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Wind Blast: The strength of wind is often underestimated. Of the elements, it is the is the freest and allows for better mobility and has a large variety in its damage.
1. Wind Scythe (ST moderate lethal/energy DoT; -flight speed) A searing sickle of air launches from your hand and through the foe.
2. Jet Stream (ST moderate lethal/energy damage; -flight speed, knockback) A focused, piercing stream of air slices into a foe and has a chance to knock them off their feet.
3. Updraft (Ranged AoE, target foe moderate smashing damage, close AoE knockup) Create a strong upward rise of air that violently lifts an enemy into the air at crushing speeds. Foes near the target may also be caught in the upward draft but won't receive damage.
4. Aim
5. Gasp! (Snipe, target Superior Lethal/Toxic DoT; foe disorient) Create a bubble vacuum that, when it hits the target will remove air from the target's lunges that will cause disorientation.
6. Northern Squall (Target AoE, moderate lethal/cold DoT; foe -flight speed, -res) Concentrate a ball of air that encapsulates cool northern air currents that explode in an icy burst of howling wind.
7. Air Friction (Close ST Extreme lethal/fire dmg; foe knockback) Air molecules can rub together to create high temperatures. Reaching a hand out to the target you create a wind tunnel of high pressure air that will not only knock the foe back but could vaporize then like an object falling through the atmosphere.
8. Air Lock (PBAoE summon sphere; foe flight/-flightspeed; self res vs -flight/-flightspeed) Create a zone of air currents that can slow down flying foes to the point of locking them in mid-air or draw non-fliers into the air.
9. Blast Zone (Placed summon, Extreme lethal/energy DoT; foe -movement, -fly; extra fall damage; self recovery/END crash) Create another zone of violent air currents that slice any caught in it with wind scythes. Foes that fly through this zone will also be forced to the ground and take a heightened amount of fall damage even from short heights.
Note:
-Air Lock is meant to be an anti-melee tool. It causes fliers to slow to a crawl and foes that don't fly will be granted flight and therefore slowed. The exception would be to foes that resist flight (like enemies with stone armor powers). This power also grants the user resistance to -flight powers and -fight speed debuffs.
-It doesn't say but Blast Zone is suppose to have the widest range of any nuke (something on the benchmark of 40ft radius) and creates a persisting foe -flight area. Any enemy flier caught in the area will instantly be forced to the ground and take more falling damage than usual.
-The general premise is this is a ranged set. All its powers are either ranged target, ranged AoE or placed summons.
-The set also sports a variety of damage types: most prominent being lethal and energy, there's smashing, cold and fire, toxic as well as falling damage. -
Earth Blast: Slow but mighty and stable. As a user of the earth, you have extreme control of the things around you and the earth they stand on, but using the ground as a weapon requires you remain grounded for maximum damage.
1. Stone Spears (ST moderate lethal damage; foe knockup) Strike the ground with a fist/foot, causing an upheaval at the foes feet, flinging them up. Foes must be on the ground.
2. Meteor Hail (ST moderate smashing damage; foe -fly, knockback, disorient) A quick gesture brings a stone boulder falling on the foe with devastating and crushing quickness.
3. Tremor (PBAoE moderate smashing damage; foe knockback) Cause a localized quake that hits foes up to just beyond melee range and knocking them off their feet.
4. Crushing Blow (ST close high smashing damage; foe knockback; foe disorient) Launch a huge boulder from your hand that pulverizes on impact. If the foe is in melee range, this will have a higher chance to disorient the enemy.
5. Gaia Connection (Self +dmg, +ToHit +resistance vs hold/disorient/sleep/immobilize/knockback/-ToHit/-recharge; self -fly) Connect with the earth to gain its qualities and power. This power recharges faster than Aim and lasts longer but its effects do not stack. Gives less +dmg and +ToHit.
6. Stalagmites (Targeted AoE, foe moderate lethal damage; -def, minor disorient) This power creates a group of sharp earthy spines from the ground to stab the foe and lowers their defense. Some foes might be disoriented from the resulting tremor and you must be on the ground to use.
7. Local Quake (PBAoE summon knockdown patch; foe -speed, -ToHit) Like ice patch but with earth.
8. Meteor Swarm (ST Superior smashing damage snipe; foe knockback) A cluster of rocks hone in on a target, crushing them from all directions. This snipe does not require line-of-sight.
9. Tectonic Indignation (Range AoE; Extreme smashing/lethal damage nuke; foe hold; summon -speed/-jump patch; self recovery/END crash) Shake the plates of Earth itself to crush your foes and leaving them pinned within heavy folds of earth.
Note:
-Gaia Connection would most likely have 50% of the damage buff of Aim and 75% of its ToHit buff but last 15sec. The resistance (not protection) to mez and -ToHit would last longer (like 30sec).
-Tectonic Indignation is a ranged nuke that, after its damage is done, creates a long lasting patch of ground that is difficult to traverse. It will continue to slow any that try to pass through it even after the blaster is long dead.
-The premise behind this set is burst. There are no DoT and the damage is suppose to happen instantaneously (although the animations might still slow you down). -
I'm bored.
Water Blast: The most prominent and powerful element of them all, if one understands it properly. Alone, a droplet of water does little but with enough you can carve a canyon, crush anything and wring the life from anyone.
1. Water Pistol (ST minor smash/cold damage; 20% knockback; -fly) A basic burst of water that splashes into the foe and knocks them back and even spearing airborne foes out of the sky.
2. Water Blast (ST moderate smashing/cold damage; 20% knockback; -fly; *special Splash summon) A larger burst of water that explodes into a rain of water.
3. Wave (Cone 60degree, moderate smashing/cold damage; 45% knockback; target must be near ground; *special Splash summon) A torrential wall of water erupts from your feet and consumes all infront of you.
4. Blast Stream (Narrow cone, high smashing/cold damage; 60% knockback; -fly; *special Splash summon) Release a focused stream of water from your palm that shoots right through your target and several more behind them.
5. Aim
6. Monsoon (Ranged summon, minor cold DoT; -fly; *special Splash summon) Cause the moisture in the air to rapidly condense, creating a miniature rainstorm in a localized area. It doesn't do much damage at all on its own.
7. Riptide (Toggle foe knockup; foe must be near the ground; *special Splash summon) Create a rolling tide to tumble a target over and over, leaving them helpless. A riptide can be escaped however. This toggle can only be kept on for a maximum of 30sec and there is a chance it will automatically shut off before that.
8. Moisterize (PBAoE foe minor cold damage, -regen; *special +cold damage) Draw on the moisture in the air around you, even from the cells of the enemies in your wake, and use it to build a stronger assault.
9. Whirlpool (PBAoE high cold damage, moderate smash DoT, foe 75% knockup, -movement/jump/fly; summon Mini-Whirlpool; self -EoT) A spinning whirlpool forms around you, drawing foes in (not literally), knocking them up and hindering their movement. Creating a big whirlpool around you might form mini-currents as well that can easily disorient foes as well as crush them depending on how much water is around you.
Note:
-Water blast does more smashing than cold damage (somewhere in the realm of 75%smash/25%cold)
-Splash is a PBAoE around a target. It does no damage but lowers resistance to the cold damage type. The -res doesn't stack (only refresh) but actually summons invisible pets (in the form of puddles) that do stack.
-Each power that summons splashes doesn't necessarily summon one. Like Monsoon might summon 3 instead.
-Moisturize draws on the splash puddles and adds extra cold damage to all of your water attacks while doing a bit of cold damage in the process.
-Whirlpool does a burst of cold damage followed by some smashing DoT while enacting a sort of 'Minus Endurance over Time' on the magnitude of 8 tics of -20 END over a short time (like 15 sec).
-Mini-whirlpool summons will spawn with your nuke depending on how many 'splashes' are on the battlefield and work like Tornadoes. A maximum of 4. -
Well I'll give you Swap Ammo. That is a pretty ill-conceived power, or at least doesn't live up to its potential. It honestly should be the 50/50 lethal/special damage or even 30/60 lethal/special damage. The 60/30 ratio we have is just not worth it even if you get to choose it.
But the other things you say, yeah you can not like it, but Follow up/Blinding Feint is not awkward or stilted. Neither is Soul Drain. Neither is Power Siphon. In fact, all of those are superior to Build Up in several ways.
As far as your opinion goes, now that you clarify it, you're basically on the 'duh' side of the argument. Meaning: Yeah, no one wants the devs to introduce convoluted messes that are wholly situational or mediocre. But no one's suggesting they do either.
And referring to the 'momentum' idea, that was simply an experiment if I could create something that 'simulates' the concept of momentum. Would I want a Hammer set to use it? Probably not but if we were ever getting a set that hinged its concept upon something like momentum, I'd expect it to feel different from normal sets since this is a 'Superhero' game, we'd need 'Super momentum' to portray it. -
Well, the basis of your opinion is simply disfunctional. For one, a set you applaud for its simplicity, Broadsword/Katana, already has a unique feature no other sets have that sets it and it's playstyle apart from the rest. No other set has a self-buffing power like Parry/Divine Avalanche. By your word, you denounce that uniqueness and laud homogeneity.
Nearly *every* melee set has something it can hold up as unique/rare that can offer alternate tactics or differing playstyles, even the ones that came with the game. And just because they are different doesn't mean it's somehow clunky by comparison otherwise all those posts I've opposed saying DM is inferior on a Stalker are also false (just to point, I always said Stalker DM was great and versatile because it has a BU that requires no ToHit check or multiple enemies for more consistent burst but still acknowledged Soul Drain's burst abilities in specific circumstances and it's greater effect on sustained DPS).
You're entitled to keep your opinion. Perhaps later, when I don't see it through red tinted glasses, I'd be willing to discuss it civilly but as of now, it's simply wrong. -
I honestly can't respond to that post, Sam, as pretty much everything you said I'm against to the point I would *fight* to assure it is perceived as a minority opinion. It's just that, bold-faced, bad.
I usually don't go so far as to state it, and don't quite know how to explain it, but that opinion is wrong.
Quote:Probably because of that gimmicky 'Follow Up' power...Ever stick a Gaussian BU proc in it? Better than sticking it in Build Up, that's for sure.As for the set itself, I'm not really a fan of it, to be honest, not as proposed. Its resemblance to Spines is a concern, since Spines is not a very good set. It was at one point, but now that so many melee sets have been buffed up or sped up, it lags behind with its slow animation and lack of single-target damage, to the point where Claws does much of the same, only better. -
Quote:Well those are only 2 powers in the entire game that use such an effect. So it's still a pretty rare type of of effect. If a set's secondary effect was the spreading of a debuff for greater effect through that mechanic, I'd like you to count how many powers/sets do such a thing and tell me if it's statistically unique.The Contagious effect would be similar to Chain Induction from Electric Melee, or Jolting Chain from Electric Control. That goes against your comment about not having something unique, to set this apart. Not saying that it couldn't be incorporated, but that it would be similar to another powerset. Can I assume you're thinking along the lines of Rad Emission's Lingering Radiation or Enervating Field as a secondary effect to the chain?
Quote:I am slightly confused by your comment about making this a strong control/debuff set. I've got some Knockdown, some disorient and lots of -Def. Seems like Control/Debuff to me.
Quote:The only thing the three sets you've mentioned have in common is a hold. Well, that is if we are talking melee sets. I don't think having a hold in a -def set would fly, but I could be wrong. Can you explain further? Are you talking Melee sets or control sets?
The thing I'm trying to get across is -def is hardly a 'debuffing' debuff. Sure, it makes it easier to hit but outside of dodgy targets and helping your temp powers land, it's of little actual use for offense or defense. And a stun doesn't make it controlly either.
Not saying the set *should* be debuffy or controlly but that would be a viable avenues to take the set with its secondary effect. You really don't even need to reply, I'm just expressing the justification for other avenues of secondary effects and how it can differentiate set playstyle. -
Lol when I was saying have fun with it, I was referring to the criticism in that you seem to be trying to protect the premise behind your idea rather than allowing it to incorporate.
But I like reading the names people post for their powers too. That's part of the fun but you seemed to skip that.
Anyway, if we're just 'keeping it simple' here, I'd at least advice something interesting for the secondary effect. What about using the Contagious Confusion mechanic (sans the confusion) that spreads and stacks with the base effect? Maybe with a weak hold effect that can be multiplied by the number of enemies around to potenize the effect? Thinking about it, we only have a few control/debuff oriented sets: Stone Melee, Dark Melee and Ice Melee. Maybe if the theme behind this set was strong control (like Stone) focused debuffs (like Dark) or a mix of both at the cost of some damage (like Ice), it would warrant a better secondary effect?
As for the armor set, reading through the thread, it doesn't seem like you were being chastised. People were generally interested in the idea and providing feedback. -
Quote:Or better yet, explain why members of the rotary club (even if you could customize them as human figures) have fire, ice and hellfire powers in the first place?They're robots left over from a horror movie, retrofitted to work by remote control. The members of the Rotary Club operate them, you just teleport them into the fighting zone.
Are they mutants? Why can't they be mutant shapeshifters that just happen to look like demons?
They using tech? Why not the remote control automatons that look like demons?
It's a natural ability? Why can't they 'naturally' look like demons?
Yeah, sometimes I wonder if people have difficulties with powersets/origins not because of lack of imagination but they just want to be difficult >_< -
The problem with the origins and trying to link them with the extra booster powers is...well, origins are pretty narrow as is...at least in the sense you put them as.
Some characters are better described as 'Dual Origined', mixing things like Natural ability and Science or Magic and Technology. Then there are those that dabble in other things: My natural scrapper relies on skill and reflexes, but he was also born with a mutation that lets him 'think fast' and he's rather forced into learning about magic considering the company he owns practically manufactures the stuff.
On the other hand, it's not so much about the inherent origin of a power and more about the general effect too. My DM/WP stalker is best described as mutation and has the annoying tendancy to never die (he can be vaporized and have his molecules scattered to the ends of the earth but he'll somehow manage to pull them back together through sheer force of will). With that, he also has an annoying tendancy to over extend his powers, effectively destroying himself and everything around him. He's not tech in the least, but Self Destruct is a perfect stand in until a mutation-version of Self Destruct comes around. -
Quote:I'd rather not derail the thread with my ideas (for whatever reason, when I do, the thread usually tapers off). Just imagine what radiation, as a whole in this game, does. Use that. Heck, it might not even be a buff at all. Or maybe not just a straight buff. It doesn't have to be a 'clone' at all if you can demonstrate whatever you come up with works well as a moderate improvement to performance for a given circumstance without being overpowered.How would you approach that? Do a clone of Follow up from Claws? Rage from Super Strength? AAO from Shield Defense? A Fiery Embrace clone? There are only so many ways to get that short burst of +DMG, To Hit in the game, or to add an amount that averages out to be along the lines of Rage, AAO etc. I think Samuel spelled it out pretty well in his response. I was looking at a pretty straight forward set. Nothing too gimmicky.
Quote:It was also why I'd originally gone with Spines as the template since currently only Scrappers and Stalkers get Spines. Also, considering that Radiation Attacks are (energy, -def) in that sense it is unique for a melee set. Katana/Broadsword attacks are (Lethal, -def). Energy does (Smashing, Energy and Disorient). Electric does (Smashing, Energy, some sleep, some disorient, some -endurance).
Again, most of the Radiation attacks in the game do -def, which is why I continued with that as the secondary effect, which is counter to what Energy does: Disorient.
-Electric Blast has -endurance and -recovery while Electric Melee adds 'chance of sleep' to this.
-Energy Blast does knockback. Energy Melee does stun.
If you're coming up with a melee set for fun, then have fun with it! Don't let yourself be contained by the norm and think outside the box. -
Quote:But Power Siphon isn't 'square-peg-in-round-hole'. It's thematic. And it works out well in many cases: you get a bigger damage buff but for a short time, and a moderate damage buff for a long time. The only thing bad about that is you have to hit the foes to get any buff and it's not an up-front effect. That's not bad or awkward, just trade-offs from traditional BU types.To be honest, I'm personally growing a little weary of how awkward some of the newer sets are, all in the name of being different, to the point of resorting to out-and-out BAD ideas just for the sake of being different. I'd love to see a simple, classic melee set that doesn't have any cumbersome mechanics or square-peg-in-a-round-hole powers just for the sake of being different, and as a result inferior.
You'd have to list specific examples to make your opinion clear. As I see it, unless you have something in the set that makes it feel/play uniquely, designing a set around a different type of self-buff is another alternative.
Quote:For that matter, I'd like to see newer sets with Build Up. I love the power, and its suspicious absence in melee sets from Dual Blades onwards is a concern for me, and a big one, too. It's gotten to the point where all our new stuff is so "different" that creating something conventional would be different by exclusion.
That's the idea, though. Different powers let sets do different things. You'll still get your Build up though if it is proliferated to Stalkers, so that's another reason I advocate 'new and different', because not only will it be new and different from existing sets, but it will be new and different by comparison of the other melees vs stalkers. -
Several points:
-Personally, I don't like that the set has pieces of the blast set. No current melee set does this so why do this with Radiation melee?
-It has Build Up. Meh. What was the last set we got that had Build up? Why not something unique and thematic? What does radiation do that could be more thematic than just 'powering up'?
-The set has nothing unique about it. It's copying the formula of other sets (not a bad thing) but has nothing that sets it apart. No new-ish mechanic, no recycling of a rarely used mechanic to a different effect, no secondary effect that truly gives the set direction.
That's just my opinion though. When I read ideas, I tend to say in my head 'can this be done with what we have'? AFAIC, if you want a 'radiation melee' set, you can always take Energy Melee, use the dark version, color it the way you want and use the atomic aura. It even has a thematic secondary effect of stun (way more thematic than energy, since energy is about knockback not stun).
You could have unique ideas thrown into the set to spice it up and entice people to pick it up, either with a special kind of 'Build up' type power or with a cool/thematic/new secondary effect. I could totally see a new type of effect like 'contamination' that basically 'spreads' its secondary effects to foes you didn't hit. You can even make the set single target focused with strong debuffing capabilities that way. Strongly debuff 1 guy and all his buddies are suddenly feeling the sickness of the 'contamination' effect.
Just my thought though. YMMV -
Quote:The way I see Rogue tips would be finding out the Family is getting ready to smuggle some pricey good illegally, the CoT are amassing magic power for some mondo-strong spell or the Council had uncovered some valuable info about someone and you basically swoop in to take it for yourself, beating up the 'bad guys' while you do it. All so you can have what they have (or take away something you can't get). Having a Rogue jump into a bank to rob it sounds more like villain fair.Add Rogue tips to Paragon. Let them rob banks and cause mischief. Have them fight heroes and let them plunder the fair city of Paragon. That's something I'm sure a lot of villain players have wanted to do outside of Mayhem missions since City of Villains came out.
That said, I'd enjoy some support for the Vigilante/Rogue aligned characters and would support any ideas that expanded this or differentiated it from other alignments. So, give me a reason to be one over the main ones, yes.
I was thinking maybe a kind of 'custom contact' mechanic would be cool. Start out by having some missions that introduce you to certain contacts that will give you one-off missions and when you find the one that you 'favor', you simply *tell* them they're going to work for you.
Choosing a contact would be cosmetic, as they start off giving you the same type of missions. The difference would be the type of dialog you have with them. Choose the hard-@** gruff cop, the sleezy alley rat, the scared stiff reporter, the cryptic sorcerer, the questionable scientist, etc. Give the missions several dialog choices with different ways to treat your contact so being 'nice' to them will get you certain tips/arcs, 'serious' will get you something else and 'mean' will get you other choices.
Eh, just an idea I had while picking up Rogue tips. Anyway, OP has my support. -
Alright then. But I'm not that original with costumes >_> I do like it on him though...
Armor resembling the Dragoon Guard of his home world.
Merrick in a more mystic wardrobe, specially prepared for spellcasting.
I guess I could have linked to the pics and just posted a thumbnail...but who cares if I break my own thread
-
Quote:Heh, people don't seem to see it that way, that Stalkers seem to suck so bad because they fail some arbitrary test yet they fail to build one capable of taking said test.Its amusing to see that people think that Stalkers dont do the pylon test because their dps is low and that its because Stalkers suck and not be becuase most stalkers don't build enough survivabilty to survive a pylon test solo OR the fact that Stalkers dont have Shields, which is the primary culprit in the insane DPS numbers of many testers.
And that fact that almost all 'record-breaking' tankers are shield tankers.
Glory to AAO.
As for Shields, yeah, and Fire Aura. Definitely think those should be proliferated as Stalkers currently have no armors that add to offense.
And as for Interface, I'm really not sure. If few actually build up a Stalker to solo pylons, there will be fewer that build them up to incarnate status for that slot.
Personally, I'm hoping the devs do *something* so that this effect isn't so one-sided toward AoEs. Maybe if the additional effect scaled by how much base damage of said attack? So AoEs would give a very small debuff/DoT over many foes (and the bigger/more spread out the AoE, the less overall damage they do except for nukes which should be doing mega effects) while ST powers get a bigger, longer lasting debuff/DoT. -
Just an update on this character:
Name: Merrick Ebonwing
Alias: Dread Dragoon
Powers/AT: Fire/SD Brute
Server: Freedom
Status: Heroic, lvl 39, xp locked
I have to say, compared to his Stone/SD version, I'm really liking the new him. I was always in love with his costume but the addition of breathing fire really adds strongly to his theme. I'll have to post some pics of his costume if anyone's interested.
Probably chronicle his journey a bit too, but perhaps later. Things of note:
-He only had 1 fire attack until lvl 18. And he level in Praetoria too. It wasn't so bad, actually. It was all Brawl+Fire Sword+Ghost Slaying Axe with the wands thrown in (is there some sort of bug with the animations of those weapons? If I use Fire Sword then use the wand or axe, their draw is skipped and the damage comes near instant).
-After lvl 22, with only Fire Sword and Breath of Fire, I *had* to throw in Kick from fighting pool. It started getting painful without more filler attacks.
-Fire Sword Circle kills his endurance. Using mainly SOs up to lvl 30, he relied heavily on teams or the Pain Tolerance mutation passive (if he got it). The Quick Reflexes mutation was good too since it helped cut Fire Sword's recharge.
-Getting and slotting Greater Fire Sword completely changed this character. Currently, the fire attacks are all frankenslotted for max (or as best as I could do cheaply) while his other powers are using basic IOs.
-He runs Shields(sans Grant Cover), Tough, Weave, Hover, and Combat Jumping. Even with Phalanx Fighting, his defense is pretty low (barely reaching up to 30%). And running all that plus his frankenslotted attacks, he's still running out of endurance.
-Fire Breath is amazingly fun to use. I can easily hit 10 with that thing now. It's frankenslotted for some Acc, mid-range dmg, endurance redux and range. It works beautifully, really.
-I locked him into his level until he gets his last hero merit, buys a LotG for hover and then starts the path to Villains where he'll side with Mako.
-After unlocking the pool (and maybe finishing the arc), I'll settle him into Rogue status so he can team with either (and get the alignment power...yeah, it's not great but it first his concept and name).
All in all, I haven't been so drawn to playing a character since my Sonic/Ice blaster or MA/SD Scrapper. Really looking forward to expanding his abilities and hoping Arctic Breath and Bile Spray are at least decent. Build advice would be great as that's the only place I'm hurting. Who knew 3 main attacks slotted with good endurance could still steal your bar so quickly... -
Quote:I'd rather they just make it a straight cost toggle (not per target) and lower the effect to 'chance of Knockup/knockback' so that you can at least use it in combat. If my thinking is correct, Repulse doesn't actually have a repel effect, just knock.You're probably right, but it is just a very odd power to have in the set when there are many other power that could be substituted and not break the set or make it overpowered. I won't hold my breath that it will ever be changed, but one can wish.
Quit sucking up >_> -
Madam Primary?
The Hue?
Color Vibration?
Miss Contrast? -
Quote:She can use her primary and secondary powers at any size though.Quote:Her winged form is powered up, but it doesn't mean she isn't going to pull out a bow and cover you in oil, then set you on fire if you attack her in her base form.
-The DP/Fire blaster would be great using all the powers, but they're often not needed. On teams with no buffs (or solo) I tend to use the Ice demon form so he can use the defensive powers since he's not going to bother standing in melee range for Hot Feet. On teams with buffs, it's kinda pointless toggling on Frozen armor when your defense is already capped so all I have to worry about is jumping in and using Burn and HoB as often as I can. If there's enough buffs but not quite enough to make me Superman, it's kind of a toss up and actually gives me an interesting choice of playstyle: offensive or defensive.
-The Brute kinda has to choose between Shield Charging and Breathing as is. On teams where he's the tank, he'll strap on his armor, keep foes around him and slice/'jump' all day. On teams where he's not the tank, he can either do the same or step back and chain breath on foes (or at least he will once he gets the Mako patron). The two styles don't quite mesh together but are still effective alone. And using tough in the armored form kind of relates to using ninja as well. His robed form uses Hover+CJ+costly AoEs while the armored one uses Tough+NR(for looks)+Frankenslotted for efficiency attacks.
I guess that starts to preen the question some more in that, are there powers you picked that are situational or simply not 'all the time' powers? Thinking about it, I feel kind of the same when on some teams (and with a couple of my doms). Was tanking on a team Monday with a bunch of Defenders, Controllers and Doms (think there was a SoA in there too) and it was mass chaos with Thunder Clouds, Seeds of Confusion, Creepers, Earthquakes and every kind of storm you could think of. Yeah, a lot of it was fluff and not particularly 'needed' as it was either covered or obsolete.
That is to say, I wouldn't want to drop an Earthquake on a group after someone used Seeds of Confusion. They work against each other. They're great for their own services, but not quite together. So when you have powers like that within the same character, what do you do? Just pick which one you like best and skip the other? Or try to outfit a 'style' to fit it in on its own or something? -
Quote:That's actually kind of nice. Makes me want to think of a concept like that or maybe just wish we had a 'Super Twins/Sidekick' or 'Commander' AT that worked on a similar mechanic of not *needing* the pet there but being nice when they are.I don't have any characters with powers I limit based on their costumes (They don't tend to have themes along those lines-), but I definitely have one with a particular summon that I'm picky about.
My red-side main is a rogue Stalker named Grey Kestrel. Out of a collection of about 30 toons in total, she's the only one I really run as a dedicated role-playing character... Which is what dictates how I use her Patron Pool summoning power. Her Adept, Cardinal, isn't played as "Generic Mu #37". He's supposed to be a distinct individual; Kestrel's partner, best friend and (thanks to her absolutely ludicrous recharge numbers-) near-constant companion. She's very protective of him.
Given that, I'm reluctant to drop him in the middle of a meat-grinder. If I'm running a mission or TF with Kes that I know would shred the poor guy faster than you can say "That looked painful. o_0" I don't use the summon. Cardinal will never show up in the Apex taskforce, for instanance, or on a Mothership raid before we've secured the bowl. They're just not situations Kestrel would want to involve her friend in, knowing that he's more fragile than she is herself.
Silly from a game-play standpoint? Well, yeah, maybe... But it's a role-playing thing. It doesn't have to be practical.
I generally have trouble with pets on stealthy characters, though. Not sure how you manage it with a Stalker. Grant Invisibility perhaps?
Quote:Off hand the only one I can think of is Kilowasp. She is my electric/kin corruptor and she can only fly/hover when she is shrunk down to insect size (i.e. the smallest I can get under the current limitations + insect wings).
I have binds set up to change her into her insect size costume and trigger Fly or Hover, and other binds that turn off hover/fly and return her to normal size sans wings. Since I can't truely make her the size of a wasp, she has a stealth IO slotted in each of her fly powers to simulate the fact that she is much smaller than she appears.
She can use her primary and secondary powers at any size though.I suppose it'd work in Flight because a bug flying around faster is harder to see but a hovering one can be spotted easier. The stealth from one would carry over for a little bit too.
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Quote:I've always been of the opinion of taking the Fiery Armor route. As is, Energy Aura is 'good enough'. You can bolster its survival to really high marks and make it decent all-around with certain power picks/IO bonuses.Energy Drain isn't the problem in the set.
Conserve power can be overkill with energy drain, but an option for those that skip energy drain. The problem in the set in my very honest opinion is repulse. If that was changed to be something useful for a stalker, the set would be a lot better for it (eg. Hit point bonus for a limited time).
By itself? It feels no different from SR, IMO. That is to say, if you only have the (8) powers in SR, you're going to get pummeled occasionally same as EA. But while SR can get really great resistance at certain HP + an offensive boost (+rech) and doesn't generally have holes, EA mainly just has the endurance tools and +HP in the tier 9 with holes to psionic and low values to negative energy.
Would it be out of step to alter Conserve Power to a Fiery Embrace type power? That is, a click that has a smaller endurance discount bonus but adds an energy damage component to all attacks for a shorter duration. So you don't have to push the sets survival up from 'good enough' to 'better than the competition', the set gets added utility as a damage set and hey, more offensive armor sets is always nice! -
Quote:This is actually exactly what I did at first since, at lvl 20 for his new costume, the only limiting power was Hover and I can obstain from using tough and shield charge. Kind of tougher for the blaster tho.I have to agree. Just use (or don't use) powers based on your costume. I've got a size-changer that is only 'stealthy' when small. So I just don't use my stealth power when big.
Quote:I've got to say, Leo, you always come up with some very cool concepts for characters. I've considered doing the powered up look for doms, but found it bothersome to change when Domination went down. That or I get locked in perma-dom.
He's a 'Judge' from his homeworld which translates to 'Necromancer' here. His background involves his home dimension being on the verge of absorption by a certain being, and him seeking a means to defy the threat. But since his powers come from dead dragons, he kills any powerful warriors of his race, gain their power and hitches a ride out of there before everything is nom nom'ed. Kinda heroic since he's seeking power to defeat a threat to the multi-verse...in a selfish power-hungry kind of way.
The blaster is one in a newly formed program for reformed demons to show they deserve rights too. With Infernal practically imprisoning them and all these demon summoners running around whipping little (and not so little) demons, it was inevitable that a union would form for better treatment of other-worldly creatures and my blaster is the example that they can be reverted to go good...it just takes some coaxing, practice and a few situationally aware binding spells.
Quote:My Dark/Fire Brute has fire generating armor that specifically creates burst of fire only to deflect or discourage attacks. (The Dark attacks? He's just punching people, and his armor's giving off smoke.) Because the fire isn't supposed to be there unless he's being attacked, and also because in my concept for him, he's not terribly protected from his own fire, I always turn off his armors when between missions.
I kind of wish you could customize what stance you take all the time like that. Kind of giving your character a 'non-combat' look and a 'combat' look like the auras...but with your powers and general idle animation. But I can get by with the idle animation using a bind. -
Quote:I never implied it wouldn't. It'd have to be since the restrictions are completely at the player's digression. There wouldn't be some all-encompassing 'rule' you could apply that'd work for everyone. AFAIK, no one has a DP/Fire blaster with a playstyle like mine so no rules designated would apply, only my rules for my character would.For the second question, I can honestly say I don't personally have any interest or desire to see such a feature. In fact, I'd be strongly opposed to such a feature unless it was entirely optional.
Quote:I hate making this suggestion but since I'm a person who both loves RP but doesn't want to loose effectiveness, Maybe have the power customization be, say, more ice in once costume by coloring the fire ice-like blues and saying it's freezing mists or some-such?? I REALLY hate when people use completely opposite things like this or play epics as something other than what they are, but there's a suggestion you might like, and it's your character, and thus, your choice.
Quote:My understanding is that currently we don't have some costume options like the full length skirt because of animation issues with certain power sets. If we had limits on powers but were able to have certain options in the CC I'd be for it. It would actually be more options in the CC for a lot of power sets. -
Quote:Perhaps a lot of work until we get pool customization in the power customizing window. I'd imagine there simply being an extra 'Locked' option thrown in there.Not really. It sounds like A LOT of programming work for a very narrow audience.
But I'd imagine it being far easier with a simple 'lock' command that basically turned powers transparent like when exemplared. The tech is there, just need more commands to access said tech. Another use for such is 'locking' the Self Destruct power. For most of my characters I just remove it from the tray but my DM/WP stalker uses it alot so I keep it there but occasionally hit it when not meaning to (it still needs to be accessible without being too accessible). A /lock pow [insert power], [insert another power] and a /unlock pow [insert power] command that I can bind to a key would be infinitely useful for those characters.
Quote:Consider placing all the powers you can use in one "form" one power tray. Create a bind where switching to that costume will change to the appropriate power tray, perhaps?
A quick rundown of my controls: numpad is for movement as are the arrow keys, the / * and - keys are auxiliary toggles like leadership or travel, + is often used self clicks like mez protection/heals, attacks are 1-5 and AoEs/extras are ALT+1-4, etc and these are all set up on the 3 trays in the config of my hands on the keyboard. So when I do the tray switch thing, I'd have to switch all 3 trays. And my last costume is usually some kind of ULTIMATE POWER costume (sometimes) that basically breaks all the 'self limits' I had in place...so that's another 3 trays.
The only other issue with that might be I often forget about powers not on a tray I can see. I'd probably completely forget I even had an oro portal, team recall or some temp powers I have if I didn't keep them on an alternate tray on the side of my screen.