfill their thematic role while out of endurance?
Is Regeneration's thematic role suppose to be 'highly shortened downtime'? If so, there are still issues with that on my Stalker when faced with endurance drains. He can't recover any faster than others so, when needing to regenerate, he needs to spend endurance but if there's -recovery or he was drained, he'll recover *slower* because he's got to spend it to heal. I've got no problem with not having QR, or needing to spend endurance to heal, it's that I'll be recovering slower than others because of it. And that doesn't quite fit with the set's theme. -
Quote:I'm a bit of a stickler when it comes to backstories and origins, but I'll admit that I usually do both of the above.^This is my approach. I just pick the one which feels right for the character, even if technically it could be called 'wrong' if one wanted to really analyse the characters backstory.
Heck, I specifically make characters that blend two or more origins (I've now got a stable of magic robots >_> made through scientific experimentation, some even formed from cyberizing mutants or using the souls of normal people).
In such cases, I tend to pick whatever I like. Do I want to see tech enhancements in their slots? Do I think I have too many mutant type characters? I don't have enough natural origin characters...
It'd be different if picking the origin actually mattered. You're basically just picking the icon next to their AT icon... -
Quote:My 'witch' is also a Fire/Storm corruptor. Yes, you can color the different powers, like green tornadoes, purple hurricanes and what not. I personally kept most of my corr's powers more natural: an icy blue tornado, grayish/blue hurricane, blue/gray storm cloud and what not. Freezing rain, though, I colored a light purplish tint to simulate her powerful 'rain' manipulating ability with augmented magic effects.How would Fire/Storm Corrupter be do you think? Can you make the lightning cloud different colors? How about the Ice Storm? I don't have access to the game so I can't check myself but Storm sounds kinda neat too if I can make the nature look more, well, unnatural, as it would give me a wide variety of stuff.
For fire, I kept it all bright white. Rain of Fire (one of her rain manipulating abilities) looks quite beautiful, like a whole bunch of stars/comets falling from the sky and Blazing Bolt is a wonderfully flashy snipe. You can color them however, either all different or with a color scheme depending on what you want it to look like. Concept-wise, my corr isn't actually casting the fire but using bracers of HotFlame (something she stole from a former Hero) since she sealed her own lighting casting abilities (long story). This is why the flames are all the same color for her...
Quote:I never even considered coloring stuff all different, this opens up an even bigger window of choices!
I say be creative and have fun
Just post back with whatever you choose to make. Pics would be wonderful. -
Quote:In that instance, I'd agree that Regen could use some debuff resistances by justification of not fulfilling its thematic role.If you lack debuff resistances, that might be a good thing to add if there is a need to add anything. But without that justification to buff in the first place, the absence of debuff resistance is meaningless.
Speaking from the perspective of an Elec/Regen stalker, the regen set is suppose to be a downtime decreaser, right? Basically healing damage back quickly, needing less energy to run fully and recover from battles faster.
It works decently in those regards, but it still comes off as a bumpy road. I can forgive the set for its lack of Quick Recovery, but in the face of -recover and endurance drains, the set can't even use its own mitigating powers (barring MoG since it is extremely cheap). And when you manage to end the battle, either by defeating the foe or running away, it's a balancing act of using what little endurance you have to recover your HP.
Integration should come with -recovery/END drain resists to counter. If only practically every set didn't have such debuff resist, I'd try and seriously suggest it, but it's already being passed out left and right. -Regen is probably useless unless the debuff resist comes in large numbers. Regen debuffs aren't really common either. But -recharge feels like they're everywhere. They're in psi attacks, ice attacks, glue attacks, guns using ice ammo, gravity controls, spines/thorns, nets...Considering most of the mitigating powers are clicks, I think a measure of -recharge debuffs help mechanically and thematically. A regenerative meta's body isn't slow for anything, they should always recover, regenerate and react with their natural competency no matter what mental, biological or mystical forces are attempting to augment their body.
As for Revive, shortening the animation period to give the user the chance to use their regen powers is all that it needs. I'd also probably add in the 'Power Siphon Recharge' mechanic to Revive that automatically recharges all of regen's powers upon use. You know, to spice it up -
Quote:Thanks!Quoting this for shear brilliance.
Unique in comparison to other armor types: yes
Fits thematically with multiple 'broad' terms: yes
Unique abilities that contribute to the overall feel of the set: yes
Fairly simple execution/animations etc: yes (Steals mostly from thorns)
Strong and Pretty: no, is still not War Mace/Energy Aura
No more +hp on powersets please? We have enough.
I didn't put much forethought into it though, basically just hit 'Reply' and started typing. Granted, I had written up the idea before (for Bone Armor) along with other people suggesting/writing up ideas about an ablative armor concept.
The tier 9 was my idea though. The rest borrowed that just stuck in my head.
As for the HP, I figure since the concept is about breakable armor that works better when its 'new' but have some functionality when its 'worn', you'd need a decent chunk of base hitpoints to work with.
But I can see your point. Honestly though, I wish every set had a measure of +HP. Rather than having HP caps like we do now, armors in armor sets should have just had built in +HP bonuses for simply choosing them. The magnitude of the bonus can be affected by AT mods (so Tanker/Brute armors will have a bigger bonus than Scraps/Stalks) but the mitigation of HP would be set by set, not governed by caps...well, there'd still be a cap but your powers would still work. -
Quote:Are you asking which origin you're choosing?So what do you call it when it's both? Let's say I have some extraordinary skill with a sword, head of my class and whatnot. Now, that's not good enough because a regular sword doesn't just cut through robots. So I get a cool glowing sword that's either magic or tech enhanced to be extra sharp, or give me extra strength or whatever.
Is this character always using this cool glowing sword? Does this character not care if he's using a robot-chopping axe on a regular human body so only has this glowing sword for every costume? Did they develop this sword themselves or just find it/was gifted it? -
Quote:Every time I make a new character, pool powers usually come up during inception. And I always try to pick different pools if I can or combos of pools. Not every character of mine takes fighting. Some take Leadership, some take concealment, some take presence. And it's usually *built into* the concept of said characters.And i still don't know what non EAT ATs would fill those last power picks with after taking all 18 primary and secondary powers anyway.
My DA stalker uses presence and plays this as his innate powerful telethapy that allows him to bring out the fear in his opponents. This also explains his high resistance to psionics (which is actually in Dark Armor).
My storm corruptor took concealment for Phase Shift which is the concept of her 'storm' powers giving her the ability to momentarily shift completely into mist.
IMO, if you can't think of a pool to take, you either didn't think the character concept through enough, you're being very strict with the character's concept or we simply need *more* or *bigger* pools to simulate more concepts. With the loss of Fitness as a potential theme pool, I think we should get more power pools.
Quote:One of the big issues with "weapons as superpowers" is the question of whether it's the person or the weapon that really matters. Are you awesome because of your natural talent and trained skill, or are you awesome because your magic item makes anyone who holds it incredibly powerful?
Do you wield the weapon, or does it wield you? -
Quote:Well, what about the parent that plays the child's account to learn a bit about the game they allow them to play?<bleep>'em. Letting someone else use your account can get your account banned. Read the EULA. It's under Member Conduct, item x. If they aren't paying for their own account they have no rights. The only time this is overlooked is when it's a parent paying for a childs account.
Quote:WRONG. Everyone that plays the game regardless of faction gets sent to the PvP contacts, on a University/CDEC story-arc, to the MA Manager. No one ever misses out because they are on the wrong faction.
Meh, I can take or leave the OP's suggestion. Improvements can help most certainly, but as a vet, I've also learned to simply ignore this stuff. -
Quote:But it does leave more to the imagination. That's good for some people...That's kind of my problem with a lot of melee sets, especially Dark Melee - they do a lot of damage, but don't "feel" like they hit very hard, leaving me to assume that the element in question is somehow doing a lot of the damage. Midnight Grasp is probably the worst offender - one of the stronger melee attacks, and it's just a cast.
While I try to make weird character concepts, I prefer to stick to more grounded kinds of super powers, at least visually speaking. Guns, swords, fists, that sort of thing. Things that are easier to imagine.
For Dark Melee, I have a couple characters that use it. One is pure and basic 'Void Melee' where the darkness is actually an energy capable of splitting molecules apart without any energy emissions, and basically leaving anything solid as 'dust'. One doesn't need to apply much force in that instance to simply turn things to dust, just a touch will do.
For another, it's 'Moral Melee' where every attack demoralizes the foe, either leaving them in a sadden state without the will to hit you properly or outright shacking in their boots. Sometimes a discouraging hand on the shoulder is enough to dissuade even the strongest of foes from hitting you full on.
One of my more recent of creations (inspired by the Pixy AT thread somewhere around), Kinetic Melee is a great substitute for the PIXIE FORCE!, or magical pixy dust melee. It's fun and bright! And covering someone in pixy dust apparently makes them less of a threat (-dmg) -
I'll agree that /fire is pretty clicky when one considers redraw, but I have to say I don't quite mind with certain customization. Set Burn in dark flames with white vanguard blades, the draw animation looks even more menacing as you draw those big blades out of the contrasting darkness of your back.
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Just a posted idea here:
'Bone Armor' or 'Ablative Armor': customizable as different particles like Spines (metal, bone, plant/bark and crystal). The theme of the set being 'Armor' that is built to 'break' and have varying strength by the health of the armor. Note: I'm not going to add numbers but someone else can if they like.
1. Composite Layer (passive +resist vs smashing/lethal/fire/cold, +Max HP) A layer of armor compressed to form an under-armor that reenforces the body.
2. Carapace (toggle +def vs smashing/lethal/energy/negative, def debuff resist) This hard layer of armor sits on top of the body, deflecting various physical blows and energies but is still susceptible to the elements. Customized as some bone/material sticking out of shoulders, back and legs.
3. Ossify (passive +resist vs energy/neg/fire/cold/toxic, +regen) Rapidly reform tissue into a material harder than steel. Its constant reforming repairs and insulates.
4. Marrow Transfusion (click +res vs hold, sleep, immobilize, stun, knockback, repel, slow, -movement) Replenish the reserves in your bone to make you more resilient to outside mez effects. Custom animation would be something like Healing Flames but rather than glowing fireballs around you, they'd be spinning bone/crystal/metal.
5. Hairline Fracture (click +regen/+res vs smashing/lethal/energy/neg/toxic, *Special*) Harden platelets to seal fractures in your armor quickly. It's easier to repair when the armor only slightly damaged, however. (Note: The regen portion is always in effect during the duration of this power, the +resist diminishes completely when one drops lower than 75% HP). Custom animation would basically be an added 'crumble' aura with pieces of bone/metal/crystal coming off of various parts of the body.
6. Shattered Armor (toggle, PBAoE lethal/toxic dmg, *Special*) Your armor breaks off into dangerous shrapnel as it rebuilds itself. The bigger the shrapnel, the more damaging. (Note: this toggle does no damage while at 100% HP and equals other dmg auras at 80%. As HP drops lower, it does more damage until doing maximum damage at 30%). Custom animation is like quills but not visible until it unsuppresses.
7. Ablative Armor (click +res All, +max HP, *Special*) Form a thick coarse armor over the body whose intent is to break away harmlessly. Its effects get weaker the lower your HP is (Note: the +resist is consistent but the +HP is only at full effect at 100% HP and diminishes slowly until it's completely gone at 60%) Custom animation would probably be like Stone armor but parts disappear as the effect suppresses (basically stacking visuals that disappear at different HP%)
8. Deadly Shrapnel (passive minor +resist vs energy/neg, PBAoE lethal dmg *Special*) As your armor sheds its broken pieces, they still provide a bit of protection, but in the instance of armor failure, the shrapnel is deadly, indeed. (Note: upon death, you automatically cast a PBAoE dmg attack. This suppresses for 30 sec upon a rez). Custom animation would be like quills when you die.
9. Bone Golem (PBAoE summon pet) Create 2/3 bone golems out of your armor that stay by your side and share your pain. (Note: these can be either invisible pets that follow you or actual visible pets, but they aren't target-able. They take an unresistable portion of your damage just like MM body guard does. (Note: not sure if this should be made a toggle or a click. As a toggle, it could have a really long recharge and endurance cost so, even if you have lots of +rech, you still have to *wait* until *after* you turn it off for it to start recharging) Still on the fence about the custom animation. -
Quote:I think it depends on 'feel' also. There's a tactile feel to the variety of super powers, IMO. Sorcery should feel mysterious and vast, science very calculating and governed. The thing about a lot of super powers is, they aren't as tactile as just a plain old gun or sword. We can go pick up a sword and try swinging it around, or shoot off some arrows and see how easy it is. But we can't really go out and try shooting beams from our eyes or try breathing icy breath on the weekend therefore it's not as simple to wrap your mind around. It's not easy or hard. It's just '?'.I really don't find guns very exciting in an individual context, guns only become interesting in a cooperative, organized, collective sense to me. (With volleys and such) guns are just not very aesthethically interesting as a symbol of individual power, they only become so when you move into the industrialization of war aspet, the synchronization and mass-production aspects of modern war.
But having trained for a couple of years using melee weapons and martial fighting, I know what it feels like to punch something hard. I know I can't just swing a sword and slice through something metal. By extension, it feels a bit more super when my Kat/SR can easily fend off a hoard of energy pistol toting aliens and come out with but a scratch while standing over a heap of carcases.
Not that it feels less super to do such a thing by using fists of darkness, but I don't really comprehend what it *does* feel like. And I doubt I ever will.
PS: I'm of the school that combines tactile with super, though. That either surpasses the mundane through sheer brilliance/genius or simply combines super with tactile. The idea of a katana wielder slicing through a car because he's 'just that good', I can more easily feel just how super he has become. Or a telekinetic that has an affinity for 'moving' small fast objects so combines their telekinesis with training using a pistol therefore being able to shoot in curves or at impossible angles. This feels more super to me than just being able to fire lasers from a point in the body...
....now if the effective range of said lasers was rather short (melee) so combining strong martial combat training with this ability? Well, I can get a closer feel for that... -
Quote:WP is already a mix of Inv and Regen, so a mix of Inv/Regen/SR/Inv?I got the feeling he wanted a kinda offensive set...a mixture of WP/SR/INV style set in no real graphics for the certain powers, while mixing it up with Traps/Devices, to give things like Seeking Missile Pets.
And the whole theme hinges on seeker drones? Why not add a 'tech' patron/epic pool, then you can theme your armor any way you want and need fewer powers to make a full set? Would fit right in with some Brute/Tanker epics considering they get stuff like Web Envelope and Darkest Night. -
Quote:Not buying it.There are plenty of existing powersets that fit one origin over the others--e.g., Devices--and most players don't immediately go out and make five new characters, one of each origin, for each new powerset. Even if that was the case, there's no reason a magic-wielding (fire-melee) Tank, for example, couldn't be trucking around in some power armor he stole from Vanguard.
Add to that the fact that the Origin system has little-to-no impact on the game, and is essentially useless, and I'm inclined to "meh" the origin-based criticism.
Still the "what's the point?" argument is pretty strong--you could certainly make a robot-suit looking guy and give him SR (or WP or SD or...) and call it a day; Most players probably have at least one alt in medieval-looking armor, and so on.
Still, I think the concept is justified. First, there's room for another FX-light set, like Willpower, as long as it is distinctly different. To make a Body Armor powerset to be interesting, you'd have to design it with genre sensibilites. A guy in a suit of armor is still a guy, which means he's got vulnerabilities, but the suit can make up for that in clever ways.
As such, if I were designing a new, body armor/powered armor based set (I'd just call it Armor), I'd give it a mix of defenses: Thematically, it could be cool if it was a hybrid of defense and resistance (but hell to slot properly) but a more balanced approach would be to look at each damage type and think about how the armor would mitigate it (if at all).
The idea of 'Armor' armor is pretty ludicrous considering it describes nothing. And that's pretty much what 'Body Armor' is in the context of armor powersets...Armor armor. That theme is covered. If your 'body armor' protects your body by deflecting weaker attacks away and reduces damage, you're looking at 'Invulnerable Body Armor'. If your armor is wired into your synapses and enhance your ability to move out of danger, you're looking at a 'Synaptic Reflex Enhancement Armor'. If your armor continuously repairs itself after recieving damage and/or is highly charged to constantly keep melding itself back, you're looking at 'Regenerative Armor' (that can be played as Electric Armor, Regen or Willpower). So on and so forth.
What we need is actual *theme* here. Something we *cannot* do, something whose theme isn't easily duplicated or represented by costume or power function. An ablative armor mechanic that absorbs part of an attack before 'breaking', 'Bone Armor', Goo Defense, a damage absorbing mechanic that lets you use said damage in other ways (like attacking or defending against said damage types). These are things that we need and should get. 'Armor armor' is not nor do I expect it to be.
But hey, I'm usually wrong when it comes to predicting these things. -
A copy/paste from a thread asking about primaries for Stalkers:
Dual Blades...I do like this set. Having played my new DB/FA brute a lot, I noticed I don't like using the combos all the time. It frustrates me when I miss a combo (due to a miss or foe out of range or needing to use a heal or something) and it frustrates me more when I don't *need* a combo because, by the time Attack Vitals starts ticking, the foes are dead or would have been just as dead had I just used Blinding Feint + Burn + Sweeping Strike. Anyway, what I'm trying to say is, combos are overrated. If you like pulling them off every now and again, you should have no problem playing them on a Stalker. If you *must* use combos all the time then I pray for your soul, no matter which AT you choose to play them on. No, you don't get Blinding Feint or Typhoon Edge, but you gain things in return. Ablating Strike is a pseudo-PBAoE in that, if you put procs in it, they will check all foes within 10ft of you every time you click the power. Your Sweep combo is auto-hit 10ft PBAoE if you connect with your main target so use that wisely. Your 1kcuts is a few feet longer and you can combine it with an 80% +dmg buff and 50% crit chance for some great burst AoE dmg.
All in all, I think you get the better DPS with scrappers and the better burst with stalkers. For Tankers/Brutes, its the only type set with a Follow-up attack which comes with its own advantages for attack sets and damage auras. -
Lol, I actually read this thread. The arguments brought up are pretty lame, IMO. We don't need 'itemization/lewt' when we already do? These powers aren't *MY* powers? It just blows my mind how people so adamantly bark about their own opinion and the set that opinion of theirs as some sort of rule that the game must abide by...like others don't have opinions or play the same game...
Anyway, OP, I'll just say that I don't like your first idea. We already have temp powers and a system for creating them. Why not just 'enhance' that system to make said temp powers more usable?
Quote:Something like that. I had an idea for a 'Utility Belt' pool that basically did something like the above. Personally, I'd probably break up the powers in another way with different restrictions:
powerpool:
tier 1: you can use one "thing"
tier 2: you must have tier 1. you can use two "things"
tier 3: you must have tier 2. you can use three "things"
tier 4: you mus thave tier 3. you can use four "things"
take away the level selection limitations to make it more accessible and increase the versatility or match them to the current requirements on power pools (1st at 6, tier 3 at 14 and tier 4 at 24).
tier 1: Passive +ToHit and ToHit debuff resistance (a passive power that's useful for anyone but more importantly, it makes using temp powers a bit easier to use)
tier 2: Inspired, a long recharging click that lets you 'use' an inspiration but does not burn it
tier 3: Utility Belt 3 or 4 'slots' that allow you to permanently choose to fill with temp powers and they won't be burned away. But their recharge and endurance cost would depend on the belt, not the power. The fast recharge/cheapy endurance cost of something like a Malta Cryo pistol or Eldritch rune of power that comes with the temporary version would be replaced by the set recharge and cost of the slot you put it in.
tier 4: Re-equip, since whatever you put in the slot is permanent and only changeable through respec, this long recharging click lets you delete a power from your slots on the fly so you can replace it with another.
My similar idea basically tries not to penalize any build for this utility. With 2 power slots, you can get 3 actual powers. With 3 powers, you get more flexibility with a wide array of extra powers and it'd be up to the player if such flexibility is worth 2-3 power choices. -
Quote:Team TP, as said by others, only teleports teammates. That is, if you use Team Teleport at the market, only teammates nearby will be teleported, not anyone just standing around.I thought Team Teleport teleported all friendlies within 30ft. Admitedly I haven't actually experimented with it.
Remember though that Team Teleport is not the same as Assemble the Team. Team Teleport is a 30ft AoE version of Teleport, where Assemble the Team is a global version of Recall Friend that doesn't care where anyone is located.
Anyway if you actually have a character with TT you can create an AE mission with a mob that has Confusion as its only power, and try it.
So if you were confused, it'd either fizzle or you'd TP your team anyway.
That said, I think it should be changed to work in such a fashion. That's pretty much an irresistable PBAoE Worm Hole effect (minus the KB/stun).
Wouldn't that be nice? Getting confused and toggling on Group Fly and nerfing the enemy's ToHit if you're confused? That's a cool tactic! Would just need a self confuse to get the ball rolling. That actually sounds fun...and hey, you get to take pot shots at your team too. -
Still nowhere near as awesome as Hurricane
Yeah, I'm a huge fan of storm now that it's my 1st lvl 50 support character.
Quote:Really, if Force Field has any consistent flaw, its that it became ground zero for maintaining the science fiction that knockback and repel are competive with controls and debuffs.
But then I wouldn't expect a novice to really know how to use KB properly to greater effect than most controls...you're not a novice, are you?
Lining up the sets, yeah I would admit Ice Domination is 'better' than FF if only because one is more well rounded. But it's not because KB is somehow inferior. Heck, Ice dom doesn't even *have* control effects. It's a better passive set for back-burner support. FF and Storm, IMO, are the more aggressive in that, if their control is leveraged, they can fill in for support and control. Dark Miasma, Traps and Trick Arrow is right there along with them but TA has no buffs... -
Oh, is it time to poke fun of Sam already?
I didn't want to start too early this time -
Quote:When I saw it as a kid, I just thought that scene basically placed the movie in the 'cheap' bin. You see, when I saw this movie, it was on the USA network. Had no idea it was a famous and prominent movie among viewers. What I saw was "Ha, you can see the prop!" but it was still cool.
Ah, that particular sceneThough I HAAATE the Star Wars prequels for their shoddy storytelling, I do admire them for the lightsabre special effects. I recall that particular scene confounding me as a kid, making me wonder if Obi-Wan's lightsabre wasn't running out of batteries (I was a kid, remember
) and that maybe that's why he was losing, because his weapon seems to all but disappear in a few scenes. I'd personally expect that when a lightsabre is viewed head-on from the tip, I'd see a circle of light to the diameter of the hilt, if not slightly wider. Not much, but at least it still depicts a three-dimensional body.
After being more a Star Wars fan, reading more about the history and technology (to this day, it's the only PnP game I think is hilariously fun to play compared to any other and the only one I ever GMed a campaign), I start to imagine how things *really* work. I believe one of the explanations for a lightsaber's blade is that it uses some sort of magnetic field or matrix that keeps the energy constrained to a certain area.
Further visualization, the way I imagine a lightsaber is, it's actually a hollow column of light. A lightsaber isn't a solid column because that'd require even more energy and heat and would constrain the energy traveling straight out of the handle.
No, the way I see it working is the energy/magnetic field constraining the energy is actually *flat* but then curved around to make a continuous loop/column shape. The field basically *spins* the energy around this loop, looser around the hilt and more tightly at the tip so all the energy is contained in the same area. This would also explain why, as described in canon, the lightsaber is difficult to handle because there's some sort of gyrating motion that has to be compensated for.
So if you lightly poke something with the tip of a lightsaber, it'll make an 'O' shape (that is, until whatever you touched burns up or melts, making the shape indistinguishable)
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Quote:Just to continue the thought experiment: put on a jacket or some gloves that go past the wrists. Depending on what material and how it fits will determine what you'll see. That said, I see your point and think it'd have been simpler to attach to the hands in that case.Here's a thought experiment: Hold your hand forward at about waist level, palm facing down, and draw a little circle just behind your wrist. Now rotate your hand so your palm faces up. Notice that the circle rotated to point all the way down. That's because when a human wrist rotates, the skin of the entire forearm twists around to follow it.
But after reading your next point about the paper-thin blade, I wonder if it'd only make the matter worse if they were attached to the hands. I dunno, I don't have any claws characters with the vanguard claws.
Quote:Even jedi lightsabres had a three-dimensional shape despite having no physical blade. Sure, they were just a mish-mash of coloured light, but any way the lightsabre turned, you still saw saw it and you still saw a brad shape.
Personally, I like the look of the vanguard weapons (specifically the Broadsword, the Katana, Dual Blades and the Shield). The paper thinness isn't a dealbreaker if you consider the feature intentional rather than some sort of bug. -
Quote:It depends.I think your missing my point , it was meant to be a simple question , let me try it this way then .
If i say make a scrapper and i take broad sword - will i do more damage over all by taking fiery rather than say dark ? or any other for that matter.
All theoretical ofc, im not looking for some smart long answer about how something has defense , the question is very simple do you have to take fire to maximise dps or can you take another and still keep up?
I was toying with making a cyborg themed scrapper and thought hey elec def set would fit that , but i then started thinking that if i took fire i would then do more dmg.
My point is that you have all these different powers that fit one roll , but when it gets to maximising dmg you only really have one choice?
Would you get more damage for going /Fire vs /Elec? Yes, if you have the support for it. If you're using Super Strength and you use Rage which comes with an endurance penalty? If your endurance crashes, you're not doing any damage. But /Elec has 2 endurance powers and near complete resistance to -endurance. And it has a recharge bonus so you can use rage *more*. FA has consume but doesn't recharge quite fast enough for Rage.
But if you're maximizing DPS, why are you playing a scrapper or brute? I think dominator has the highest marks for damage. -
Quote:Well, personally, the reason I don't like Broadsword is because the animations are weaksauce...I'm with Leo on Broadsword but for different reasons. Except for PvP, it is 100% inferior to Katana/Ninja blade in every category. Less damage, more endurance, slower attacks, even the parry is weaker because it rotates up slower so you can't stack it as easily. I have a BS scrapper who I love, but I tell everyone to avoid the set like the plague and I'll never make another unless it is massively buffed.
I don't have a katana stalker because my main is a kat/SR scrapper and conceptually, he's suppose to be the master swordsman of my character stable. So if I made another katana, I'd have to build said katana character weaker than my main.
Quote:Martial arts was also ok....it was a little more lively but just doesnt do the damage on a stalker that it does for a scrapper...
But I'd agree, MA doesn't do the damage on a Stalker that it does on a Scrapper...who pairs it with Shield Defense or Fiery Aura. But besides that instance, I'd say they're pretty comparable if you consider their different advantages and don't mind loosing Dragon's Tail.
Quote:I did have one weird thing though with claws....after i do a placate and if i get hit afterwards...i find i dont do the extra damage i am supposed to..yes placate does list this information....i dont have this problem with kinetic melee or ninja sword...so i assume its a claws thing only.
Quote:Electric...well i played this set for a while....and found some of its attacks just plain miss or dont go off much...like the jacobs ladder for example....i seamed to only hit one target namely my primary one only alot....
The interesting thing is that the sounds its makes...makes it perfect for the concept i was trying...which was to make a snake/reptile character...the sound effects are very much like that of a rattle from a rattle snake in my opinion. -
Actually...I didn't know who Liefield was when I was reading his stuff. I was just a kid reading cool looking stuff
But I blame my older cousin for actually liking him. He was way old enough to know better >_>
Meh, anything could catch my interest back then. Cruddy video games my friends had, my brother's older comics, my cousins newer comics, a plastic bag tied to a string on a windy day...Heh, I played in the woods alotSo that says something about my liking Leifield back then.
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Quote:But I *want* huge shoulder pads, and lots of pouches (specifically, leg pouches).Actually just a quick question.
When was Liefield active?
Because while Beastyle was in Pocket D on Virtue I made the joke about "wanting lots of pouches and ridiculously big guns".
Sure we all laughed at the time but...oh dear...I may have done something horrible...truly horrible...did what I said cause some horrible nightmarish seed of an idea to grow within the mind of Beastyle?
If it's a Liefield inspired pack...you are within all reason to blame me and beat me with sticks of varying degrees of size.
I think where Leifield went wrong is that practically *EVERY* character he designed had the same hair, or the same one-shoulder pad or the same I've-got-too-many-pouches...and that's disregarding some of the disproportions his drawings sport...or the various misspelled names (because poor literacy is keWL).
Funny, because, while I read some Leifield when I actually learned to read (so mid-90s), I actually liked Leifield. It wasn't until I actually watched Linkara's reviews that I actually looked back and laughed at how close I resemble 90s kid.
DUUUUUUUDE!!
*I never said dude back then, tho*
PS: I won't blame you, specifically, Mechano, but I'll beat you with sticks either way ^^